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OPEN  Bug report #281  -  All Ratmen are invulnerable
Posted Jun 17, 2012 - updated Nov 28, 2015   Shortlink: http://arx.vg/281
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HelenWong (HelenWong) has been working on this issue since January 08, 2015 (22:21)
Issue details
  • Type of issue
    Bug report
  • Status
     
    New
  • Assigned to
    Not assigned to anyone
  • Type of bug
    Not triaged
  • Likelihood
    Not triaged
  • Effect
    Not triaged
  • Posted by
     Mechanaut
  • Owned by
    Not owned by anyone
  • Estimated time
    Not estimated
  • Category
    Gameplay
  • Resolution
    Not determined
  • Priority
    Not determined
  • Reproducability
    Not determined
  • Severity
    Not determined
  • Targetted for
    icon_milestones.png Not determined
  • OS
    icon_customdatatype.png Not determined
  • Architecture
    icon_customdatatype.png Not determined
  • Fixed in
    icon_customdatatype.png Not determined
Issue description
I noticed first in the dirt tunnels of level 6 that there was a Ratman prowling, and that whenever it attacked, no amount of damage would kill it; I thought it was just glitched, but later when I entered the Ratmen lair, I discovered that none of the Ratmen could be killed ~and I mean that you could hit them with twenty fireballs, they don't die.

Steps to reproduce this issue
There are no steps to reproduce this that I know of... Unless it is by some means a conditional result of how I played the game, but all you see is that the Ratmen (all of them) are immortal/indestructible in my game.

I can upload my saved game if needed. I'm guessing that since I did not see this issue in the bug reports, that it's not common?

#1
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Comment posted by
 Mechanaut
Jun 17, 04:55
I have made a video recording of this bug in action, and could upload it if needed.

Funny Update: Not ten minutes after I filed this report, I reloaded and tried again to kill a Ratman; I used the Harm spell, and after a while it died. This is still a bug, just a strange one. There is still the one in the Lvl6 tunnels ~I hit it with spells for 10 minutes and it's still there prowling around, and attacks whenever I pass near it.

So is it possible that the Ratmen are regenerating health really ("game breakingly") fast?

#2
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Comment posted by
 Daniel Scharrer
Jun 18, 00:12
Strange, with 42 Casting + 10 Mental one fireball is usually enough to kill a ratman, and with 60 Close combat + 18 Strength i'm able to kill them by sword without too much problems. Is you character much lower-leveled than this?

The ratmen temporarily turn themselves invulnerable as part of their teleport attack, maybe something went wrong there. I can't find anything about the them regenerating health in the scripts, but most of them respawn a few times when the player enters the level.

The one in level 6 (ratman_base_0024) is supposed to teleport away after his health drops below 75/100 for the first time and then only reappear once the player is far enough along the main quest.

That savegame could definitely help in finding out what went wrong.
#3
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Comment posted by
 Mechanaut
icon_reply.pngJun 18, 01:03, in reply to comment #2
'''Daniel Scharrer wrote:'''
>The ratmen temporarily turn themselves invulnerable as part of their
>teleport attack, maybe something went wrong there.


That sounds like it could be it.

That savegame could definitely help in finding out what went wrong.
I don't see how to upload here, but here is a link to the save game, and a link to the video.

https://rapidshare.com/files/3556566029/arx_ratmen-clip.avi

https://rapidshare.com/files/3387141775/save0001.zip

The Ratman clip was recorded yesterday; when I reloaded the level and tried again, the Ratmen I encountered died from the Harm spell. So I went to level 6 and tried the same on the Ratman there, but he took the hits (reacted by running around in circles), but did not die. Occasionally the Ratmen that won't die will revert to their idle animation for a while (ignoring the player and the constant damage they are taking).

I noticed that the Ratman on level six was also labeled as 'poisoned 10'.

