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Alchemist Resets himself

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Level 9
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Jul 11, 2011
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599
Sometimes when alchemist boss does enrage we'll randomly run, and sometimes run outside of his fighting area or w/e and reset himself, maybe move him to more of the center of the mine that hes in?
 
Level 11
Joined
Jun 15, 2011
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447
I think I get what you're problem is...
Try setting the "Chemical Rage" ability's "Duration-Normal" to it's default. The Duration-Normal is actually the time a unit transforms itself... I suppose you have set it equal to the Duration-Hero.
Just set the Duration-Normal to it's default or whatever lower than the Duration-Hero.
 
Level 9
Joined
Jul 11, 2011
Messages
599
I meant to say he'll run off, but yeah the boss will reset itself sometimes, nothing we can do to stop it, seems kinda unfair for a boss to be able to do that on their own, so your saying that we'll have to deal with the alchemist randomly running out and resetting himself? Without anyone going out of the fight itself, hes not even chasing someone, he'll just run away.
 
Level 3
Joined
Aug 22, 2011
Messages
41
Did you mean the "boss" runs back to its base?

If so then in Gameplay Constants, edit the Creep - Guard Distance and Creep - Guard Time to 9999. Just many digits!

No, the case is boss casts chemical rage then just run randomly to 1 of the walls of the area, which he is placed in. Sometimes he runs too far away from respawn point, which resets him.
 
Level 3
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Aug 22, 2011
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Looks like every1 was lasy to get it here. Had a nice replay, showing the problem. Alchemist runs randomly through the map around 32:50 play time. Hope this helps.
 

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Level 4
Joined
Oct 2, 2011
Messages
103
This is not really something about the topic, but I think it's a pretty much similiar problem. Sometimes the creeps in the 1.2a area (I never really tried to reproduce the bug with other 'old' creeps) don't reset if you run too far away from their spawn point. They simply chase you for ages. For example, it happened to me that the Hill Giant chased me until the spawn point of the two lvl 30 Mountain beasts at the river and then he resetted (probably because I died at that point). Another example that I for myself know about is, that sometimes (this actually happened often to me) the lonely lvl 38 bear at the dwarven mine chases you until the spawn point of the two lvl 35 boars at the ramp which leads to the area of the Hill Giant/river.

While those creeps are chasing you, they can still normally fight and you can still attack them/use spellls as usual, they don't turn invulnerable, because they don't reset until reaching specific points.

Not sure if this was reported yet ^^ If you need more specific explanations orr a replay, let me know.
 
Level 13
Joined
Oct 9, 2011
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Replays are very welcome... just don't upload them if you use 1.24 version of WC3, because I'm not going to downgrade my game just for watching a replay.

There is a neat little patch switching program you can use to do that in about three seconds if you'd like a link to it? You can swap back and forth between multiple versions.
 
There is a neat little patch switching program you can use to do that in about three seconds if you'd like a link to it? You can swap back and forth between multiple versions.
Yeah but then I won't know if the bug is *because* people use outdated versions or if it also happens in the current version.
 
Level 4
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Oct 2, 2011
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103
About the Replay: I don't have one showing the 'bug', at the moment. In the next 2-3 weeks I don't really have time to play gaias anyway, so I won't be able to provide one in the next few weeks. Maybe someone else can help out if he sees the bug happening and can upload the replay. If not, you will sadly have to wait until I've got time to play gaias again and for the bug to happen again.
 
Level 4
Joined
Jan 17, 2012
Messages
83
I and my group (7ppl) can prove of what he saying, the alchemist really run away when enraged, we are Asians and our garena room strictly for 1.24e, that's why we only have 1.24e replays.

Another bug is mountain beasts can ram player into hill which near 2 quil boars, then you force to save and repick /load again. And sometimes the summon (mercenaries, nymph, efreet, wolf, bear) will appear inside cliff inside and get stuck, need to walk a certain distance to "teleport" to the caster.
When there are few players go outside and stand on Gazrow entrance, the summons have no place and it will automatically appear inside the cliff too. (included necromancer skeletons)

Apart from that, the Crusader has a skill called Celestial Zeal which minus 12str convert into AP but mercenary didn't get that stats instead of penalty of strength and loses some stats.

These are not complains, just wanna let you know the above which we found out during gameplay but not your intention to make it happen.
:goblin_good_job: Gambateh for upcoming version.
 
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