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Author Topic: kingdoms: web-based RPG  (Read 133040 times)

ArKFallen

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Re: kingdoms: web-based RPG
« Reply #885 on: December 27, 2014, 12:49:51 am »

Also, for movement, I usually give them rings.
Weirdly enough I've found enough of them in shops to outfit most of my part with at least +2. I even found one with +4  :o


Also I don't recommend using them to speed up your slow pokes but to increase your faster characters as the party movement speed is the average. Your fastest characters are also likely to have high constitution and (I think) encumbrance so +2 on a character with 100/400enc is far better than +2 on 100/150enc as encumbrance % lowers movement factor.
The 100/400 character would be able to use 75% of possible movement factor while the 100/150 would have a whopping 33% of their possible movement factor. On the character screen the movement factor is shown as "Actual(Possible)".
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ArKFallen

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Re: kingdoms: web-based RPG
« Reply #886 on: December 27, 2014, 12:59:19 am »

97,66 location, come spend all your money.
Is this transposed in some way? I am sitting at 97,66 and it is just a forest surrounded by mountains.
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Reelya

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Re: kingdoms: web-based RPG
« Reply #887 on: December 27, 2014, 01:01:05 am »

I think I found a huge exploitable bug in the game, i got a ring with +5 move +3 int, was swapping it between characters to see how this affected the party's total move. I noticed that some of the bonus "stuck" on each character as they got the ring (the game added 2x the bonus it should have, and only reduced 1x when it was unequipped.

After doing this for a bit, my party's Movement Factor jumped from 4 to 21 and average Int is about ~24.

EDIT: Testing whether this is a temp glitch or permanent, i can now indeed walk over mountains in 1 turn without the ring at all.
« Last Edit: December 27, 2014, 01:04:22 am by Reelya »
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Mapleguy555

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Re: kingdoms: web-based RPG
« Reply #888 on: December 27, 2014, 01:05:10 am »

Cue ensuing spam of parties getting 1000 turns a day.
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Reelya

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Re: kingdoms: web-based RPG
« Reply #889 on: December 27, 2014, 01:12:19 am »

I just tested this again and it also seems to work with a shield with +3 Constitution. So any base stat can be boosted infinitely without effort. this sounds like a game-breaker. I wasn't sure whether to tell you guys or not because I don't want to ruin the fun, but I decided it's a thing everyone is better off knowing about, it's such an easy exploit many of the powerful players probably already use it (like the guy with 752 characters).

I'd like if other people can confirm this trick works, it's sort of a deal-breaker to me if it means fair play is basically for chumps.

This gets back to something I've been meaning to do for a while - roll my own game along these lines. All the existing ones seem horribly broken on the coding level. They're made by people who never test their code. Anyway I submitted a bug report for it, hope it helps.
« Last Edit: December 27, 2014, 01:45:48 am by Reelya »
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ArKFallen

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Re: kingdoms: web-based RPG
« Reply #890 on: December 27, 2014, 01:32:09 am »

Mutant(the dev) actually does play periodically as the party Born Again.
I think the trick worked like 2x for one of my characters who now has base possible move 10 with 13Const, 23Str, and 15Agi.
Compare to a different character who has 19Const, 23Str, and 10Agi (which isn't used in MoveFactor at all) who has base possible move 9.  ??? (Edit: Or at least I thought it was 9, it's 5. Seems I accidentally did the trick on my first part member and putting on and taking off the errant ring either fixed it or permanently dropped my stat)

I've never seen or heard of this bug before.
« Last Edit: December 27, 2014, 01:40:42 am by ArKFallen »
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Reelya

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Re: kingdoms: web-based RPG
« Reply #891 on: December 27, 2014, 01:47:24 am »

Just putting it on or taking it off from inventory doesn't trigger the bug. It happens for me when they auto-equip an item they were given from another character. You should see a permanent increase from back and forth swapping (the character(s) you're boosting needs an empty equip slot for the auto-equip to work).

I'm not 100% sure whether you're saying you replicated it or not.
« Last Edit: December 27, 2014, 01:57:10 am by Reelya »
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ArKFallen

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Re: kingdoms: web-based RPG
« Reply #892 on: December 27, 2014, 02:09:32 am »

Just putting it on or taking it off from inventory doesn't trigger the bug. It happens for me when they auto-equip an item they were given from another character. You should see a permanent increase from back and forth swapping (the character(s) you're boosting needs an empty equip slot for the auto-equip to work).

I'm not 100% sure whether you're saying you replicated it or not.
I replicated it twice, but doing the same thing after the first 2 times doesn't work for me.

The other character experienced a decrease when I did the auto-swap equip and then took it off. I don't know whether this is because I might have sent her ring to someone else to replicate without paying attention or I did the "bad" version of this exploit and permanently lowered my stat.
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Reelya

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Re: kingdoms: web-based RPG
« Reply #893 on: December 27, 2014, 02:20:19 am »

Quote
and then took it off.
That's different to what I did, which was just to swap it back and forth, always equipped. It's the only ring I own so I was sure to always switch the right one, if you have more rings maybe you got confused about which one it was. Try unequipping all other rings then doing the swap with just one.

