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Re: Bug Thread: Discussion
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Attachment is a semirandomed SP game with CBM1.41. Plz see the battle occured at upper skelde. My S2 commander has reinvigoration 4 via blessing. Everything is ok in the first few turns, but when he start to move forward, he get 20-40 fatigue per round automaticly until it reachs 200. My enemy has no mage other than priests on the BF so I think it can't be result of any spell. Plz check it, thanks.
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Re: Bug Thread: Discussion
heh that did look like a bug - but the opposing forces include blowpipes shooting paralyzing poison. That's what did him in.
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Re: Bug Thread: Discussion
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Re: Bug Thread: Discussion
hmmm that seemed very unlucky though... they have damage 0 and he had armor 21 and luck... though I guess once he has fatigue, subsequent darts are more likely to critical and hence possible get through the armor. I'm gonna have QM look at it.
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Re: Bug Thread: Discussion
I think the poison secondary effect with ranged weapons does not have to cause damage before taking effect. The same problem exists with the Androphag archers aswell.
In the past I have also had a glamoured unit in melee get poisoned even when no damage was done. So there seems to be some bugs with poison. |
Re: Bug Thread: Discussion
Yeah, the poison effect is known and debated at length.
The blowguns paralyzing poison probably works the same way. That's brutal against thugs. Though shields might help? I can't remember. Does poison resistance work against the paralyzing poison? I'd expect it too, but without checking... |
Re: Bug Thread: Discussion
if it were to be so, we should surely all have seen many an expansionist pretender in SP play go down to the woodland blowpipes. but this has not been my experience, so I remain puzzled.
CBM did just buff the blowpipes w/ +2 accuracy, but that can hardly be the reason. |
Re: Bug Thread: Discussion
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Re: Bug Thread: Discussion
Precision just makes the missile land in the right square.
Blowpipes work the same way as poison arrows, as everyone said. Except there is a MR roll to resist the blowgun poison (Which is actually 50-damage stun damage, not paralyzing poison as the description says. The effect is immediate and does not divide stun across turns the way poison divides damage across turns). From the debug: blastsqr: unr17793 x43 y23 aoe0 dmg0 eff109 spc1075838977 as-1 al0^M blastsqr: unr17793 x43 y23 aoe0 dmg50 eff46 spc1073754240 as-1 al0^M affectvic vic15643 hv0^M hitunit 17793 15643 dmg50 spec1073754240 ba4^M spec_mr pen 12 mr 18 (unr 17793 vic 15643 dmg 46 eff 50)^M resisted^M That's a square with unit #15643 getting hit with a dart. It does no damage, and the unit passes the MR check. Later: blastsqr: unr17798 x43 y23 aoe0 dmg0 eff109 spc1075838977 as-1 al0^M blastsqr: unr17798 x43 y23 aoe0 dmg50 eff46 spc1073754240 as-1 al0^M affectvic vic15643 hv0^M hitunit 17798 15643 dmg50 spec1073754240 ba2^M spec_mr pen 12 mr 18 (unr 17798 vic 15643 dmg 46 eff 50)^M Oh, that's bad! No "resisted", so fatigue is increased, from 22 to 40. That stun damage (28) looks about right for a 50-dam attack on 22 protection. Anyway, nice use of the Blowpipes! I've never managed to get them to do anything useful. :) |
Re: Bug Thread: Discussion
According to the manual, there is only 11% chance to hit for 12 vs MR18. So I'm somewhat unlucky...
I just did some test. Air shield provides no protection vs the blowpipe, but poison resist 100% works. |
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