Incidentally... I noticed when I made this video, that the Harm spell that I cast was not draining any mana; and indeed seemed indefinite.
#4
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Comment posted by
 Mechanaut
Jun 18, 07:54
I recall having attacked the ratman many times with a poisoned weapon.
#5
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Comment posted by
 Daniel Scharrer
Jun 28, 11:12
I've opened a separate bug for the harm spell: Feature request 307 - Increase mana cost of the Harm spell
#6
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Comment posted by
 Daniel Scharrer
Jun 29, 02:59
Another question: did you start the game with the fully patched data (1.21) + AL or initially played with an older version or the demo and only then switched on AL?

For myself or anyone wanting to work on this, this is the invulnerable ratman's state according to arxsavetool:
  1. Type: NPC
  2. Filename: "graph/obj3d/interactive/npc/ratman_base/ratman_base.teo"
  3. Instance: 24
  4. Flags: npc invulnerability no_physics_interpol
  5. Position: (5125.71, 1299.79, 6625.78) initial: (5166.76, 1299.8, 6547.97)
  6. Movement: (0.441222, 0, -2.37674)
  7. Angle: (0, 190.517, 0) initial: (0, -72, 0)
  8. Scale: 0.95
  9. Weight: 1
  10. Name: description_ratman = "A rat-man."
  11. Game flags: interactivity isintreatzone wasintreatzone hideweapon
  12. Material: Flesh
  13. Level: 5 true level: 5
  14. Show: in scene
  15. Target: none
  16. Runes to draw: (none) (none) (none) (none)
  17. Spell flags: noanim nomana forced
  18. Spell level: 1
  19. Spell duration: 3000
  20. Poisonous: 10
  21. Poisonous count: -1
  22. Step material: foot_stealth
  23. Armor material: leather
  24. Ignition: -0.0655064
  25.  
  26. Animations:
  27. - wait: "graph/obj3d/anims/npc/ratman_wait.tea"
  28. - walk: "graph/obj3d/anims/npc/ratman_run.tea"
  29. - action: "graph/obj3d/anims/npc/ratman_appears.tea"
  30. - action2: "graph/obj3d/anims/npc/ratman_misc_jumpback_intro.tea"
  31. - action3: "graph/obj3d/anims/npc/ratman_fight_defend_left.tea"
  32. - hit1: "graph/obj3d/anims/npc/ratman_receive_damage.tea"
  33. - die: "graph/obj3d/anims/npc/ratman_death.tea"
  34. - run: "graph/obj3d/anims/npc/ratman_run_fast.tea"
  35. - action4: "graph/obj3d/anims/npc/ratman_fight_defend_right.tea"
  36. - action5: "graph/obj3d/anims/npc/ratman_suriken.tea"
  37. - dagger_ready_part_1: "graph/obj3d/anims/npc/ratman_ready_knife_start.tea"
  38. - dagger_ready_part_2: "graph/obj3d/anims/npc/ratman_ready_knife_end.tea"
  39. - dagger_unready_part_1: "graph/obj3d/anims/npc/ratman_unready_knife_start.tea"
  40. - dagger_unready_part_2: "graph/obj3d/anims/npc/ratman_unready_knife_end.tea"
  41. - dagger_wait: "graph/obj3d/anims/npc/ratman_fight_wait_toponly.tea"
  42. - dagger_strike_left_start: "graph/obj3d/anims/npc/ratman_fight_attack_left_start.tea"
