- Joined
- Jul 10, 2011
- Messages
- 30
Few notes on 5.6 test 12
Hello,
Critical errors near totem:
I had several similar critical errors when playing test game:
I set 1 computer player in enemy team and after 10 minutes it auto builds his totem (without guardian). I had the map revealed with cheat code and noticed that when a nearby beast attacked his totem it resulted in immediate error. Then i repeated this step going near his totem next game and after totem spawn i tried crafting item close to his totem: once again error. 3rd game i went close to totem and tried to cut tree: once again error. I guess there is some triggers related to the totem (probably autobuilded totem) that cause the errors. Maybe it tries to give command to guardian but it does not exist.
Summary: all actions near the enemy totem of Computer player result in error. This probably dont emerge in multiplayer when there are 2 tribes but if someone plays a singleplayer game is very likely to receive those errors. Actually if i hadnt used that reveal map cheat i wouldnt guess this is the cause of at least some errors.
Some other things:
- cooking ability lvl3 - its like 50% working and it says 100%. (actually it shouldn't be 100%. Probably a little less as meals can be combined for faster food increase)
- antidote - if there are several instances of poison as well as a disease the antidote doesnt remove all of them. It removes only 1 and the others remain.
- golem uses 1 stone to create instead of 5. It can be affected with malaria (comodo) also with this type of armor it is overpowering almost all jungle beasts (with 2 golems you can fight with 4 5 bears or aligators).
This mechanical golem leads to the idea of its raised counterpart: a flesh golem by shaman ... i guess they should require some mana stone / crystals.
- petrified wood - no longer appears. I noticed that lightning does strike only units. In several games no petrified wood was available in all map.
- raised antelope - dmg is 20 - 50 (probably too high); raised stag is 20 -40
also i guess increasing the revive cost would be good (at least for antelope/stag / bird) as shaman can have alot of animals very fast.
- small animals and vultures - still they tend to return to you after you hit them with dagger / throwing weapon / arrow / stone / stick . It makes the game a bit easier though.
- energizer balm - gets cancelled on hit and tooltip says "combat consumable" (healing balm works correctly)
- when playing hunter i noticed that the most parts of the map are plain grass so i thought some more of those grass/bush texture doodads can make hunter tents / traps harder to detect.
- music - adding an option to set the music theme as in DOTA would be good: -human1; -orc2 etc..
- regarding the totem mana at game start players may be given options:
1 to save their amount of mana in totem for heal / revive / weather effects and later build guardian (OR)
2 use the mana to spawn a guardian beast at start - offensive game start (say they can use the guardian to help them setup the base in some specific lotation with bears / aligators / spiders etc)
- froll hut - it can be changed to be a neutral structure where players can make harpoons / torch / totem of horror ... instead of destructable for a mana stone (frolls got their harpoons from there and guard the hut). Also some of the (poisonous) frogs can have a chance to become a froll like elder beast.
-ambient sounds - i noticed some animal and player sounds (some classes play a sound when crafting i guess, also boar enrage) can be heard only when ambient sounds are off (from Options/Sound menu) or player is using -cam mode. Also i think adding some animal specific enrage sounds (like bear roar, tiger roar) would be iteresting as well as a boss specific sound on spawn to warn players.

Hello,
Critical errors near totem:
I had several similar critical errors when playing test game:
I set 1 computer player in enemy team and after 10 minutes it auto builds his totem (without guardian). I had the map revealed with cheat code and noticed that when a nearby beast attacked his totem it resulted in immediate error. Then i repeated this step going near his totem next game and after totem spawn i tried crafting item close to his totem: once again error. 3rd game i went close to totem and tried to cut tree: once again error. I guess there is some triggers related to the totem (probably autobuilded totem) that cause the errors. Maybe it tries to give command to guardian but it does not exist.
Summary: all actions near the enemy totem of Computer player result in error. This probably dont emerge in multiplayer when there are 2 tribes but if someone plays a singleplayer game is very likely to receive those errors. Actually if i hadnt used that reveal map cheat i wouldnt guess this is the cause of at least some errors.
Some other things:
- cooking ability lvl3 - its like 50% working and it says 100%. (actually it shouldn't be 100%. Probably a little less as meals can be combined for faster food increase)
- antidote - if there are several instances of poison as well as a disease the antidote doesnt remove all of them. It removes only 1 and the others remain.
- golem uses 1 stone to create instead of 5. It can be affected with malaria (comodo) also with this type of armor it is overpowering almost all jungle beasts (with 2 golems you can fight with 4 5 bears or aligators).
This mechanical golem leads to the idea of its raised counterpart: a flesh golem by shaman ... i guess they should require some mana stone / crystals.
- petrified wood - no longer appears. I noticed that lightning does strike only units. In several games no petrified wood was available in all map.
- raised antelope - dmg is 20 - 50 (probably too high); raised stag is 20 -40
also i guess increasing the revive cost would be good (at least for antelope/stag / bird) as shaman can have alot of animals very fast.
- small animals and vultures - still they tend to return to you after you hit them with dagger / throwing weapon / arrow / stone / stick . It makes the game a bit easier though.
- energizer balm - gets cancelled on hit and tooltip says "combat consumable" (healing balm works correctly)
- when playing hunter i noticed that the most parts of the map are plain grass so i thought some more of those grass/bush texture doodads can make hunter tents / traps harder to detect.
- music - adding an option to set the music theme as in DOTA would be good: -human1; -orc2 etc..
- regarding the totem mana at game start players may be given options:
1 to save their amount of mana in totem for heal / revive / weather effects and later build guardian (OR)
2 use the mana to spawn a guardian beast at start - offensive game start (say they can use the guardian to help them setup the base in some specific lotation with bears / aligators / spiders etc)
- froll hut - it can be changed to be a neutral structure where players can make harpoons / torch / totem of horror ... instead of destructable for a mana stone (frolls got their harpoons from there and guard the hut). Also some of the (poisonous) frogs can have a chance to become a froll like elder beast.
-ambient sounds - i noticed some animal and player sounds (some classes play a sound when crafting i guess, also boar enrage) can be heard only when ambient sounds are off (from Options/Sound menu) or player is using -cam mode. Also i think adding some animal specific enrage sounds (like bear roar, tiger roar) would be iteresting as well as a boss specific sound on spawn to warn players.

Last edited: