Theatre of Blood released on the testserver - bughunter contest

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Nazuths
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Re: Theatre of Blood released on the testserver - bughunter contest

Post by Nazuths » Thu Oct 24, 2019 4:21 pm

Don't think this is supposed to happen but not sure.

Suppose I do 2 raids, in the first raid I drop a saradomin brew in the Xarpus room and finish the rest of the Theatre, when I start the second raid and reach the Xarpus room again, my saradomin brew is still on the ground.
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Ross
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Re: Theatre of Blood released on the testserver - bughunter contest

Post by Ross » Thu Oct 24, 2019 7:03 pm

Nazuths wrote:
Thu Oct 24, 2019 4:21 pm
Don't think this is supposed to happen but not sure.

Suppose I do 2 raids, in the first raid I drop a saradomin brew in the Xarpus room and finish the rest of the Theatre, when I start the second raid and reach the Xarpus room again, my saradomin brew is still on the ground.
Yeah, definitely not supposed to happen.

You could stack infinite supplies in each room this way.
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Young kermit
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Re: Theatre of Blood released on the testserver - bughunter contest

Post by Young kermit » Thu Oct 24, 2019 7:10 pm

Pretty sure you should't be able to bring a dawnbringer outside of Theatre of Blood.


Nazuths
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Re: Theatre of Blood released on the testserver - bughunter contest

Post by Nazuths » Thu Oct 24, 2019 10:19 pm

When Pvm Porn and I duo'd Sotetseg multiple times, after killing Sotetseg and running back through the field, we get damaged every like 2/3 gameticks. However, if one person dies during Sotetseg and the other player kills Sotetseg, there is no damage brought upon the player running back through the field.
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Troll n roll
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Re: Theatre of Blood released on the testserver - bughunter contest

Post by Troll n roll » Thu Oct 24, 2019 11:49 pm

Edges of maps have this offputting white boarder:
Spoiler: show
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Some ladders and the edge ditch also have it:
Spoiler: show
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Adam the lion wrote:If you are making super pots for profit on an rsps, you really need to re-evaluate your life.

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Troll n roll
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Re: Theatre of Blood released on the testserver - bughunter contest

Post by Troll n roll » Fri Oct 25, 2019 12:22 am

Nex
1) Reflected damage using Bandos shield is calculated before overhead reduction. Not sure if this is intended or not:
Spoiler: show
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2) You can damage Nex with Bandos shield reflection during minion phases when Nex should be invulnerable.
3) Bandos shield reflection doesn't work in final phase once all minions have died. Unsure if this is intentional.
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Adam the lion wrote:If you are making super pots for profit on an rsps, you really need to re-evaluate your life.

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Troll n roll
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Re: Theatre of Blood released on the testserver - bughunter contest

Post by Troll n roll » Sat Oct 26, 2019 12:18 am

In last phase of Verzik, if the person who is being aggroed dies, Verzik will delay attacking the group after she uses one of her special abilites:
Spoiler: show
Imagesorry, very laggy
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Adam the lion wrote:If you are making super pots for profit on an rsps, you really need to re-evaluate your life.

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Mike
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Re: Theatre of Blood released on the testserver - bughunter contest

Post by Mike » Sun Oct 27, 2019 2:20 pm

I have released yet another update on the testserver today which should fix all the reported issues, except the last one (Verzik's third phase not attacking the group after a player dies). Considering the complexities of Verzik's combat mechanics, this one is very tricky to get fixed and I suppose players won't mind it being this way.
Troll n roll wrote:
Thu Oct 24, 2019 3:36 am
Pestilent Bloat - the barrier hitboxes are really big and it is easy to misclick on them when trying to run to a square along the center wall.
I couldn't reproduce this issue, can you clarify what the problem is exactly?
Isaac wrote:
Thu Oct 24, 2019 2:01 pm
Vorkath - If you kill Vorkath when he spits poison in the air which lands on you, the poison will keep ticking away at your health even when Vorkath is defeated. My understanding is if Vorkath dies, the poison should simply disappear. Almost died to this earlier thinking Vorkath was dead. The poison disappeared only when it respawned.
Thank you for reporting this, I have fixed it in the testserver but I'm pretty sure this is also a bug in the production server, therefore I have not granted any points for the bughunter contest.
Troll n roll wrote:
Fri Oct 25, 2019 12:22 am
Nex
1) Reflected damage using Bandos shield is calculated before overhead reduction. Not sure if this is intended or not:
Spoiler: show
Image
2) You can damage Nex with Bandos shield reflection during minion phases when Nex should be invulnerable.
3) Bandos shield reflection doesn't work in final phase once all minions have died. Unsure if this is intentional.
Reflected damage is indeed calculated before overhead reduction, this is intended.
I have checked the code and the reflection should not deal any damage if Nex is invulnerable. I have also tested this in-game, when she is invulnerable the reflection always deals 0 damage. During any other phase, including the last phase and all minions are dead, the reflection seems to work fine.