There shouldn't be a "bad" version of the exploit. The exploit is that transfering the ring straight into an equip slot seems to add the bonus twice, so there's a replicated line of code somewhere which is doing the "add bonus" action twice. Normal equipping only adds it the one time.
« Last Edit: December 27, 2014, 02:24:56 am by Reelya »
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Girlinhat

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Re: kingdoms: web-based RPG
« Reply #894 on: December 27, 2014, 02:30:14 am »

I think more specifically, dragging the ring from equip to inventory is an "unequip" action, but taking an equipped ring and giving it to another character doesn't full trigger then "unequip" phase.

Reelya

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Re: kingdoms: web-based RPG
« Reply #895 on: December 27, 2014, 02:33:50 am »

Not sure about that, because I did this repeatedly and that's not what I saw. With my move+5 ring, they did indeed lose 5 moves when it was swapped away, so it's not a case that the game forgot to remove the 5 points. The next guy was actually 10 points up, and then lose 5 of those on swapping it away. So it's like "up 10, down 5, rinse repeat" rather than "up, up up".  ArKFallen may have also misunderstood what I'm saying and freaked out when he took the ring off and saw a "drop". That is expected. Taking rings off or giving them away is doing the normal expected thing for the current/previous owner. It's what it does to the next guy in the instant he receives it, is what I'm saying is glitched. I did some pretty extensive testing too, about 40 swaps of the ring until all my guys had 40+ base movement.
« Last Edit: December 27, 2014, 02:46:25 am by Reelya »
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ArKFallen

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Re: kingdoms: web-based RPG
« Reply #896 on: December 27, 2014, 03:24:53 am »

It seems I was misunderstanding you but the "drop" has occurred. 2 relevant characters, A and B.

Character A has 2 +move rings. I used the "give" command while equipped to give one to B. A's stat didn't drop at all. I made B "give" it back and he was boosted again. The next time I did this it worked but the following times it did not.

Character B had 9 base possible move without a +move ring, after swapping it from someone else's inventory directly into her equip slot with the "give" command she still had 9, but after taking it off it is now 5.

I have a lot of these rings (I buy all the ones I see in shops) so I wasn't watching Character B until I found a displaced ring in someones inventory and paragraph 3 happened.

Edit:
I now know exactly what you were talking about. But it doesn't work with characters that already have 1 ring on them. As in it stopped working on one of my characters (new tests and such) as soon as he had a another ring before the swap.
Depending on where you are on the map I drop you a few rings so you can test it yourself (or anyone else really).
« Last Edit: December 27, 2014, 03:31:29 am by ArKFallen »
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Reelya

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Re: kingdoms: web-based RPG
« Reply #897 on: December 27, 2014, 03:46:36 am »

Ok after getting new items I did some substantial testing and have deduced the specific conditions and a theory on how/why it works, and when you can/can't replicate it.

===

First I did a quick test with the ring to confirm what I was already doing:

The ring is currently not used by anyone (it's in one characters inventory). tested equip/unequip of the ring to inventory - this gives the normal thing +5 and -5 balancing out. The ring is currently not equipped by anyone again. Now, I give the ring to someone else who has 40 movement. Their movement is now 50, which confirms double-adding of bonus, and that it doesn't matter whether it was equipped before the swap or not. Unequipping the ring now drops the stat back to 45, 5 more than before.

Second, I had a "+3 to all resistances" sword, but testing that doesn't lead to any permanent boosts.

Next, I bought a cheap "+2 to ice resistance" shield and with that, I was able to narrow things down and replicate some of ArkFallens findings.

First, disarmed all characters and passed the shield around. Was able to use the doubling trick to boost ice resistance to 20% on everyone.

Next, I had some people with 1 hand full and had the shield passed to them. There was no glitch this time. It only works if they have both hands empty. At some point when trying different things, I seemed to get a 2% drop, but I'm not 100% sure of the replicable conditions for that. I was able to follow the standard trick to get that guy back to 20% resistance again.

Now here's a theory: if there are two possible slots to put the transfer item, then the game is calculating both as possible locations and doing the stat boost for both slots. So the trick will never work with amulets, helmets or armor stat boost, it can only work with 1 handed weapons, shields and rings, and you have to have two possible slots for the item to choose from. Update: shields and rings only.
« Last Edit: December 28, 2014, 08:43:33 am by Reelya »
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Girlinhat

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Re: kingdoms: web-based RPG
« Reply #898 on: December 27, 2014, 09:34:54 am »

Bay12's bugtesting abilities never cease to amaze me.  I've regularly seen people isolate bugs down to single lines of code, without having any access to the actual code or any clue how it runs.

Sartain

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Re: kingdoms: web-based RPG
« Reply #899 on: December 27, 2014, 11:09:59 am »

I wonder if this is a known bug. It's so easy to replicate I'd be surprised if any veteran players doesn't know about this.
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