Some 0.64.00 Update Bugs

Talk about any unintentional game issues here.
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Flashlight237
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Joined:Tue Jul 16, 2019 3:01 am
Some 0.64.00 Update Bugs

Post by Flashlight237 » Sat May 08, 2021 4:38 am

Welp, time for another round of bugs. This time, it's for the current update. Here's what I can gather.:

1. How are the policemen not being roasted alive by this one fire-breathing trap?: http://prntscr.com/12ndmqx
2. Fernips are supposed to have a power of 180; however, they don't do anything but poison damage. Since I have 11252 armor, the Fernips are supposed to deal 10 to 18 damage to me.
3. Policeman and Tesla Crawler multi-spawns (especially the Tesla+Cop rain) in the Nature Factory's basement (Area 63) can be lowered a smidge in order to reduce lag. The lag appears to be mainly the FPS type.
4. Mages can be part of the lag issues, but the only ways I can think of to optimize that is to 1. Make the Protection Field less reflective like a mirror (which I favor along with the rest of the crowd since people can't really see though the reflections), and 2. Reduce the time frame at which Storm Cloud attacks (which I don't think would be too ideal)
5. Claystones can jump a smidge higher when attacking. Also, their attack hitboxes can be a smidge wider. Mainly saying this because it can be a bit tricky to get a Claystone to hit me.
6. Either minigame functionality for the King of the Hill area is yet to be implemented, or I'm standing on the wrong mound: http://prntscr.com/12nipmk
7. Lil' Nary is supposed to say "Give me a moment" or something when you ask about upcoming drops, but the dialogue doesn't give you time to react before he goes to the next line of dialogue: http://prntscr.com/12nj356
8. This hallway in Lil' Nary's does not like collision detection: http://prntscr.com/12njtcm
9. Peek-a-boo!: http://prntscr.com/12njuty
10. Speaking of Lil' Nary's drones, why don't the drones drop ice cream even though they play ice cream truck music?:
Image
(There are five flavors from left to right: vanilla, chocolate, strawberry, pistachio, and yellow snow.)
11. The electricity workshop Mufasa's you when you leave it: http://prntscr.com/12njzxd
12. These boxes have some iffy collision: http://prntscr.com/12nk8j0
13. For some reason, dropping items doesn't work. I tried dropping 8 bananas, 3 pineapples, and 2 watermelons on the ground and the items did not appear anywhere on the screen or drop on the ground like they're supposed to. This happens everywhere.
14. Pretty sure it's safe to list out the predators of the Shellshocker (in its case, Grunts, Scorpees, and Night Stalkers). A molted crab is probably going to be defenseless: http://prntscr.com/12no7li
15. Primary reason why Claystones should drop F1s (probably at a higher drop rate than Hellshags given their statistical differences): http://prntscr.com/12npg7n
16. On to the actual proofreading of the Claystone entry, "clam" is supposed to be "slam," and the Claystone should actually weigh 4800 lbs (before you comment, it would've broken apart if it were hollow).: http://prntscr.com/12nqwwk

This was the math I did to calculate the Claystone's Weight:

Human Height: 143 px; 1.7526 meters
Claystone Height: 203 px; 2.488 meters
Claystone Width: 130 px; 1.5933 meters
Claystone Depth: 28 px; 0.3432 meters

Claystone Volume: 2.488*1.5933*0.3432=1.3603 m³
Clay Density (dry): 1600 kg/m³; Source: https://www.engineeringtoolbox.com/dirt ... _1727.html
Claystone Weight: 2176.4952 kg/4798.3545 lbs

17. This entire left portion of the pond you see upon first entering Muck Swamp is devoid of crabs: http://prntscr.com/12nr83a
18. Spawners in the Campsite (Area 3) are still devoid of life. Come on; they literally don't spawn anything.
19. This part of the Renegades' Yard (Area 35) could use a Logon or two: http://prntscr.com/12nryhz
20. This Satanic ritual: http://prntscr.com/12nty57
21. This had been a known issue for quite a while, but monsters can't go up hills that are facing west or east (hills that face north or south work just fine). Monsters known to have issues with these hills are Leaflings (which have to jump in order to climb the hill out of the water), Night Stalkers (same as before), Scorpees (this can be tested with the stairs in Alion City hotel and the hills in Areas 1 and 2), and Auroch Beetles (same as Scorpees).
22. Area 53 doesn't seem to exist on the map, period.
23. Areas 54 (Big Bubba's room) and higher don't keep track of the player population: http://prntscr.com/12phxvm
24. Cledge does not like to teleport you if you're riding an animal (ex. Scorpees).
25. Still a pervasive issue: monsters still don't think to jump over guard rails (or similarly-short objects), climb hills, or go around fences. Why are Leaflings still smarter than other mobs in that regard?
26. Monsters still zigzag when going at players even though Homing Arrows show that anything can roam freely.
27. Logons try and tackle you once they get right next to you as opposed to something more sensible like about two sidewalk blocks away.
27. Grenade aiming is still wonky (walk-to-aim as opposed to Magic Breath's aiming mechanic).

So yeah, there's all that. I do have some area expansion ideas since you wanted to give that a go: viewtopic.php?f=5&t=4292

I do have three questions.

1. What is the maximum number of Night Stalkers that can spawn in the cage? I know Rafflesias capped out at 2 per spawner in the first Red Leaf Hills area, and Grunts seemed to cap out at 7 per spawner in the first Cave area, but what about the caged Stalkers?
2. Would it be possible for people to ride these guys out of the sewer, or would you need another sewer level like I've suggested?: http://prntscr.com/12nvphh
3. How smart are Eliatopians, anyway? Mainly asking because every Eliatopian I've seen so far appeared to be about as smart as this girl: https://www.youtube.com/watch?v=BqUIA9B5x7c
Last edited by Flashlight237 on Mon May 10, 2021 3:07 am, edited 1 time in total.

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Robby
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Re: Some 0.64.00 Update Bugs

Post by Robby » Mon May 10, 2021 6:00 pm

Ok thanks for all the bugs/suggestions!

1. I've made a note to add enemy environmental damage in the future. It does only make sense.
2. Fernips don't actually do any physical damage. That value you are seeing was just there early on in the fernips development and I hadn't removed it. I'll go ahead and default that down to 1.
3. I'll lower their spawn rate a little, as it is quite high.
4. I did notice a bit of lag during Friday's first donation drop event. I believe that yes, it is largely due to the protection field. I have it on my to-do list to improve for next update. Unfortunately I won't have time to get it optimized for the quick patch I'm trying to get out today.
5. Ok, I'll have to check into their attacks for next update, running short on time for this next patch.
6. Ya, King of the Hill hasn't been implemented yet. Just some of the placeholder environment is there for now.
7. This is actually intended. Whenever you click the "Upcoming drops?" button, the data for the drops is loaded from the database. During that small wait time, I have him display the text "Give me a moment..." while the data is being loaded, incase the load takes an abnormal amount of time. Usually the load is close to instant though, so that text is hardly seen.
8. I'll get this fixed for the small patch.
9. I'll get this fixed for the patch as well.
10. I just thought it'd be cool to play the ice cream truck song, since they are giving away items similar to an ice cream truck. And I thought it'd be cool to have players hear the tune while in an area, and know that the donation drone must be nearby.
11. I'll have to check into this one. I believe on all climbable areas you can go slightly to the left and right before un-climbing.
12. Hmm, what exactly is happening here?
13. I'll have this fixed today.
14. I'll have to see about updating this for another patch outside of todays.
15. I suppose that makes sense. I'll have to see about this one.
16. I'll get this fixed. I'll try and remember to check into the weight here soon when some new enemies get added.
17. I'll add a crab spawn to that spot.
18. Good observation. It looks like I forgot to do an extra step for spawns in that area. I'll have this fixed for the patch.
19. Good point. I'll throw one there.
20. Oh crud, I'm not sure how the heck that happened. I'll have to check into that. I definitely want to fix that, however I'm running out of time to get it fixed for today's patch.
21. I'll add this to my notes.
22. I'll have this fixed today.
23. Will be fixed today.
24. I will add this to my things to-do.
25. I'll make a note of this as well.
26. Hmm, what do you mean exactly by this one?
27. Ok, I'll have to see what some more players think to see if I should change this one for sure.

