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		<title><![CDATA[Latest posts for the topic "Bugs in DruidsRPG223"]]></title>
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				<title>Bugs in DruidsRPG223</title>
				<description><![CDATA[ <li> We had problems getting part of the changes working, so the DB/DR limits for monsters are not currently enabled.
<li> The L menu when dead problem is partially fixed. I noticed when I died by falling off somewhere, I didn't ghost, and the L menu didn't work after that. Not sure if that was a map feature or what]]></description>
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				<pubDate><![CDATA[Sun, 31 Jan 2010 12:06:48]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ not a bug but please change monsters halos... ]]></description>
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				<pubDate><![CDATA[Sun, 31 Jan 2010 14:00:09]]> GMT</pubDate>
				<author><![CDATA[ Thè-Hättêr]]></author>
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				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ <p></p>

		<cite>Thè-Hättêr wrote:</cite><br>
		<blockquote>not a bug but please change monsters halos... &nbsp;
		</blockquote>

Please stay on topic in this thread, and start a new thread for information like this. 

Thanks]]></description>
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				<pubDate><![CDATA[Sun, 31 Jan 2010 16:19:42]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ The ordering of the rpg mutators is highly important (and probably shouldn't be)]]></description>
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				<pubDate><![CDATA[Sun, 31 Jan 2010 17:09:02]]> GMT</pubDate>
				<author><![CDATA[ TheDruidXpawX]]></author>
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				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ I noticed that there are two occurrences of the retaliation and counter shove abilities available for purchase
[edit] server stability is way down crashed about every other map
on the good side the sub-classes (not extreme) should be very enjoyable for lower level characters ,should help them survive and get xp GREAT job !  ^:)^ ]]></description>
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				<pubDate><![CDATA[Sun, 31 Jan 2010 20:15:14]]> GMT</pubDate>
				<author><![CDATA[ RoadKill v3.4]]></author>
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				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ I have an active sell button but buy buttons are grey. I also have double "countershove" and "relatiation" abilities. At first  I thought they were reset and had to rebuy them. 
After refilling up retailation I noticed I had way less stat points to spend so I checked the list and noticed the doubles.

I now have 10+10 relatiation, had 4 retal kills in about 10seconds, Please reset so I can play again. (unfair to play with so much extra)]]></description>
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				<pubDate><![CDATA[Sun, 31 Jan 2010 23:42:27]]> GMT</pubDate>
				<author><![CDATA[ Ratar_Killer]]></author>
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				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ <p></p>

		<cite>Ratar_Killer wrote:</cite><br>
		<blockquote>I now have 10+10 retaliation, had 4 retal kills in about 10seconds, Please reset so I can play again. (unfair to play with so much extra)&nbsp;
		</blockquote>If you have the Sell button, then pressing this will sell your abilities. You can then buy back the onces you want, including only one set of retaliation and countershove.

Obviously long term Druid needs to remove one set from the list, but this will at least get you back playing again.]]></description>
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				<pubDate><![CDATA[Mon, 1 Feb 2010 01:12:17]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ <p></p>

		<cite>Elite wrote:</cite><br>
		<blockquote>Tank: Fairly slow which is good, there is a bug however that I noticed. When you are frozen from a ice krall and then unfrozen your speed reverts to normal speed&nbsp;
		</blockquote>oops. I will have to fix that one.]]></description>
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				<pubDate><![CDATA[Mon, 1 Feb 2010 01:44:03]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ When you are buying an engineer subclass, and buy multiple levels of say Loaded Engineer, all the artifacts say you only have one point available. The new maximum available isn't replicating to the Client UI.]]></description>
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				<pubDate><![CDATA[Mon, 1 Feb 2010 02:06:26]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote><p></p>

		<cite>Elite wrote:</cite><br>
		<blockquote>I did notice on all the specialists and even extreme class that when I was buying everything over all the artifacts are messed up and not in order which could screw up the keybinds of some people...... I don't know if thats the way it was meant or not.&nbsp;
		</blockquote>That is the way it has always worked, If you buy a new level of any of these abilities, the new artifacts get added at the end. It is just much worse here because you are buying multiple levels much more frequently - so rather than one game every 10,000 points being affected, it is everytime you buy a subclass. I will look into it.&nbsp;
		</blockquote>I have implemented a fix so that this should be ok. When you buy a level of Loaded Engineer (etc) it will delete any of the engineer summoning artifacts you already have, then re-add the lot. This means the sequence should stay the same.

Note however that it will not touch other artifacts (like ShieldBlast). So if you buy 5 levels of LE, then ShieldHealing 3 to get the blast artifact, then buy other levels of LE, then the ShieldBlast will be at the start of the list, not at the end. So buy all of the LE you want before buying the ShieldHealing.

Obviously when you reconnect it all sorts itself out anyway.
Will submit the change to cvs later.
]]></description>
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				<pubDate><![CDATA[Mon, 1 Feb 2010 06:14:45]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ It's good to have the rod back, but I thought the only restrictions was for LW6 in the extreme WM sub...but I cant pick it up if I'm playing the Skilled Weapons sub. and it only has LW2 or so.


