Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
2: Horde Sandcastle Server UK, 04/05/2015.
3: Knight
4: Between rounds 48-52 and after, Another player and I noticed that we were not taking damage from the enemy bots. Archers would shoot their arrows at us, but no damaged was inflicted. this goes the same for most of the melee classes as well. Somtimes the enemy's damage would register and other times it wouldn't. I have never noticed this early game, Maybe because the server hasn't been pushed hard enough to lag (My Opinion). Im not sure if it's specific enemy units that are affected or maybe just lag. unfortunately i couldn't test it out completely due to trying to stay alive but will try to look deeper into it.
5. My Theory on how this issue came to be is thru lag. Way to many processes are going on at one time and maybe somthing is not registering. If this is the case, maybe we can reduce the number of enemies spawned after each round but make them harder? or somthing similiar that can be less taxing on the server. Just my thoughts =D
Elko: since knight has by default only 0.4 for swing damage it is reduced to 0
Elko: meaning players dont take any swing damage anymore
Elko: blunt and piece damage still hurts but less
Elko: needs to be fixed
This bug is quite serious combined with the yesterday discovered fact that armor purchase applies to everyone and not just the one who purchased.
Snipeyguy: me and jagajeevan got instant killed for no reason, we didnt even teamkill anyone
In chat: "killed player instan-kills the teamkiller"
The TK punishment system will be completly overwritten so it doesn't depend on Mutator TK Kismet event-node anymore. Meanwhile it will be disabled from the next update on.
Reported by Polakdebouf
when wavecommanders health bar is down he keeps living and surviving quite a few hits
This is an unrelated issue. So pls explain what went wrong.
Will be fixed for the next update.
Turn the particle quality down meanwhile.
Knight, 400hp, 2h messer
Here's the setting that I am using for them to never actually spawn:
nTrebSlingBotSpawnAtMinWave=999
hTrebSlingBotSpawnAtMinWave=999
Somehow they managed to spawn at wave 55 and make the game unplayable, becuase of sudden huge ping increase. Please look into it.
Cheers!
Is wave 55 reached so easily?