I'll have to get back to you on the other things. =P Running short on time to get the patch out for today.

Flashlight237
Posts:2251
Joined:Tue Jul 16, 2019 3:01 am

Re: Some 0.64.00 Update Bugs

Post by Flashlight237 » Tue May 11, 2021 1:52 am

Robby wrote:
Mon May 10, 2021 6:00 pm
Ok thanks for all the bugs/suggestions!

1. I've made a note to add enemy environmental damage in the future. It does only make sense.
2. Fernips don't actually do any physical damage. That value you are seeing was just there early on in the fernips development and I hadn't removed it. I'll go ahead and default that down to 1.
3. I'll lower their spawn rate a little, as it is quite high.
4. I did notice a bit of lag during Friday's first donation drop event. I believe that yes, it is largely due to the protection field. I have it on my to-do list to improve for next update. Unfortunately I won't have time to get it optimized for the quick patch I'm trying to get out today.
5. Ok, I'll have to check into their attacks for next update, running short on time for this next patch.
6. Ya, King of the Hill hasn't been implemented yet. Just some of the placeholder environment is there for now.
7. This is actually intended. Whenever you click the "Upcoming drops?" button, the data for the drops is loaded from the database. During that small wait time, I have him display the text "Give me a moment..." while the data is being loaded, incase the load takes an abnormal amount of time. Usually the load is close to instant though, so that text is hardly seen.
8. I'll get this fixed for the small patch.
9. I'll get this fixed for the patch as well.
10. I just thought it'd be cool to play the ice cream truck song, since they are giving away items similar to an ice cream truck. And I thought it'd be cool to have players hear the tune while in an area, and know that the donation drone must be nearby.
11. I'll have to check into this one. I believe on all climbable areas you can go slightly to the left and right before un-climbing.
12. Hmm, what exactly is happening here?
13. I'll have this fixed today.
14. I'll have to see about updating this for another patch outside of todays.
15. I suppose that makes sense. I'll have to see about this one.
16. I'll get this fixed. I'll try and remember to check into the weight here soon when some new enemies get added.
17. I'll add a crab spawn to that spot.
18. Good observation. It looks like I forgot to do an extra step for spawns in that area. I'll have this fixed for the patch.
19. Good point. I'll throw one there.
20. Oh crud, I'm not sure how the heck that happened. I'll have to check into that. I definitely want to fix that, however I'm running out of time to get it fixed for today's patch.
21. I'll add this to my notes.
22. I'll have this fixed today.
23. Will be fixed today.
24. I will add this to my things to-do.
25. I'll make a note of this as well.
26. Hmm, what do you mean exactly by this one?
27. Ok, I'll have to see what some more players think to see if I should change this one for sure.

I'll have to get back to you on the other things. =P Running short on time to get the patch out for today.
2. Ah. I see. I will have to ask you this, however. Think you can double Poison's share in EXP rewards? Mainly asking because poison damage bypasses defense while regular and fire power doesn't. This in turn would make poison monsters harder to fight by default.
12. You can't stand on the boxes that were supposed to let you leave the basement.
16. I don't think waiting to do it is such a wise idea when you consider the fact that you gave an elephant-sized blue beetle a weight figure of 2200 lbs.
26. Have you ever approached a monster that walks? They move around in a zigzag pattern instead of walking right towards you when you get close. In comparison, Homing Arrows (which I think is AI-based as well) always moves towards the enemy instead of zigzagging.
Last edited by Flashlight237 on Tue May 11, 2021 1:16 pm, edited 2 times in total.

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MrHybridYT
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Re: Some 0.64.00 Update Bugs

Post by MrHybridYT » Tue May 11, 2021 4:46 am

I've found bugs also.


1.Weapons with electric runes also cause lag when there are so many entities near eachother.

2. You can deal damage to yourself while using weapons with electric rune. When two players are fighting the electric chain damage also deals to you. Only applicable in pvp area.
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