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bare_elf wrote:
It appears that I had tested all of the combat magic curses except Infect because none of my characters where far enough along in combat magic skills. It was in one of my character's spell book so when she reached a level where she could cast it she did. The effect is the same as with drown the only difference is the colors that cover the screen with infect the colors are black and yellow where with drown it was blue and white. I will comment out the same line as I did in the drown template and let you all know what happens. BE slaps her self with a rainbow trout (IRC reference and also monty python reference)

Elf

Yup commenting out cast_ffx in the template for the infect spell, fixes the problem just like it did with drown spell.


I finally had time to test this out a little. While certainly not conclusive I haven't been able to replicate this bug with Drown at any resolution, or at 16 or 32bit. Just the standard puff of smoke around the enemy hit with it. I haven't a mage of high enough level to try Infect.

I'm starting a full play through to try to squash most of the remaining bugs in the mod so I'll be certain to try out all the curses. I just tend not to like them as typically the monsters head for the mage who casted the curse first, since Drown causes damage to them as does Infect. With the dumbed down ai of DS2, monsters always target whoever hurts them first. So they'll run right past the melee fighters to get to the mage. That could be an advantage depending on how you play the game but I find the damage potential of curses aren't enough to warrant using them in lie of a more damaging attack spell, which I believe are more efficient time and mana wise.

Still its interesting that the same type of effect is causing the bug for you. Again as per the other thread have you updated your graphic drivers recently? Having the latest drivers isn't always the best thing especially with older games. Also do you have the seefar setting turned on and if so at what setting? Other than that I don't know as nobody else has reported this bug.

Incidentally concerning the seefar setting, the phantom walls don't appear at any resolution at a setting of 65. They do appear at a setting of 81. So the sweet spot is somewhere between those two figures. I hope to eventually find out what it is.