  43. - dagger_strike_left_cycle: "graph/obj3d/anims/npc/ratman_fight_attack_left_cycle.tea"
  44. - dagger_strike_left: "graph/obj3d/anims/npc/ratman_fight_attack_left_strike.tea"
  45. - dagger_strike_right_start: "graph/obj3d/anims/npc/ratman_fight_attack_right_start.tea"
  46. - dagger_strike_right_cycle: "graph/obj3d/anims/npc/ratman_fight_attack_right_cycle.tea"
  47. - dagger_strike_right: "graph/obj3d/anims/npc/ratman_fight_attack_left_strike.tea"
  48. - dagger_strike_top_start: "graph/obj3d/anims/npc/ratman_fight_attack_left_start.tea"
  49. - dagger_strike_top_cycle: "graph/obj3d/anims/npc/ratman_fight_attack_left_cycle.tea"
  50. - dagger_strike_top: "graph/obj3d/anims/npc/ratman_fight_attack_right_strike.tea"
  51. - dagger_strike_bottom_start: "graph/obj3d/anims/npc/ratman_fight_attack_right_start.tea"
  52. - dagger_strike_bottom_cycle: "graph/obj3d/anims/npc/ratman_fight_attack_right_cycle.tea"
  53. - dagger_strike_bottom: "graph/obj3d/anims/npc/ratman_fight_attack_right_strike.tea"
  54. - fight_walk_forward: "graph/obj3d/anims/npc/ratman_fight_walk.tea"
  55. - fight_walk_backward: "graph/obj3d/anims/npc/ratman_fight_walk_back.tea"
  56. - fight_strafe_right: "graph/obj3d/anims/npc/ratman_strafe_right.tea"
  57. - fight_strafe_left: "graph/obj3d/anims/npc/ratman_strafe_left.tea"
  58. - fight_wait: "graph/obj3d/anims/npc/ratman_fight_wait.tea"
  59. - walk_sneak: "graph/obj3d/anims/npc/ratman_walk.tea"
  60. - grunt: "graph/obj3d/anims/npc/ratman_fight_grunt.tea"
  61. - hit_short: "graph/obj3d/anims/npc/ratman_hit_short.tea"
  62.  
  63. Animation layer #0:
  64. Current animation: walk
  65. Flags: loop
  66.  
  67. Physics:
  68. Stopped: 1
  69. Cylinder: origin=(5125.71, 1299.79, 6625.78) radius=28.5 height=-123.5
  70. Start position: (5125.71, 1299.79, 6625.78)
  71. Target position: (5125.71, 1299.79, 6625.78)
  72. Original radius: 30
  73. Original height: -130
  74.  
  75. Timer #0:
  76. Flags: idle
  77. Script: base
  78. Milliseconds: 2000
  79. Name: main
  80. Position: 22818
  81. Time: 1392
  82.  
  83. Timer #1:
  84. Flags: idle
  85. Script: base
  86. Milliseconds: 8000
  87. Name: miscreflection
  88. Position: 35510
  89. Time: 5040
  90.  
  91. Timer #2:
  92. Flags: idle
  93. Script: overriding
  94. Milliseconds: 1000
  95. Name: check
  96. Position: 598
  97. Time: 296
  98.  
  99. Base script:
  100. Variables:
  101. l teleportmode = 3
  102. l teleporttime = 2000
  103. l stolen_gold = 61
  104. s telmarker1 = "marker_0642"
  105. s telmarker2 = "marker_0643"
  106. s telmarker3 = "marker_0644"
  107. s telmarker4 = "marker_0645"
  108. l telnum = 4
  109. l player_enemy_send = 1
  110. l last_call_help = 86370
  111. s attached_object = "none"
  112. l special_attack = 1
  113. l sleeping = 0
  114. l care_about_mice = 0
