Open AJenbo opened 3 years ago
Quick Attack (Melee): Did not actually increase your attack speed; now it has the same effect as Fast Attack
LMAO. What a terrible way to "fix" it 🤣
Rejuvenation Potion: No longer looks identical to Full Rejuvenation while on the ground; is now a dim gold, as seemed intended Long War Bow: Gains what appears to be its intended inventory graphic (previously looked identical to Long Battle Bow)
Wait, are there separate CELs for those that are not used?
Warlord of Blood: Loses Lightning Immunity, gains Lightning Resistance (now the same as his lackeys) Sir Gorash: Gains Fire Resistance, Lightning Resistance, and Magic Resistance Na-Krul: Retains Fire Immunity, but Lightning and Magic immunities lowered to resistances
These seem like completely arbitrary balance changes.
of Peril: Now properly updates your Life Orb to show damage taken (previously only updated if you had Life Steal)
What? Can someone elaborate on this one a bit more?
Monster Ranged Attacks: BEWARE! Most monsters previously couldn't hit you up close with arrows or spells; now they can
This is also news to me. What are we talking about here?
Service Menus: Item lists shown when getting services from Cain, Griswold and Adria didn't show uniques in gold text
Interesting one. Simple, nice and consistent. I like it.
Rejuvenation Potion: No longer looks identical to Full Rejuvenation while on the ground; is now a dim gold, as seemed intended Long War Bow: Gains what appears to be its intended inventory graphic (previously looked identical to Long Battle Bow)
Wait, are there separate CELs for those that are not used?
i think they are simply recoloring uring trn, but i have no idea :D
Monster Ranged Attacks: BEWARE! Most monsters previously couldn't hit you up close with arrows or spells; now they can
This is also news to me. What are we talking about here?
i know hellfire change the missile spawn to be in front of monsters instead of on them, this was probably done to have the hawkdemon spawn goo balls next to itself, but this could be a consequence of it. it would also make missiles reach there targets ealer then in d1
Player Deadlock: Switching gear during combat could freeze your hero indefinitely
This is also in Vanilla 1.09, and learned recently you can actually break out of this state, at least with Warrior. Spamming shift left click can eventually break you out, but I forget some of the details... I think you might not be able to break out with certain weapons, and it's easier with some other? I suspect there's a small window of frames where you can rescue yourself from this state.
Player Deadlock: Switching gear during combat could freeze your hero indefinitely
This is also in Vanilla 1.09, and learned recently you can actually break out of this state, at least with Warrior. Spamming shift left click can eventually break you out, but I forget some of the details... I think you might not be able to break out with certain weapons, and it's easier with some other? I suspect there's a small window of frames where you can rescue yourself from this state.
Do you know exactly what time frame this has to happen in?
Could you make it so if the player mode isn't stand then you can't remove gear?
Could you make it so if the player mode isn't stand then you can't remove gear?
That would make the game a lot more clunky.
Could also allow changing gear when walking, just not attacking or casting a spell.
or blocking :D
Isn't that the case already though?
of Peril: Now properly updates your Life Orb to show damage taken (previously only updated if you had Life Steal)
What? Can someone elaborate on this one a bit more?
This probably has to do with the drawhpflag
variable. I did a bit of investigation on this when working on the Mana Shield fixes.
Before the Mana Shield fixes, the logic for of Peril
didn't set drawhpflag
.
https://github.com/diasurgical/devilutionX/blob/4c0581ca5edb8ed884200c2b7b7cab1663d84ca0/Source/player.cpp#L2518
You can see here how the logic for Life Steal does set that flag just a few lines down. https://github.com/diasurgical/devilutionX/blob/4c0581ca5edb8ed884200c2b7b7cab1663d84ca0/Source/player.cpp#L2545
Assuming I'm right about this being the cause, the Mana Shield fix would have solved this by setting drawhpflag
any time the player's health changes.
https://github.com/diasurgical/devilutionX/blob/4faf09c2df103597071a0d24cf4d0226b8400ed9/Source/player.cpp#L2048
Also note that if you were playing DevilutionX in a window wider than 640 pixels, you never would have seen this bug. When I was investigating drawhpflag
, I stumbled upon the following conditional statement that leads to setting drawhpflag
to true
in every frame if your screen width is greater than the panel width.
https://github.com/diasurgical/devilutionX/blob/4c0581ca5edb8ed884200c2b7b7cab1663d84ca0/Source/scrollrt.cpp#L1559
We need to get rid of all these draw flags and just draw everything on every frame IMHO.
It's a big hit to performance on small devices. RG300 runs at 27fps as is.
I just tested a Scimitar of Peril in 640x480 window mode against builds before and after the Mana Shield fixes. I was able to reproduce the issue before the fixes, but not after. That corroborates the theory that drawhpflag
is to blame.
Marked "of Peril: Now properly updates your Life Orb to show damage taken (previously only updated if you had Life Steal)" as fixed.
Fire Arrow Traps: Insanely high damage significantly reduced; beware though, they can still kill you if you're weakened
- Warlord of Blood: Loses Lightning Immunity, gains Lightning Resistance (now the same as his lackeys)