Whirling Blades causing collision model bugs
Using Whirling Blades and landing in the collision model of a NPC causes it to freeze and allowing the player to easily slay it. Did not try if movement fixes the freeze - why would I?
This has happened twice: once for Brutus, once for the Lightning-Mecha-Spider guy before the Baleful gem, possibly due to their large models. Could apply to other 'movement' skills, not for shield bash though. While a concern in the collision/physics/pathfinding realm it might as well be patched with a land point detection function, causing the endpoint to be shifted to the front of the mode, or behind it. My qualification: I have made a "Hello World" console program in C++ at least once. "We shall fight on the beaches, we shall fight on the landing grounds, we shall fight in the fields and in the streets, we shall fight in the hills and we shall fight butt-naked." - Alternate History Churchill
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Wow, 19levels with WB and I didn't notice the travel distance was fixed.
Can confirm it myself, used Brutus as a guinea pig, further movement fixes the freeze. Images once I finish 'shopping them and my upload improves. "We shall fight on the beaches, we shall fight on the landing grounds, we shall fight in the fields and in the streets, we shall fight in the hills and we shall fight butt-naked." - Alternate History Churchill
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![]() First bit of fun I've had with 'shop since 2004. "We shall fight on the beaches, we shall fight on the landing grounds, we shall fight in the fields and in the streets, we shall fight in the hills and we shall fight butt-naked." - Alternate History Churchill
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I've noticed this as well, and you can do the same with Leap Slam - However, it's not something that should be able to happen :P I'll make sure it's on someone's list to fix at some point, when they have time!
Balance & Design
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