October 17th, 2011, 16:32
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Are there any bugs in the items section, in their fonction or description?
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1) TRUE SIGHT. Has anybody seen the True Sight embedded into an item? The quality is listed in the itempow.lbx but does not seem to appear on an actual item. I tried to ALT+PWR Jafar, but still could not get the possibility to create a True-sight-artifact.
What is worse, there are pre-created artifacts (Sword of stealth, Monster Masher...) that actually possess the True-sight quality, as I noticed in the code. This is, however, not recognized on the itemmake.exe screen (but it counts, since "you cannot add more than 4 qualities"). I don't know if True sight works in the game (can anybody test it somehow?). In any case, AI pays for the True sight quallity (500 mana) when casting create item with Monster Masher. Nasty.
Can anybody confirm or explain the bug? Is it just player interface problem (you cannot create True sight artifact, while AI can)?
October 17th, 2011, 21:07
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kyrub Wrote:1) TRUE SIGHT. Has anybody seen the True Sight embedded into an item? The quality is listed in the itempow.lbx but does not seem to appear on an actual item. I tried to ALT+PWR Jafar, but still could not get the possibility to create a True-sight-artifact.
I have found a miscellaneous item (ring or amulet, can't remember) with True Sight before.
kyrub Wrote:What is worse, there are pre-created artifacts (Sword of stealth, Monster Masher...) that actually possess the True-sight quality, as I noticed in the code. This is, however, not recognized on the itemmake.exe screen (but it counts, since "you cannot add more than 4 qualities"). I don't know if True sight works in the game (can anybody test it somehow?). In any case, AI pays for the True sight quallity (500 mana) when casting create item with Monster Masher. Nasty.
Unfortunately my hero carrying the True Sight item never got to fight invisible monsters or phantom warriors/beasts. I was offered the Monster Masher in my previous game but I had better items so I didn't take it.
kyrub Wrote:Can anybody confirm or explain the bug? Is it just player interface problem (you cannot create True sight artifact, while AI can)?
I have not made artifacts with True Sight before, sorry. According to the MOM manual it takes 6 Life books to embed True Sight, and it's supposed to be for miscellaneous items only. So it shouldn't be carried on weapons anyway.
It's weird though - True Sight is an uncommon Life Spell and requires 6 books to embed, while Magic Immunity is a rare Sorcery spell and needs 5 books to embed. Unless the manual is wrong (would not be the first time).
October 18th, 2011, 02:42
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momfan Wrote:It's weird though - True Sight is an uncommon Life Spell and requires 6 books to embed
Life spell. That is second time in 14 days I consider it being Sorcery (and I tried Jafar).
OK, the bug is simple (but strange) it seems. True sight can normally be enchanted only on Miscellaneous items. Somehow, there are pre-created attacking items, swords etc., that have True sight on them. A leftover from previous MoM version? Probably. This cannot be deleted with Itemmake.exe, since it is not seen on the itemmake screen.
Now, I have to check for other Miscellaneous only powers.
October 18th, 2011, 07:32
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kyrub Wrote:OK, the bug is simple (but strange) it seems. True sight can normally be enchanted only on Miscellaneous items. Somehow, there are pre-created attacking items, swords etc., that have True sight on them. A leftover from previous MoM version? Probably. This cannot be deleted with Itemmake.exe, since it is not seen on the itemmake screen.
Now, I have to check for other Miscellaneous only powers.
What about non-wand/staff items that can cast spells? I specifically remember the Axe of the Caster, which is an axe that can cast High Prayer once per combat.
In vanilla you can create wands/staffs with spells, then switch the item type, giving non-wand/staff items the ability to cast spells. However I tried this with a ring and it didn't work, maybe because I tried too hard and gave it 5 powers (4 normal plus the spell). It did show the ability to cast Black Sleep x2 in the description, even though I was never able to cast Black Sleep from it.
With 1.40k I just tried it and couldn't put spells on weapons or armour (the created item just does not have spells) so this bug seems to have been fixed. However the existing items that carry powers/spells they're not supposed to (like Monster Masher, Axe of the Caster etc) are still there, and I presume they function normally.
October 19th, 2011, 06:49
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Axe of the Caster, you say? Will look at it.
I think I fixed something related to Create item, it may well be the thing you mention.
October 19th, 2011, 14:39
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momfan Wrote:In vanilla you can create wands/staffs with spells, then switch the item type, giving non-wand/staff items the ability to cast spells. However I tried this with a ring and it didn't work, maybe because I tried too hard and gave it 5 powers (4 normal plus the spell). It did show the ability to cast Black Sleep x2 in the description, even though I was never able to cast Black Sleep from it. This is becouse the spell from item may be used only from the 1st item slot.
So, the Ring with a spell is nonsence. However, the shield or ring mail's spell can be used probably, becouse of some bug of item placement.Like:
chain mail may be placed in the 1st slot by the AI; And mace can be placed onto the Bow slot by the human. In this case the item enchanted spell may work.
Of couse, the spell on the "1st item-placement item" work with no problem.
The only standart amulet is the "Amulet of Rhee" with "mind storm" spell. I do not know how it can work.
Personally, i like the possibility to enchant sword-bow with spell. And i use this method to create sword or bow with spell in 1.40k.
October 19th, 2011, 20:48
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Asfex Wrote:The only standart amulet is the "Amulet of Rhee" with "mind storm" spell. I do not know how it can work.
Personally, i like the possibility to enchant sword-bow with spell. And i use this method to create sword or bow with spell in 1.40k.
In 1.40k I tried putting various spells (Confusion, Earth to Mud) on weapons (sword, bow) and it doesn't work. The weapon is created but it has no spells. What sequence do you know will work for sure i.e. wand/staff (which?), what spell (how many charges), what weapon, which icon, what other powers? Also does your wizard have artificer? I would like to put spells on non-wand/staff items too.
I have the Amulet of Rhee in one of my games. It definitely does not have the Mind Storm spell. Is your itemmake.exe a standard one?
October 20th, 2011, 00:54
(This post was last modified: October 20th, 2011, 01:56 by Asfex.)
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I make it in the my version of mom ,(in the death.zip, in the http://realmsbeyond.net/forums/attachmen...1318831555 ,which is slightly modified 1.40k patch),
and the 1.40j patch separately.
The result is the same.
Just detailed explanation:
Start cast "create artifact". Select wand or stave. select + 1 attack. then select spell charge. select type of spell-firebolt . select number of charges -4. Click "ok". click "firebolt 4" to deselect it. click +1 attack to deselect it. click "sword" -to create the sword with spell charges. Click +1 attack.
Click "ok" -to complete this spell and start cast artifact. --wait some turns until your sword is creating.This will the sword "+1 attack +4 firebolt."
Ususaly, i make this with artificer + runemaster, just becouse to reduse casting cost (and time cost). But without it this work also.I just not sure the "enchant item" spell can add spell charge to the staves. If it cannnot then you must use "create artifact" spell.
Just created shield + 4 life drain, amulet + 4 dispel magic true.
About "True sight": I was create amulet with true sight.(in the game).But do not test it still.
However, its possible i fix "itempow.lbx" before, to fix "regeneration" need 6 life book instead of 6 nature book, and related.
About "erh ree" - i use standart itemmake.exe, but i use the old (1.20) itemdata.lbx.
October 20th, 2011, 03:29
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Asfex Wrote:Start cast "create artifact". Select wand or stave. select + 1 attack. then select spell charge. select type of spell-firebolt . select number of charges -4. Click "ok". click "firebolt 4" to deselect it. click +1 attack to deselect it. click "sword" -to create the sword with spell charges. Click +1 attack.
Click "ok" -to complete this spell and start cast artifact. --wait some turns until your sword is creating.This will the sword "+1 attack +4 firebolt." A bug then. I remember fixing something similar, but it is still present in the game.
True sight, as I said, I think it is a left-over from previous itemdata.lbx. Nothing that cannot be fixed.
October 20th, 2011, 08:32
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Asfex Wrote:Start cast "create artifact". Select wand or stave. select + 1 attack. then select spell charge. select type of spell-firebolt . select number of charges -4. Click "ok". click "firebolt 4" to deselect it. click +1 attack to deselect it. click "sword" -to create the sword with spell charges. Click +1 attack.
Click "ok" -to complete this spell and start cast artifact. --wait some turns until your sword is creating.This will the sword "+1 attack +4 firebolt."
OK I tried it on weapons and it works. The only required sequence is that you put the spell on the wand/staff, then take it off (deselect), and finally switch to the weapon desired. The created weapon will have the spell and it works in combat. The spell costs nothing to embed. I tested:
+1 sword with Invulnerability x1
Flaming sword with Healing x1
+1 bow of stoning with Call Lightning x1
You can choose different icons, no problem.
In fact this also works on wands/staves also - if you embed the spell, then remove it, the item is still created with the spell, but you didn't pay for it! I just made a +1 staff with Call Lightning x1 this way, for only 350 mana instead of the normal 1550 mana cost. Also a +1 wand with Phantom Warriors x4 for 250 mana instead of 1050 mana. Both were tested and worked fine in combat.
Definitely an item creation bug. Not a huge issue since it doesn't seem to affect the AI, and the player can choose not to cheat (ha!), but a bug nonetheless.
kyrub Wrote:A bug then. I remember fixing something similar, but it is still present in the game.
Personally I like the idea that weapons can carry spell charges. But the fact that the spells cost nothing to embed really unbalances things since some common combat spells are easy to abuse when you cast them for free 4x per combat:
Black Sleep
Confusion
Fire Elemental
Healing
Phantom Warriors
Web
And of course later in the game you can embed Doom Bolt, Warp Lightning, Disintegrate, Invulnerability etc. But the biggest impact is in the early/mid game.
Personally, if the cost was calculated correctly I would be fine with weapons carrying spell charges. If we make all weapons unable to carry spell charges then we have to deal with the pre-built weapons - without its High Prayer spell the Axe of the Caster is useless. BTW IIRC the High Prayer spell cost IS reflected in the mana value of the Axe of the Caster, it's worth about 950 mana at the anvil I think.
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