New entries in the bughunter report:
Thierry1u
- Players will no longer take damage when walking on the tiles near Sotetseg after killing the boss - 3 points
- (not yet fixed, no idea how it could even happen to begin with) items show up twice when dropping them inside a cage at Verzik - 1 point
- You can hit Verzik with Dawnbringer from behind pillars - 3 points

Ross
- Bosses have too few HP - 2 points
- Casting magic while having the Scythe equipped will hit three times with magic - 4 points

Thoby
- All ToB NPC's now have the proper scaling based on party size (87.5% for four player teams, 75% for teams of one to three players) - 2 points

Nazuths
- Items dropped at Xarpus will no longer be visible in a next raid - 4 points

Young kermit
- You can no longer take Dawnbringer out of the Theatre of Blood - 3 points

Troll n roll
- (needs client update yet) Gray parts on the minimap have been removed - 1 point
- (not yet fixed) Verzik does not attack the team for a short time after she kills a team member - 3 points

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Respire1337
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Re: Theatre of Blood released on the testserver - bughunter contest

Post by Respire1337 » Sun Oct 27, 2019 3:41 pm

Mike wrote:
Sun Oct 27, 2019 2:20 pm
Thoby
- All ToB NPC's now have the proper scaling based on party size (87.5% for four player teams, 75% for teams of one to three players) - 2 points
I feel like this is a huge no go for the server. Knowing our player base and the average skill of a PkHonorian, we won't be able to do efficient ToB's if we wait hours on end to have 3 decent enough players so we can have a chance at completing the raid.
The previous scaling was really good ( 5 man team=100%, 4 man team= 4/5 of HP, 3 man team= 3/5 of HP, 2 man team= 2/5 of HP, solo=1/5 of HP ).

I have found a couple of bugs as well :
  • Whenever Nylocas Vasilias changes the attack style, you get pulled towards it.
  • After finishing the maze at Sotetseg, if you go back to the tiles before the red tornado vanishes, you still get damaged. Same happens when you kill Sotetseg and he's about to choose someone for his maze, but he dies before doing that, walking back on the tiles will heavily damage you.
Now an off topic bug, but one that should be fixed, it's the zoom location. At the moment, it is not centered on the torso, making everything be seen from a much lower perspective which means you can see less of the actual surroundings.
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Troll n roll
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Re: Theatre of Blood released on the testserver - bughunter contest

Post by Troll n roll » Sun Oct 27, 2019 3:45 pm

Mike wrote:
Sun Oct 27, 2019 2:20 pm
Reflected damage is indeed calculated before overhead reduction, this is intended.
I have checked the code and the reflection should not deal any damage if Nex is invulnerable. I have also tested this in-game, when she is invulnerable the reflection always deals 0 damage. During any other phase, including the last phase and all minions are dead, the reflection seems to work fine.
This might be a visual glitch then. Here is a gif of it happening during a protection phase:
Spoiler: show
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Mike wrote:
Sun Oct 27, 2019 2:20 pm
I couldn't reproduce this issue, can you clarify what the problem is exactly?
Sorry should have been more concise. When you drop the camera angle too low with the door facing the bottom of your screen, the hitbox is very large:
Spoiler: show
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Adam the lion wrote:If you are making super pots for profit on an rsps, you really need to re-evaluate your life.

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