  115. l main_behavior_stacked = 1
  116. l reflection_mode = 0
  117. l player_in_sight = 0
  118. l noise_heard = 4
  119. l looking_for = 0
  120. l fighting_mode = 0
  121. s last_heard = "player"
  122. l snd_tim = 86368
  123. l ouch_tim = 0
  124. l saved_reflection = 0
  125. l frozen = 0
  126. l spoted = 1
  127. l chatpos = 0
  128. l targ = 0
  129. s targeted_mice = "nomouse"
  130. s helping_target = "nofriend"
  131. s key_carried = "nokey"
  132. s targeted_door = "nodoor"
  133. l spell_ready = 1
  134. s helping_buddy = "nobuddy"
  135. l last_reflection = 86381
  136. s init_marker = "none"
  137. s friend = "ratmen"
  138. l door_locked_attempt = 0
  139. l enemy = 1
  140. l panicmode = 1
  141. l tactic = 1
  142. l current_tactic = 1
  143. l cowardice = 8
  144. l confusability = 5
  145. l pain = 2
  146. l low_life_alert = 10
  147. s type = "ratmen"
  148. l first_death = 1
  149. l scale = 95
  150. s hail = "[ratman_threat]"
  151. s thief = "[]"
  152. s strike = "[]"
  153. s victory = "[]"
  154. s whogoesthere = "[]"
  155. s heardnoise = "[]"
  156. s back2guard = "[]"
  157. s misc = "[]"
  158. s threat = "[ratman_threat]"
  159. s search = "[]"
  160. s youmad = "[]"
  161. s dying = "[ratman_die]"
  162. s ouch = "[ratman_ouch]"
  163. s ouch_medium = "[ratman_ouchm]"
  164. s ouch_strong = "[ratman_ouchs]"
  165. s help = "[]"
  166. s comeback = "[]"
  167. s justyouwait = "[]"
  168. l stealed_gold = 0
  169. l ignorefailure = 0
  170. l next_teleport = 37137
  171. s tmp = "marker_0645"
  172. l controls_off = 0
  173.  
  174. NPC Data:
  175. Absorption: 30
  176. Aim time: 300
  177. Armor class: 30
  178. Behavior: wander_around
  179. Behavior parameter: 300
  180. Damages: 10
  181. Weapon: dagger_assassin_0010 = "A dagger (unidentified)." (Item)
  182. Life: 32.0275 / 100
  183. Mana: 10 / 10
  184. Movement mode: walking
  185. To hit: 80
  186. Weapon type: weapon dagger
  187. XP: 1600
  188.  
  189. Stacked behavior #0:
  190. Behavior: friendly
  191. Behavior parameter: 0
  192. Tactics: none
  193. Movement mode: no movement
  194.  
  195. Animation layer #0:
  196. Next animation: wait
  197. Current animation: wait
  198.  
  199. Animation layer #1:
  200. Next animation: wait
  201. Current animation: wait
  202.  
  203. Animation layer #2:
  204. Next animation: wait
  205. Current animation: wait
  206.  
  207. Animation layer #3:
  208. Next animation: wait
  209. Current animation: wait
  210.  
  211. Stacked target #0: player
  212. Critical: 5
  213. Reach: 20
  214. Backstab skill: 70
  215. Resist poison: 50
  216. Resist magic: 10
  217. Resist fire: 10
  218. Strike time: -10120
  219. Aiming time: 85614840
  220. Detect: 40
  221. Blood color: (229, 25, 25)
  222.  
  223. Inventory:
  224. Size: 3x11
  225. (empty)
  226.  
  227. IO groups: ratmen


