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Main Forums => Bug Reports => Topic started by: Jagged on October 25, 2011, 06:14:30 AM

Title: Flame Weapon bug
Post by: Jagged on October 25, 2011, 06:14:30 AM
A character of mine has come across a halberd with fire damage and fire visual effects on it and every time he tries to use Flame Weapon it I get the: "Spell Failed - Target must be a melee weapon or a character with a melee weapon" message.

Am annoy.
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Post by: Paha on October 25, 2011, 06:41:00 AM
It probably will never work on the weapon as it already has elemental damage.
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Post by: VanillaPudding on October 25, 2011, 06:45:19 AM
This is either a recent change or a recent bug, I also noticed it.
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Post by: Jagged on October 25, 2011, 08:07:25 AM
Another character tried an ice themed Flame Weapon spell on it yet to no avail.
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Post by: Pass A Fist on October 25, 2011, 08:25:48 AM
Recently it seems the script was changed in such a way that any weapon with the element Sonic, Fire, Acid, Cold or Electric will result in flame weapon not functioning on said weapon. It seems intentional and is probably for the best! Any damage type other than those five still works fine for flame weapon though.
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Post by: Jagged on October 25, 2011, 08:32:46 AM
If you say. Derfo said I probably should report it.
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Post by: Ebok on October 25, 2011, 08:49:04 AM
I noticed this as well, and it's really not cool. If someone has a weapon with +1 cold, the spell will fail. Even if you'd be giving +1d6 elemental damage. I really hope its a bug, and not another devaluation of basic elemental damages on weapons.
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Post by: LikeABawse on October 25, 2011, 02:40:37 PM
To my understanding, like elements should not stakc (Flame Weapon on sword with any fire damage) and you should instead simply get the higher amount...

But that unlike elements DO stack (Ice Weapon cast on a sword with fire damage)...

This is how it worked with a weapon I had that had elemental damage on it back in EfU:A, I loved a wizard with something besides Fire... so either bug or intentional change from the end of EfU:A
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Post by: Talir on October 25, 2011, 02:45:48 PM
The intent is, at the very least, to prevent different elemental damages on the same weapon. Such as fire and ice working together at once (make sense of that those that may).
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Post by: Egon the Monkey on October 25, 2011, 03:46:01 PM
As Ebok says, there's a lot of weapons about with +1 elemental damage as a common way to put a theme on loot, be it quest or DM. Acid for ooze gear, sonic for bard loot etc. All of them just became worse than a basic weapon outside of unbuffed fights, meaning PCs will end up swapping away their signature weapon or DM loot with flavourful elemental damage whenever things get serious or they want to quest.

Players of caster PCs are going to be confused where to use their spells too, as it's only powerful DM loot items that have a visual effect for "Has Elemental Bonus Damage" so you can tell the spell will fail. By the way, I could see sonic and fire, electric and ice, acid and electric etc working. IMO the only two that don't make sense are Acid and Fire and Fire and Ice. besides... Magic, ya know? It's not like this is exploitable and it's going to have a lot of unintended consequences.
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Post by: Pass A Fist on October 25, 2011, 05:14:13 PM
If you'd swap out your custom item for something like an enhancement to damage from flame weapon instead of I dunno suggesting they give you another spell in place of flame weapon or give the flame weapon to somebody else in the party, I don't know what to say really. Shows how much you appreciate the item and the time put in creating it I guess.
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Post by: Jagged on October 25, 2011, 07:45:27 PM
If anything the script is cutting out diversity in regards to which weapons people will use. I really don't understand the problem with having different elements on the same weapon. Such effects are magical, afterall(Freezing lightning? How awesome is that? =D)
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Post by: adharmas on October 25, 2011, 07:57:38 PM
More cold fire imo.
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Post by: VanillaPudding on October 25, 2011, 08:44:48 PM
This is not working out well in game I think. There was no problem before as different types of elemental flame weapon / darkfire didn't stack, and anything custom can simply have an ooc restriction placed on it.
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Post by: Jagged on October 25, 2011, 10:13:55 PM
Quote from: VanillaPudding;263172This is not working out well in game I think. There was no problem before as different types of elemental flame weapon / darkfire didn't stack, and anything custom can simply have an ooc restriction placed on it.

+1
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Post by: Mort on October 25, 2011, 10:21:35 PM
Not a bug. Trying something at the moment as the fact that weapon with +2 fire, added with a +d6 fire equal to 3-7 fire damage total. We'd like it NOT to stack and only have the best of one elemental be used. That's tricky to implement, so for now, it's meant to be like that until we find a way to implement it properly.

Also if +1 dmg limits you in your choice of weaponry, you'd play only the most optimized weapon like a Great Sword, Great Axe or Bastard Sword. o wait.

 If you want style, +1 dmg shouldn't matter... It's nearly meaningless!