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Items related bugs

momfan Wrote:Personally I like the idea that weapons can carry spell charges...Personally, if the cost was calculated correctly I would be fine with weapons carrying spell charges

My opinion exactly, including the pre-fab items that carry spells/enchantments that aren't normally allowed.
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Great wyrms can teleport because of their Merging ability.

I lost the savefile, but I once had Tamma's Staff of Negation, which grants "merging" but it didn't allow the hero to teleport. Merging is not listed in the manual as an item power, but it shows up in Itemmake for wands/staves. FWIW Tamma's Staff is #243.

Does MOM handle merging as a special case for great wyrms only and nothing else, or it should handle merging on other units and the code is just broken somehow?
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May be, the artifact's merging protect from the crack call....
In my mod it counts like "weak see invicible" -allow see, but donot allow target.
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Asfex Wrote:May be, the artifact's merging protect from the crack call....
In my mod it counts like "weak see invicible" -allow see, but donot allow target.

Protection from Cracks Call is hardly worth one item power by itself. Clearly the most important aspect is the ability to teleport.

FWIW the protection from Cracks Call is also afforded by Wraithform, which is a fairly common power on items. In one of my savegames I have 4 items with Wraithform. Wraithform only requires 4 books to embed, not that hard. And it's a rare spell so you can cast it anyway. Also, Wraithform is beneficial on the overland map, where it grants pathfinding+swimming.

Merging is not available as a spell, and is not possible to embed according to the manual. Overland it has no effect. So that makes it all the more important that the teleport feature works properly in combat.
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Reposted from the generic bugs thread:

Items with Giant Strength grant +1 strength in 1.40k. It's supposed to be +2 and was correct in vanilla.
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Staves are still not giving melee attack bonus (manual lists them as increasing both ranged and melee strength).
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About Merging.

It works for all the units having it (in vanilla game only for Great wyrms).
You can verify by modding a Spearmen of a race giving it that power and playing it.

It doesn't work from items, unfortunately.

Merging doesn't protect from Crack Call (I killed this way a lot of Great wyrms) in vanilla, should be fixed in Insecticide.
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it. rolleye
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FrancoK Wrote:About Merging.

It works for all the units having it (in vanilla game only for Great wyrms).
You can verify by modding a Spearmen of a race giving it that power and playing it.

It doesn't work from items, unfortunately.

Hm. I don't know what to do about 1.31 Merging. The idea is not bad, but one fails to see how it is different from teleportation. Being resistant to Cracks call would make it at least a bit different, but it is still not enough of difference to me.

Personnally, I would prefer to remove it completely from the item list.
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kyrub Wrote:Hm. I don't know what to do about 1.31 Merging. The idea is not bad, but one fails to see how it is different from teleportation. Being resistant to Cracks call would make it at least a bit different, but it is still not enough of difference to me.

Personnally, I would prefer to remove it completely from the item list.
No one is using it, since it doesn't work, so removing it should not bother anyone.
However it does not hinder the game, so I'll leave it, just in case someone will find a way to let it work. thumbsup
Only the people crazy enough to think they can change the world of Arcanus and Myrror can do it. rolleye
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I just afraid the hero with teleport shall very powerfull and unbeatable.
And Great wyrm Must be immune to web and Earth to mud,according to description,is not it?
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