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FLARE [ARCHIVED]
Bug reports (flare)
FlarePlayer
Friday, November 6, 2020 - 17:33
When a goblin-thief attacks not you but your zombie, he can still steal a potion from you :D
There an issue open at that on github:
https://github.com/flareteam/flare-game/issues/824
It was fixed but newest version is still not out officially to my knowledge.
Good
Is it possibly that something's wrong with "increased chance of finding items"?
I just farmed the Ice Wyvern in order to reach level 17, normally it drops many underworld books during this (in case you use two 60%-rings).
But without any ring now, it didn't drop any single underworld item.
By the way, is there a maximum level? Level 18 is already hard to reach, i never reached level 19
The max level is 20. The game is designed around the player finishing it around level 16.
If you use two 60% item find rings and nothing else, your effective loot chance modifier is 220% (100 + 60 + 60). This modifies the drop chances in each loot table. The Underworld items have a 3% base chance per dropped item, so their rate would be modified to 6.6%. In other words, if the boss drops 2 items, each item will have a 6.6% chance of being an Underworld item.
It makes sense that the max level is not higher than 20.
I can confirm that the campaign is finished around level 16.
If the number of dropped items does not increase too, the effect of percentages should be correct. Maybe I was just lucky / unlucky.
Further bugs:
If minimizing the game by alt+tab and maximizing it again, you can very often hear the sound of "low health" even though it is not the case.
And in the Nazia Underground there seems to be the "wrong" music (music which rather fits to open grassland). Not my favorite track at all because it's so repetitive, by the way.
>If minimizing the game by alt+tab and maximizing it again, you can very often hear the sound of "low health" even though it is not the case.
Interesting. First time I've heard of that happening, but thanks for making me aware of the bug.
>And in the Nazia Underground there seems to be the "wrong" music (music which rather fits to open grassland). Not my favorite track at all because it's so repetitive, by the way.
This was actually intentional. But I can understand why you might not like that track. It's a little too melodic, and I would personally like something more ambient.
Melodies are no problem, but I don't like short loops and many other people don't do that neither.
The music of the snow levels can also become quickly annoying
After poking a lot at the game core i think that given the weigth and age it has it delivers quite well; music and the likes can be easily changed and is a matter of personal taste.
How to change the music?
Another possible bug: Is it possible that the Boss Mertor must not kill itself by damage reflection? If he does, you cannot pick the grave flower and get stuck. (Roles of Reflection - only when killing Mertor the first time)
The bug with damage reflection was fixed upstream and will no longer be an issue in the next release: Here's the patch: https://github.com/flareteam/flare-engine/commit/c91a53fbc30222a84eba212...
To change the music, you could create a simple mod.
1. https://github.com/flareteam/flare-engine/wiki/Creating-an-empty-mod
2. In your mod, create a directory called "music/"
3a. Add your music file and rename it to override one of the tracks listed here: https://github.com/flareteam/flare-game/tree/master/mods/fantasycore/music
3b. Alternatively, you could add your track to the "music" directory without renaming it and alter the map files. For example, if you wanted to change the music in Perdition Harbor, you would create "maps/perdition_harbor.txt" with the following contents:
APPEND
[header]
music=music/dungeon_theme.ogg
Thanks!
More bugs?
Mez can be tricked hard:
1. Don't go though the gate, instead shoot from distance at Mez to alert him.
2. Go back and lure him there.
3. Run away from Mez and go through the gate
The gate closes when going through it, so Mez is behind you and cannot attack you anymore. However, you can still attack him (Melee, Shooting, Elemental attack and Lightning bolts)
That way this otherwise mighty boss monster is completely helpless.
And another bug:
In 1.11 Lezaith was completely helpless against the bear trap. If she steps on it, she doesnt do anyting, so you can hit her and cast the next bear trap on her, which will let the stun continue. So, Lezaith can also be defeated easily by a glitch abuse.
Thanks for the reports.
I fixed Mez by simply making him invincible towards all attacks until the player is trapped in his arena.
The thing with Lezaith technically wasn't a "bug", especially since she could still use her ranged attacks when trapped. But she's also the final boss, and should be a tough fight because of that. So I've given her immnuity to slow and stun effects.
You're welcome!
Does the invincibility of Mez also prevents that he can be alerted by shots? If not, he can still be lured, and then the player traps himself in the arena to trap Mez outside, and can hurt him then. (Attacking "through" the rock)
Lezaith could not use ranged attacks while being trapped in the bear trap. Giving her immunity to debuffs is fine, because she will not be overpowered nevertheless.
Oh I just noticed that the player's zombie is sometimes trapped outside somewhere, and then you cant summon a new zombie. Because the old one is trapped outside, so he doesnt die. This happens for example if you approach mertor, mez and lezaith. Can be a feature though, as its quite shocking that your zombie cannot help you anymore :D
While invincible, the only thing that can alert Mez is the player getting within his "threat range". With the location that Mez spawns at, this is impossible to do without triggering the trap.
The bear trap only sets enemy speed to 0%, which is not the same as the "stun" effect that prevents all actions. Lezaith could still attack, but chances are you moved outside her targeting range, so she could effectively do nothing. So yes, it's better to prevent trapping her altogether.
One trick for the zombie bug is that summoned creatures will teleport to the player automatically if they get too far away. This distance is currently set in the engine as 40 tiles. Unfortunately, this is too large for smaller arenas such as Mez's. I don't think there would be much harm in decreasing that 40 tile distance, but there might be a better solution.
Small bug in the new version:
If you wear set items, and if you move 1 item then to the secondary set, the set will still show that you are also wearing that item (even though its in the secondary set where its not doing anything)
By the way I found another nice trick to defeat a boss monster more easily than expected:
Mertor (First main boss). As I said, if you summon a zombie before you enter the chamber, and if you run straigth into the chamber, the zombie will be trapped behind the door. Then you can summon Mertor and lure him very close to the door and the zombie. He will try to attack the zombie then (which he cant do directly), and will get stuck there. Then he can easily be killed.
The bug with the set tooltips should be fixed as of v1.13.05.
That zombie trick is interesting (and totally valid). I think Seagate might be the only major boss battle where that tactic would work:
Ok I just tested it: The trick works very well vs Mez and his servants. It works also vs Lezaith partly, at least you can easily kill her from distance. Against Metzger I couldnt make it work, as there seem to be not really the barriers where the zombie can get stuck.