Notice anything wrong with this log clip? How did the giantman in hiding get stunned, knocked down, but remain hidden? Grapple flares don't seem to be working correctly for sniping bandits...
You begin to walk south but trip over something and end up stumbling your way there.
[Sea Tunnels]
The smell of sea salt is heavy in the moist air of the tunnel, enough so that it burns your eyes slightly. The ground is thoroughly soaked and you plod about trying not to get stuck in the sandy muck. Small cracks in the walls glow an eerie fluorescent green, illuminating the tunnel so that you can see it continue to the north and west. You also see a half-elven bandit.
Obvious exits: north, west
[exec1]>stance off
>;execq waitrt?; multifput "stance off","attack "; sleep 1; waitrt?; fput "stance def"
You are now in an offensive stance.
[exec1]>attack
You swing a perfect ebony-hafted flail at a half-elven bandit!
AS: +371 vs DS: +236 with AvD: +54 + d100 roll: +43 = +232
... and hit for 81 points of damage!
Whoosh! Several ribs driven into lungs.
The half-elven bandit is stunned!
Roundtime: 5 sec.
A wooden heavy crossbow bolt flies out of the shadows toward you!
AS: +371 vs DS: +295 with AvD: +22 + d100 roll: +51 = +149
... and hits for 6 points of damage!
Blow slides along your ribs.
Almost tickles.
Your imflass plate releases a twisted tendril of force at the giantman robber!
... 30 points of damage!
Leg grappled, knee pops audibly!
It is knocked to the ground!
The giantman robber is stunned!
The heavy crossbow bolt breaks apart and crumbles away.
>l
[Sea Tunnels]
The smell of sea salt is heavy in the moist air of the tunnel, enough so that it burns your eyes slightly. The ground is thoroughly soaked and you plod about trying not to get stuck in the sandy muck. Small cracks in the walls glow an eerie fluorescent green, illuminating the tunnel so that you can see it continue to the north and west. You also see a half-elven bandit that appears stunned.
Obvious exits: north, west
Check out who's dying any time! https://twitter.com/GSIVDeathLog
>Daid: Pretty sure you have a whole big bucket as your penny jar. You never have only two cents. :p
Cheaty (bugged) bandits on 10/13/2015 07:52 AM CDT
Re: Cheaty (bugged) bandits on 10/13/2015 08:55 AM CDT
Re: Cheaty (bugged) bandits on 10/15/2015 06:23 AM CDT
>I'd say the bug was that you could see that result of the flare. Status infliction doesn't automatically knock me from hiding, but you shouldn't be able to see what was inflicted unless it did.
That is correct. We are aware of the issue. This is something that will happen with just about any reactive flare on a hidden attacker.
~Contemplar~
That is correct. We are aware of the issue. This is something that will happen with just about any reactive flare on a hidden attacker.
~Contemplar~
Re: Cheaty (bugged) bandits on 10/17/2015 01:30 AM CDT
Thanks guys!
Check out who's dying any time! https://twitter.com/GSIVDeathLog
>Daid: Pretty sure you have a whole big bucket as your penny jar. You never have only two cents. :p
Check out who's dying any time! https://twitter.com/GSIVDeathLog
>Daid: Pretty sure you have a whole big bucket as your penny jar. You never have only two cents. :p
Re: Cheaty (bugged) bandits on 10/17/2015 10:11 AM CDT
>That is correct. We are aware of the issue. This is something that will happen with just about any reactive flare on a hidden attacker.
For whatever it's worth, ambient scripts in Darkstone that target hidden characters are also visible to the entire room. Which is probably beyond the scope of this topic, but it reminded me of the issue.
For whatever it's worth, ambient scripts in Darkstone that target hidden characters are also visible to the entire room. Which is probably beyond the scope of this topic, but it reminded me of the issue.
Re: Cheaty (bugged) bandits on 11/07/2015 12:23 PM CST