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Messages - Scrappa-yeti

#1
Suggestions / Re: Apothecary + Tinkering
September 20, 2020, 03:44:50 PM
Might I suggest just a lowering of the DCs on tinkering? Having just played a herbalist, I can agree that the DCs in tinkering seem eye-wateringly high, even for common-or-garden made items.

It would open the field up to rogues more generally, without having to specialise in the one Perk that is already very good for the other bonuses.

#2
Bug Reports / Moving prevents actions
September 20, 2020, 02:47:10 AM
I have had a thing where if I move, I can no longer do other normal actions after a normal time.

For example, if I click on the placeable that offers blur in "Under Alice's Bookshop", and it doesnt reach the active spot, so I move again, I am unable to touch the placeable for a really long time.

If I enter a doorway that has hostiles on the other side, and I move again to reclick it a second time to acknowledge I still want to enter, it takes ages to let me. I frequently have to move towards the transition, triggering it once with movement keys, then spam click it with the mouse to try and get through.

It also happens in combat. This is me verses one opponent. I fired, then moved. I didnt try and cancel the attack animation or anything fancy. Just normal move and shoot. I skip many rounds, as the image shows, waiting between attacks.
#3
Screen Shots & Obituaries / Re: Peter Beirwood
July 24, 2020, 06:06:54 AM
I was beating him up before it was cool.

Also, Pzatharun!? We could have been friends!
#4
Alright, my bad for not reporting this earlier, I thought it was known.

The Bulwark is not plantable, not for druids, not for normal plants. The first mushrooom to appear in the wall a month or so ago was here:


Obviously this area cannot actually be reached, even if you could plant here.

At about the same time this nest of wasps appeared, it was still there as of today:



Finally, I planted a lovely little grove of plants here a few weeks back:



But they disappeared. I thought, zounds, those reckless plant snatchers are at it again. But when I entered the Bulwark, I found the same garden floating in the ceiling, no doubt scaring the nearby dwarves. That is, I think it was the same garden, I didn't memorise the one I planted outside, but this seemed to have the same plants and size/pattern as the outside garden that had gone. When I took the screenshots today, there was still a single spooky Silkroot up there, which I couldnt get on camera, but I have highlighted the location:


#5
The Bulwark isn't plantable.

Plants planted above in the Silverspike area - all plants, not just druidic ones - sometimes fall through the roof into the Bulwark, and may fall in places they cannot be found.

I couldnt get a screenshot, but there was an entire garden (I think the one just outsider the Bulwark cave entry), that was lodged in the roof of the Bulwark a few weeks back. I couldnt work out how to take a screenshot with the tab pressed to make them highlight.

I didnt bug report it because a DM made reference to this months ago, and I therefore assumed it was a known problem.
#6
I have planted a bit in 93. I have never planted in a pile or other object, that seems cheaty, but none of the behind the fences are "inaccessible".  You can walk to them if you come from the right side.

The way I see it, the whole druid plants game is hide and seek, and part of the fun is finding them and sometimes part of the fun is working out how the hell the druid got there!





#7
Bug Reports / Re: Permanently dead pondfolk female.
July 19, 2020, 07:02:27 AM
I have seen her alive. She is just wandering around at night, which I assumed is intended as a cautionary tale. Her inevitable death is a constant reminder that the Knaves, Peers and Blackjacks have an orderly queue of who gets to purge the Ponds' pinatas next!
#8
Bug Reports / Darkness debug
June 24, 2020, 05:19:20 AM
The blind/dark debug is not working for me at all.

Character - Mildewa. In the crusty goblins QA.

There was a flash of colour, when used, but the bug persisted. The bug fixed on relog.

Other players reported similar problems with using the command in chat.
#9
Bug Reports / The cutest bug I have ever seen
June 24, 2020, 05:10:11 AM
So we were walking back to the Ponds from 99, and the door was blocked by goats. Four of them, all up in the door texture.

I assumed someone had shuffled them there as a joke, but not so!

I Animal Empathied one and moved it away, and as soon as I released it, it walked back to the door. Likewise the other three.

With a bit of jinking and rapid AEing, we got through the door, and the goats went with us to 98.

When we got there, they all headed over to Groat the Goats sleeping mat and stood around, see picture!

While I think coded goat pilgrimages to see the wisest (and drunkest) goat of them all is absolutely adorable, I suspect it is a bug!
#10
Your characters always seem to have lots of flavour. This was no exception.
#11
Bug Reports / Johnny Halfhand Trash Collector
June 09, 2020, 04:58:34 AM
This gentleman, on Trash Island, collects trash for treasure.

However, it seems the script is designed to grab anything in the inventory with "trash" in the name.

So as well as the bundle of trash I was trying to give him, he sucked up two druidic ritual items (Druidic Crystal of Trash Island), as well as another hard to acquire, very expensive spoiler item with "trash" in the title.

I am just glad I didn't have DM loot with "trash" in the title, even though that is the usual quality of DM loot my characters deserve...
#12
I would certainly add that the Mongrelfolk I played did not feel like an ECL race. Even if the alt-form had worked, they are arguably no more mechanically powerful than humans, hin or dwarves (or now Reconcites).
#13
Suggestions / Druid dips
May 19, 2020, 02:50:11 AM
Especially after the (now revoked) tanglebag change, there was lots of talks of druid dips. There is a lot of utility in level 1 and 2 druids, which makes them a tempting dip class, which, I suspect, is probably not desirable.

Since we have total control over class feats now, maybe if we moved Woodland Stride and Nature's Sense to level six it would make it a more serious investment?
#14
Bug Reports / Re: Primeval Obelisk duplication
May 16, 2020, 12:01:18 AM
Oh sorry. I didnt realise that was the case. No bug then. I will throw out my notes on trying to translate the meaning of the runes then...
#15
Bug Reports / Re: Primeval Obelisk duplication
May 15, 2020, 12:00:36 AM
There were about the same number as usual, this was the total number on 3 different obelisks. But 95% of them used the same symbol.

So previously, for example, blazing sword rune looked like this -

And coat rune looked like this -

Now they (and most of the others) all looked like the grand healing rune -

So on the first obelisk, for example, there were seven runes, and six of them had the grand healing image, but they did different things. Oddly, one of them did not look like grand healing, and had the normal symbol.

I hope that is clearer.