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Bug: Retainers are on a worker's strike, they refuse to farm at all.
How to reproduce: Have your retainer out, and watch as they don't farm or handle your crops at all.
Cry at the results
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Posts: 5,639
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(04-18-2024, 03:36 AM)Kynim Wrote: Describe the issue: Melodic Repose's status that makes you immune to an immediate next cast (to stop it from constantly hitting anyone who enters the aoe), which was lowered from 70 seconds to make it more consistent, was lowered to the base cooldown, which still makes it inconsistent unless you want to wait a full 40 seconds inbetween casts instead of say, 25 or 30 seconds depending on your agility/cooldown reduction!
How to reproduce: Have immaculate timing with a stopwatch. Sob uncontrollably.
My personal suggestion is that it should remove the status/debuff after 15 seconds, so that if someone is symphony refreshing it they still need to space it out / will not get a benefit out of that second cast, and so that people with maxed out agility will still get a decent, second use out of it
Will fix today
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Issue: Nova Ray (and potentially other beams) are ticking much more when you beam someone into a wall or object.
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Describe the issue: physical attunement summon is very hard to see depending on weapon, sometimes having no sprite. If you're playing a physical summoning magical beast/demon your only option that produces a sprite is shovel, which still clips half the sprite (and also you risk losing 200 energy everytime you try to chop a tree which sucks on a magical beast). Fishing rod and I assume watering can are no sprite, so your summon is just invisible. Your best option to give SOME visual clarity to the enemy is to summon without a weapon equipped to result in this sprite instead of literally none, and even then this is barely visible and also clips half the sprite depending on where it's facing.
I recommend just getting one very easy to see weapon and using that as the base sprite, or if you want the 'copy your weapon' thing to remain, then please swap out the base weapon sprite for not having anything equipped for something that's easier to see.
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Describe the issue: Werewolf ULTRASMASH is refunded on mana amnesia.
How to reproduce: Be a werewolf. Drink Mana Amnesia. Jump good no longer.
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(04-19-2024, 05:12 PM)Hoovyking Wrote: Issue: Nova Ray (and potentially other beams) are ticking much more when you beam someone into a wall or object.
All experiments ran with a 20k HP dummy...
(Unanchored) ~15k
https://gyazo.com/66ce2774e8594aaeeec788acbd4b0c92
(Anchored) ~20k
https://gyazo.com/a3ffd5ca0a84a8b8c3d0b8412bccc0a7
(Pushed into Wall) ~30k
https://gyazo.com/9f59a32f2b198fca7c8cc399763e8795
Confirmed that it does NOT affect other beams. (Tested with Ebeam, can correct if wrong.)
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Issue: {INDOMITABLE} makes it to where you can't do damage against certain things
Reproduce: Get the tag, test on the demons I was unable to kill with my weapon.
If I take off the weapon I can kill all of them and the tag is the only fancy thing that I can see causing the strange issue, idk.
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Describe the issue: Enemies projected outside the map borders during monster dens
How to reproduce: If you bring an enemy close enough to the map borders of a monster den (the black walls surrounding the map) and cast a spell that carries the enemy away (in my case, it has been done with life bomb), you can clip a monster into the black void surrounding a map.
My speculations are that this could be the glitch that locked the green monster dens earlier this month. If a monster is carried deep enough into the void, there is no way you can reach it and, if you untarget them, you can't retarget them anymore.
Any relevant media (images, gifs/video, etc): None
#1 sand connoisseur
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Describe the issue: Flood is immune to Rebirth potions, potentially MA too [i haven't checked the latter]
How to reproduce: Drink a RB pot, keep flood.
Any relevant media (images, gifs/video, etc): I was told this happens with Flux too, but I'm not sure if that's the case. Worth checking though!
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