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1.13 Issues

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MrDrewSky

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I know that I've brought these issues up on Discord, but Tob usually sees most issues here, so I am going to post them here so you can see and have other add onto the issues. Not necessarily bugs, or maybe they are.

So, the problems with 1.13 so far:

-Hammerer can literally one or two shotting archer. It can also straight up hash out eight hearts of damage to a Gundabad orc. From what Riku has told me, Troll has been one shotting other classes recently as well.

-Arrow damage has been skewed. I was playing today on Dale as a Dol Guldur Captain, and arrows from a normal archer were doing a measly one heart apiece.

-Hit detection for both ranged and melee alike are just awful right now, especially as someone who's just spawned and has been running for 3-5 seconds from the spawn.

-If you have an item in your offhand, you cannot use it at all, unless you point it at a block first. Very annoying.

-Mage's melee, or from what I can tell, has been skewed as well, hashing out far less damage and having issues taking on archers one on one in melee.

-Not sure about this one either, but Dale Longbow is supposed to have 60% more range, yet the range is that of a Gondor Archer (The archer with iron and chain armor with slowness II)

-Shields don't always work for some reason. They will suddenly stop working, and you will start taking damage.

-Another thing with Dale Longbowman is that you get 8 arrows from a cauldron, but you can get up to 16 from an enderchest.

If you guys have anything else to add, please, do add it in the comments below.​
 
Addition:

AntiCheat/NoCheat is not doing its job as it should. The server has recently been plagued with fly hackers and speed hackers. People flying shouldn't happen in the first place.​
 
It says you have been impaled when you get shot by an arrow. I think this doesn't make sense if it was on purpose, it should be blank was shot by blank
 
Addition:

AntiCheat/NoCheat is not doing its job as it should. The server has recently been plagued with fly hackers and speed hackers. People flying shouldn't happen in the first place.​

We turned off the flying part of Nocheat because it was causing issues, as far as I remember. We didn't think it would be that big an issue, as it's very easy to prove (screenshot) and there are probably enough staff to ban the fly hackers.
 
Tim says he has done something which might fix most of those damage issues you outlined (see Discord #update-feed), so tell us if progress has been made.

I have edited NoCheatPlus's config to see if we can improve hit detection for those who say it has got worse.

Shield bug... I'm honestly not sure about. It could be down to the fact that our OldCombatMechanics plugin has shields set to 50%, but I'm not sure at all.

The offhand bug isn't our fault, and the OldCombatMechanics devs say it's not their fault either... so I'm afraid that's an outstanding bug.

I'll look into Dale Longbowman's weird arrows.
 
Remaining bugs that I am aware of:
- Dale Longbowman's arrows
- Newhelms & Helms wall (possibly)
- Erebor catapults
 
Major issues that have brought to light with my recent interactions with the server
:
-Mage's melee damage being skewed. An archer seems to do more damage to Mage than it can do to the archer.
-Inconsistent and overall low arrow damage for ranged based classes, despite the fixes implemented
-Troll seems to have a higher tolerance to damage and can dish out far more damage
-The resistance effect in general seems to have gotten changed. Much higher damage resistance.
-Spearman for some reason can hash out 5 full hearts of damage to every class. Not sure if this isn't intentional or the way it's supposed to be
-Damages overall inconsistent. I was playing Orc Chieftain on Osgiliath with Sharpness vote active, and I killed an archer with a single critical hit.
-Elven Soldier damage seems to have been buffed as well somehow. It can now kill an archer in 1-2 hits and can kill a swordsman in 3-4 hits.
-Hammerer damage with sharpness hashes out a large amount of damage. A single critical hit can deal a hefty 6 full hearts of damage to a Gundabad Orc.
-Archer seems to have a weird drawback timer or something. Many of the arrows I fire off merely disappear into the dismal abyss of the boulevard of broken dreams.
-With the 1.13 regeneration, medic effects have been nullified, making it useless to use.​
 
-Mage's melee damage being skewed. An archer seems to do more damage to Mage than it can do to the archer.

So two issues? a) Low melee damage from mage's staff, and b) it gets damaged a lot by archer?
Possible fixes: a) Raise sharpness on staff, b) add projectile prot or increase armour.


-Inconsistent and overall low arrow damage for ranged based classes, despite the fixes implemented

I'm gonna have to talk to Tim and read his arrow damage code for this, because it's still a little beyond me.
Possible fixes: Remove all custom arrow code and then test with default, then rebuild from ground up.


-Troll seems to have a higher tolerance to damage and can dish out far more damage
-The resistance effect in general seems to have gotten changed. Much higher damage resistance.

I need hard stats on this, but luckily Rikumaru (7040062) seems to be working on that now.
Possible fixes: Reduce armour/resistance, reduce tool strength.


-Spearman for some reason can hash out 5 full hearts of damage to every class. Not sure if this isn't intentional or the way it's supposed to be

On its spear or its sword?


-Damages overall inconsistent. I was playing Orc Chieftain on Osgiliath with Sharpness vote active, and I killed an archer with a single critical hit.

Inconsistent damages are the biggest mystery to me. We'll try to find out why this is the case.


-Elven Soldier damage seems to have been buffed as well somehow. It can now kill an archer in 1-2 hits and can kill a swordsman in 3-4 hits.

Not sure the reasoning behind this, but we'll try just reducing damage.


-Hammerer damage with sharpness hashes out a large amount of damage. A single critical hit can deal a hefty 6 full hearts of damage to a Gundabad Orc.

I'm guessing we can fix this with a simple damage debuff, but I'll talk to Tim.


-Archer seems to have a weird drawback timer or something. Many of the arrows I fire off merely disappear into the dismal abyss of the boulevard of broken dreams.

Not sure what this is about :(


-With the 1.13 regeneration, medic effects have been nullified, making it useless to use.

I can't find any info on new regen in 1.13 sadly...
 
Cake (from field medic) doesn't get smaller. It can be eaten, and can heal, but it's infinite. it can lay there forever and be eaten for eternity (as long as you can be healed)
 
Okay, from above:
- All effects are fixed
- *Most* damages are fixed
- See changes in Discord update feed.

These aren't fixed:
- Ranger can two-shot archer with a shot then volley
- Sharpness III seems really weird, and does 1 more damage than it should on swords but seems fine on items.
 
ADDITION:

Another problem that just popped up is with the donor firework. You can only use it once, also, if it detonates next to you, it will damage you and potentially kill you.​
 
ADDITION:

Another problem that just popped up is with the donor firework. You can only use it once, also, if it detonates next to you, it will damage you and potentially kill you.​
*awkward cough*
https://www.empirewar.org/forums/m/5312442/viewthread/32819906-firework-dissappears-after-first-launch
 
As weird as it might seem, I'm gonna lock this and mark it as solved. I've split off a few of the outstanding bugs from this thread into individual reports.

The reasoning for this is we've moved from an all out "the server is broken since we just upgraded" stage to "it's still got issues, but isn't completely broken" stage, so individual bug reports will work better henceforward.

Thanks anyway for this thread, it was useful in the emergency fix stage (not saying we still don't have major issues :3)
 
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