And global script variables:
  1. Variables:
  2. l debug = 0
  3. l shut_up = 0
  4. l guitar_player_dead = 0
  5. l gob_jail_dead = 0
  6. l gingle_played = 1
  7. l iserbius_dead = 0
  8. l snake_dead = 1
  9. l secret_passage_temple = 1
  10. l talked_2ortiern = 2
  11. l krahoz_zohark_on = 2
  12. l assassin_killed = 0
  13. l drunk = 0
  14. l king_dead = 0
  15. l air_clan_dead = 1
  16. l forbiden_shop1 = 1
  17. l forbiden_shop2 = 1
  18. l forbiden_shop3 = 1
  19. l forbiden_shop4 = 1
  20. l forbiden_shop5 = 1
  21. l alia_destiny = 0
  22. l alia_free = 2
  23. l alia_dead = 0
  24. l amulet_identified = 0
  25. l bag = 3
  26. l bank_stollen = 0
  27. l bones_in_tomb = 0
  28. l carlo_introduced = 1
  29. l cinematics = 0
  30. l crypt_l21_open = 1
  31. l dead_hermit_quest = 0
  32. l dissident_enemy = 0
  33. l dissident = 0
  34. l dragon_egg = 0
  35. l finance = 1
  36. l falan_key = 1
  37. l weapon_enchanted_equiped = 0
  38. l weapon_enchanted = 0
  39. l gambling = 0
  40. l garlic_eaten = 0
  41. l guardpost_stuck = 0
  42. l helped_kultar = 2
  43. l intro_played = 1
  44. l kingdom_enemy = 0
  45. l know_club = 0
  46. l krahoz_free = 1
  47. l krahoz_stolen = 0
  48. l look_for_shany = 3
  49. l need_dragon_egg = 1
  50. l need_form = 2
  51. l need_krahoz = 2
  52. l need_shield = 1
  53. l need_superweapon = 1
  54. l need_zohark = 2
  55. l negate = 0
  56. l oliver_quest = 4
  57. l player_knows_password = 2
  58. l player_on_quest = 7
  59. l polsius_signed = 1
  60. l polsius_tavern = 1
  61. l nobadge = 0
  62. l poxsellis_helmet_on = 1
  63. l queen_quest = 2
  64. l repel = 0
  65. l rinco_dead = 0
  66. l read_book = 0
  67. l cine_sylib = 1
  68. l seen_bank_key = 0
  69. l shield_elder_retrieved = 2
  70. l snake_enemy = 0
  71. l snake_teleport0 = 1
  72. l snake_teleport1 = 1
  73. l snake_teleport11 = 1
  74. l snake_teleport18 = 1
  75. l snake_teleport2 = 1
  76. l snake_teleport3 = 1
  77. l snake_teleport5 = 1
  78. l snake_teleport6 = 1
  79. l snake_teleport7 = 0
  80. l skip_cinematic = 0
  81. l statue_destroyed = 1
  82. l statue_touched = 1
  83. l superweapon = 0
  84. l talked2greu = 3
  85. l treasure_gob_found = 0
  86. l troll_amulet = 0
  87. l troll_enemy = 0
  88. l troll_quest = 3
  89. l trollhero = 1
  90. l tutorial_magic = 12
  91. l tutorial_scroll = 2
  92. l twin_secret_discovered = 0
  93. l water_clan_dead = 1
  94. l secretl17_open = 0
  95. l zalnashh_dead = 0
  96. s superweapon_id = "noweapon"
  97. l level_up = 2
  98. s tmp = "none"
  99. f tmp = 0
  100. l tmp = 11
  101. l keypressed = 2
  102. l keypressed_intro = 2
  103. l fading = 0
  104. l doneb = 1
  105. l donea = 1
  106. l calpale_dead = 0
  107. l gobcode1 = 6
  108. l gobcode2 = 5
  109. l gobcode3 = 9
  110. l gobcode4 = 9
  111. s type = "chest"
  112. l tafiok_dead = 0
  113. l carlo_rituals = 1
  114. s temp = "forbiden_shop1"
  115. l shopping = 1
  116. l shopkeeperalive = 1
  117. l cinematic = 2
  118. l wheel1 = 0
  119. l krahoz_on = 1
  120. l player_knows_ylsides = 1
  121. l carlo_in_jail = 1
#7
icon_reply.pngReply
Comment posted by
 Mechanaut
icon_reply.pngJul 05, 11:42, in reply to comment #6
I started a brand new game once I installed AL. The version of Arx Fatalis that I used for the resource files is the GoG version.

Daniel Scharrer wrote:
Another question: did you start the game with the fully patched data (1.21)
+ AL or initially played with an older version or the demo and only then
switched on AL?


#9
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Comment posted by
 HelenWong
Jan 08, 17:40
I hope to work on this bug, so is it possible for this bug to be assigned to me?