This glitch has been there for years (since vthe first version of Druid RPG) and from what i heard it's because of the way that the redeemer and other super weapon was not made for holding more then 1 ammo in opposition to all other weapon. Thus the behavior of the super weapon slot in RPG is extremely incoherent upon redeemer pickup after 1 or 2 ammo. Honestly I don't even know if that could be fixed. I think Wail could explain it better to U.krneki wrote:I wanted to picked up more redeemers sometimes, but after getting a normal redeemer ( "Redeemer" ) I couldn't get them anymore.
:P
Glitch and bugs reported so far
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Ok so I tought having multiple deemers was only something for WM's.. But I noticed a couple of days ago that I had 2 superweapons of each kind, OF EACH KIND. :swondering:
So do MM's have the abbility to carry more than one superweapon to when they have a reasonable points in their wpp bonus?
So do MM's have the abbility to carry more than one superweapon to when they have a reasonable points in their wpp bonus?

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From what I've observed, your redeemer quantity can increase only when you pick one up which has a magic modifier which you don't have yet. If you have a plain redeemer and walk over another plain redeemer, the quantity won't increase. However if you have a freezing redeemer+6 and walk over any other type of redeemer (even freezing as long as it's not the same number), you'll get another redeemer (if your ammo bonus allows).
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Different issue: I recently observed something unusual. On wave 7, I was shooting a Nali Soul Sucker with a vamp gun, and to my surprise, the Nali's health went UP. It spawned with 500 HP and it shot up to 1300 before I switched to another weapon type. Is that a glitch or the monster's intended behavior?
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Different issue: I recently observed something unusual. On wave 7, I was shooting a Nali Soul Sucker with a vamp gun, and to my surprise, the Nali's health went UP. It spawned with 500 HP and it shot up to 1300 before I switched to another weapon type. Is that a glitch or the monster's intended behavior?
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Seven_of_69 wrote: Different issue: I recently observed something unusual. On wave 7, I was shooting a Nali Soul Sucker with a vamp gun, and to my surprise, the Nali's health went UP. It spawned with 500 HP and it shot up to 1300 before I switched to another weapon type. Is that a glitch or the monster's intended behavior?
What you probably saw was the result of their "soul sucking" projectiles returning to them. They gain health that players lose, though gaining 800 health does seem a bit unlikely. Possibly the result of a lot of their projectiles hitting at once (due to say, a teleport)?
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Here is a screen shot from Cold Snap inside the garage.
I recall that while using the vamp gun, MY health did NOT increase while the Nali's HP went up with every bullet that hit it (I was using either vamp MP5 or mini). If this isn't intentional, might I hazard a guess that maybe the vamp's HP gain is being applied to the wrong actor?
Also the monster level was about 300. I would expect a vamp weapon to be less effective as the monster level increases so it was bizarre to witness the above effect.

Also the monster level was about 300. I would expect a vamp weapon to be less effective as the monster level increases so it was bizarre to witness the above effect.
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Vampiric weapon +7 are less powerfull then the vamp skill (each +1 on the weapon = 75% of the skill level, thus vampiric wep +7 approximatly equal the skill at lvl 5). Also, the vamp weapon DO NOT stack with the vamp skill, meaning attacking a soulsuker nali that have 300 lvl with a vamp gun will NOT (or almost not) give u HP (its pretty much obvious). As for the nali HP going up well i'll go like Wail, a 300 lvl nali soul sucking effect will be devastating and REALLY much more powerfull then if the monster lvl was low.Seven_of_69 wrote:I recall that while using the vamp gun, MY health did NOT increase while the Nali's HP went up with every bullet that hit it (I was using either vamp MP5 or mini). If this isn't intentional, might I hazard a guess that maybe the vamp's HP gain is being applied to the wrong actor?
Thus all this only gave you the feeling that vamp gun are not working correctly, but i can assure you that it does work ok.
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DW_FrankyTheFly wrote:Vampiric weapon +7 are less powerfull then the vamp skill (each +1 on the weapon = 75% of the skill level, thus vampiric wep +7 approximatly equal the skill at lvl 5). Also, the vamp weapon DO NOT stack with the vamp skill, meaning attacking a soulsuker nali that have 300 lvl with a vamp gun will NOT (or almost not) give u HP (its pretty much obvious). As for the nali HP going up well i'll go like Wail, a 300 lvl nali soul sucking effect will be devastating and REALLY much more powerfull then if the monster lvl was low.Seven_of_69 wrote:I recall that while using the vamp gun, MY health did NOT increase while the Nali's HP went up with every bullet that hit it (I was using either vamp MP5 or mini). If this isn't intentional, might I hazard a guess that maybe the vamp's HP gain is being applied to the wrong actor?
Thus all this only gave you the feeling that vamp gun are not working correctly, but i can assure you that it does work ok.
Yeah. At first when you mentioned this I thought, maybe the Soul Sucker Nali gained health when hit by Vampiric weapons - But I looked at them and there isn't anything like that.
Franky's right about the Vampiric weapons. Apparently they won't stack with the ability, and also that at level 300 you're going to have a hard time getting any health back from them. Just to note though I just checked the code, apparently Vampiric weapon +3 = Vampirism 3, Vampiric weapon +4 = Vampirism 4. So a Vampiric weapon is almost as good as Vamp.
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FWIW I was playing my AM so vamp skill was not a factor. I realize that a vamp gun won't be that effective with a 300 monster level. I guess at that level the Nali SS is not only resistant to vamp weapons; they thrive on it.
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Well, just for reference:
Nali Soul Suckers start with 275 health (which may or may not be adjusted up or down based on wave). I just looked at the code and apparently they're kind of cheesy - They gain health as soon as they attack, the particles are just a useless visual effect. Anyway, they gain 75 health per successful attack. So you could get a Nali Soul Sucker with 1300 health after 14 successful attacks. Considering these guys don't need LOS I can see that happening if there aren't people out there killing them off immediately.
Nali Soul Suckers start with 275 health (which may or may not be adjusted up or down based on wave). I just looked at the code and apparently they're kind of cheesy - They gain health as soon as they attack, the particles are just a useless visual effect. Anyway, they gain 75 health per successful attack. So you could get a Nali Soul Sucker with 1300 health after 14 successful attacks. Considering these guys don't need LOS I can see that happening if there aren't people out there killing them off immediately.
If the particles are useless effects why is it (when the attack has stopped and left the three glowing lines floating in mid air) if you step into them you take damage, and you only take damage when the particles hit you. How can they gain health before actually doing any damage you?DW_WailofSuicide wrote:Well, just for reference:
Nali Soul Suckers start with 275 health (which may or may not be adjusted up or down based on wave). I just looked at the code and apparently they're kind of cheesy - They gain health as soon as they attack, the particles are just a useless visual effect. Anyway, they gain 75 health per successful attack. So you could get a Nali Soul Sucker with 1300 health after 14 successful attacks. Considering these guys don't need LOS I can see that happening if there aren't people out there killing them off immediately.
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