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Topic: Known bugs (Read 22513 times)
krayon
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A successful flee during combat prep doesn't flee
«
Reply #15 on:
2008-12-18 21:26 (Thu) »
If you attempt to flee during combat preparation and actually succeed, the battle still takes place.
NOTE: Bug moved to tracker:
https://bugs.quadronyx.org/?do=details&task_id=4
«
Last Edit: 2009-09-22 06:26 (Tue) by krayon
»
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krayon
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Dropping all of an item forgets cooldown
«
Reply #16 on:
2009-04-07 01:44 (Tue) »
If you drop all your inv of an item whilst in cooldown, when you pick it back up, the cooldown has been forgotten.
NOTE: Bug moved to tracker:
https://bugs.quadronyx.org/?do=details&task_id=5
«
Last Edit: 2009-09-22 06:28 (Tue) by krayon
»
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Korrode
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FIXED: Equipping already equipped makes slot unusable
«
Reply #17 on:
2009-04-07 11:35 (Tue) »
FIXED
Quote from: Korrode on 2009-04-07 11:35 (Tue)
Double-clicking an equipped item (i.e. picking it up and putting it back down on the equip slot it was in) unequips the item, but makes the equipment slot it was in unusable.
This was caused due to a change (most likely a bug) in the client equip code during implimenting the rather strange equipment swap functionality.
«
Last Edit: 2009-04-07 23:59 (Tue) by krayon
»
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"Often, the most striking and innovative solutions come from realising that your concept of the problem was wrong."
- Eric S. Raymond
Korrode
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Posts: 142
att exp gain calculation
«
Reply #18 on:
2009-04-14 02:19 (Tue) »
att exp gained per hit is being calculated from the damage you make in your damage roll, not the actual damage taken off creature.
i.e. if your roll in 1 hit more than the entire health of the creature, you get exp as though the creature had as much health as the damage you took off.
eg. fight rabbit (has 15 health), roll 50 in dmg roll u get att exp as tho rabbit has 50 health to lose, but it only has 15.
«
Last Edit: 2009-04-27 16:02 (Mon) by Korrode
»
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"Often, the most striking and innovative solutions come from realising that your concept of the problem was wrong."
- Eric S. Raymond
Korrode
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Posts: 142
FIXED: no two-handed weapon parameter
«
Reply #19 on:
2009-04-14 02:20 (Tue) »
FIXED
I need to be able to set weapons as "two-handed".
i.e. cant have a shield equipped with them.
NOTE: Bug moved to tracker:
https://bugs.quadronyx.org/?do=details&task_id=6
«
Last Edit: 2009-12-18 02:33 (Fri) by krayon
»
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"Often, the most striking and innovative solutions come from realising that your concept of the problem was wrong."
- Eric S. Raymond
krayon
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Posts: 210
FIXED: (some) buffs don't stay persistant across map changes etc
«
Reply #20 on:
2009-04-23 21:27 (Thu) »
FIXED
Buffs such as speed don't seem to hold after map change, resync etc.
This appears to be with the ADD_NEW_ENHANCED_ACTOR msg since I think buffs were recently changed to a larger data type.
«
Last Edit: 2009-04-24 03:33 (Fri) by krayon
»
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krayon
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FIXED: Bags seem to close by themselves
«
Reply #21 on:
2009-04-24 03:03 (Fri) »
FIXED
Sometimes bags seem to close by themselves. This might only happen to actor 0.
«
Last Edit: 2009-04-24 03:34 (Fri) by krayon
»
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