Some 0.64.00 Update Bugs
Posted: 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?:
(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
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?:
(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