NVM...just read that I cant pick it up in the wiki...afterthought.]]></description>
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				<pubDate><![CDATA[Mon, 1 Feb 2010 07:35:35]]> GMT</pubDate>
				<author><![CDATA[ Flak Monkey]]></author>
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				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ Random server crashes have increased... without turrets blowing up

Also I don't know if this is a bug or not but the pets cannot kill their own species. I read somewhere I forgot where, that this was going to get fixed in the new build. And if that was suppose to happen then this is a bug since they cannot damage one another]]></description>
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				<pubDate><![CDATA[Mon, 1 Feb 2010 18:06:26]]> GMT</pubDate>
				<author><![CDATA[ Elite]]></author>
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				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ Concerning the link turret, for some reason when I was in it all the artifacts went nameless, so I could not decipher which one I was going to use next. The way that this was restored was when I ghosted, then I could see all the names again. Also Szlat you put up a code that tells you how many people are linking you when you're in a turret, but it gets messed up when using the link turret. Sometimes it shows the number of linkers and sometimes it doesn't... and when it doesn't show the number of linkers it does not give any boost at all even when I had like 3 people linking.]]></description>
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				<pubDate><![CDATA[Mon, 1 Feb 2010 20:27:39]]> GMT</pubDate>
				<author><![CDATA[ Elite]]></author>
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				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ <p></p>

		<cite>Elite wrote:</cite><br>
		<blockquote>Random server crashes have increased... without turrets blowing up&nbsp;
		</blockquote>I will need the logs from Druid to check those.

<p></p>

		<cite>Elite wrote:</cite><br>
		<blockquote>Also I don't know if this is a bug or not but the pets cannot kill their own species. I read somewhere I forgot where, that this was going to get fixed in the new build. And if that was suppose to happen then this is a bug since they cannot damage one another&nbsp;
		</blockquote>The change was so that pets now cannot kill their own exact species. Before it was that whole evolution line - so a skaarj couldn't kill an ice skaarj or a warlord or a queen or a warlord..... Now it is exact only. So a lava skaarj will kill an ice skaarj, but not a lava skaarj.
<p></p>

		<cite>Elite wrote:</cite><br>
		<blockquote>Concerning the link turret, for some reason when I was in it all the artifacts went nameless, so I could not decipher which one I was going to use next. The way that this was restored was when I ghosted, then I could see all the names again. Also Szlat you put up a code that tells you how many people are linking you when you're in a turret, but it gets messed up when using the link turret. Sometimes it shows the number of linkers and sometimes it doesn't... and when it doesn't show the number of linkers it does not give any boost at all even when I had like 3 people linking.&nbsp;
		</blockquote>Ok, thanks for the report. On my own I couldn't really do much in the way of link testing. The link turret has its own "linkgun" style link boosting, and so does not do it the same way as the other turrets. I will investigate.]]></description>
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				<pubDate><![CDATA[Mon, 1 Feb 2010 23:42:14]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ If you get the jump boots and after they gave been used up power jump and iron legs do not work anymore. I tested this out on the extreme AM. And I confirmed it anything that freezes the tank subclass or increases it such like a quickfoot weapon will permanently increase the speed unless if you ghost or die.]]></description>
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				<pubDate><![CDATA[Tue, 2 Feb 2010 08:33:12]]> GMT</pubDate>
				<author><![CDATA[ Elite]]></author>
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				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ <p></p>

		<cite>Elite wrote:</cite><br>
		<blockquote> And I confirmed it anything that freezes the tank subclass or increases it such like a quickfoot weapon will permanently increase the speed unless if you ghost or die.&nbsp;
		</blockquote>I have a fix for this which I will submit to cvs later. Thanks for the info.]]></description>
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				<pubDate><![CDATA[Tue, 2 Feb 2010 08:48:34]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ There are 2 changes I want to make, but I am hitting problems implementing them. So thoughts please:

<li> The hardcode players cannot be healed, by medics or engineers. I was hoping to somehow change the bar above them to indicate that - but clientside I can't get the information I need. I might need to resort to just giving a sound back. But people playing with the sound down will not pick that up. Any other thoughts? Perhaps flash them in red rather than the healing blue?

<li> For Skilled Weapons it would be useful to show somehow how improved the current weapon is. I may be able to get to the F3 stats to get the number of kills, but working out the bonus is difficult as the client only has access to the coded defaults, and the server may be running with different settings which are not replicated. So I would know 10 kills, but not what difference that makes. I think Elite suggested at one stage possibly putting something in the weapon name - but the player could drop that weapon and pick up another of the same type - lots of monitoring code required, including possible changes to all weapons - so not good. So, any other thoughts? Perhaps generate a one-off message when the weapon is selected?]]></description>
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				<pubDate><![CDATA[Wed, 3 Feb 2010 14:16:25]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ Is it possible to use the same spherical effect that a berserk adren combo creates, but change the color?]]></description>
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				<pubDate><![CDATA[Wed, 3 Feb 2010 14:42:54]]> GMT</pubDate>
				<author><![CDATA[ cribbage]]></author>
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				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>There are 2 changes I want to make, but I am hitting problems implementing them. So thoughts please:

<li> The hardcode players cannot be healed, by medics or engineers. I was hoping to somehow change the bar above them to indicate that - but clientside I can't get the information I need. I might need to resort to just giving a sound back. But people playing with the sound down will not pick that up. Any other thoughts? Perhaps flash them in red rather than the healing blue?&nbsp;
		</blockquote>
Like cribbage said, spawn an emitter.  Or instead of a blue overlay for healing, use a red one for when healing fails (or if a player is full)

<blockquote>
<li> For Skilled Weapons it would be useful to show somehow how improved the current weapon is. I may be able to get to the F3 stats to get the number of kills, but working out the bonus is difficult as the client only has access to the coded defaults, and the server may be running with different settings which are not replicated. So I would know 10 kills, but not what difference that makes. I think Elite suggested at one stage possibly putting something in the weapon name - but the player could drop that weapon and pick up another of the same type - lots of monitoring code required, including possible changes to all weapons - so not good. So, any other thoughts? Perhaps generate a one-off message when the weapon is selected?&nbsp;
		</blockquote>
I say make it a new ability and hard code it.
Abilities are easy enough for other servers to just subclass the defaults.
Admins that don't know how to subclass them are not very familiar with modifying the defaults with the config file anyway.

Why, oh why is there not a way to replicate config variables?]]></description>
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				<pubDate><![CDATA[Wed, 3 Feb 2010 22:22:37]]> GMT</pubDate>
				<author><![CDATA[ greg11]]></author>
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				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ on the extreme monster master the pets are getting 300% damage increase due to the advanced damage bonus for pet. There are currently 20 levels, i think it should be reduced to 10, and if that is still too strong then perhaps 5, but 10 should be good for now.]]></description>
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				<pubDate><![CDATA[Wed, 3 Feb 2010 23:25:31]]> GMT</pubDate>
				<author><![CDATA[ Elite]]></author>
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				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ <p></p>

		<cite>Elite wrote:</cite><br>
		<blockquote>on the extreme monster master the pets are getting 300% damage increase due to the advanced damage bonus for pet. There are currently 20 levels, i think it should be reduced to 10, and if that is still too strong then perhaps 5, but 10 should be good for now.&nbsp;
		</blockquote>

I would change it to 5% per level, this way there are points to be spent.]]></description>
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				<pubDate><![CDATA[Thu, 4 Feb 2010 01:31:25]]> GMT</pubDate>
				<author><![CDATA[ greg11]]></author>
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				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote><li> For Skilled Weapons it would be useful to show somehow how improved the current weapon is. .....&nbsp;
		</blockquote>So when you change weapons, you get the original "Flak of Force 5" or whatever it says. Then under it in smaller writing you get a message saying what the current proficiency bonus is e.g. +15%. Seems to work ok, so I will submit to cvs later.

Still not worked out how to get rid of the bars for the HardCore yet.]]></description>
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				<pubDate><![CDATA[Thu, 4 Feb 2010 20:01:19]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote><p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote><li> For Skilled Weapons it would be useful to show somehow how improved the current weapon is. .....&nbsp;
		</blockquote>So when you change weapons, you get the original "Flak of Force 5" or whatever it says. Then under it in smaller writing you get a message saying what the current proficiency bonus is e.g. +15%. Seems to work ok, so I will submit to cvs later.

Still not worked out how to get rid of the bars for the HardCore yet.&nbsp;
		</blockquote>

Don't get rid of the bars--just try to change the color, black perhaps, to show the hardcore player.]]></description>
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				<pubDate><![CDATA[Thu, 4 Feb 2010 20:13:27]]> GMT</pubDate>
				<author><![CDATA[ (DC)DEMONSLAYER]]></author>
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				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ I'm not sure why Hard Core is in there...why would anyone want it?  It says right in there not to buy it....  I bought it by mistake cuz I was starting a new sub and found out the hard why what it did, by someone else.

And, while on the subject of the Skilled Weapons bonus here... if you have say a rage flak, will the self damage increase along with the regular damage?
How about an Energy weapon, will the Adren it gives increase as well?  in a nutshell, just wanna know if its just the damage that increases and not the magical properties as well..]]></description>
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				<pubDate><![CDATA[Fri, 5 Feb 2010 05:37:02]]> GMT</pubDate>
				<author><![CDATA[ Flak Monkey]]></author>
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				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ <p></p>

		<cite>Flak Monkey wrote:</cite><br>
		<blockquote>I'm not sure why Hard Core is in there...why would anyone want it?  It says right in there not to buy it....  I bought it by mistake cuz I was starting a new sub and found out the hard why what it did, by someone else.&nbsp;
		</blockquote>Somebody wanted it, and Druid added it.

<p></p>

		<cite>Flak Monkey wrote:</cite><br>
		<blockquote>And, while on the subject of the Skilled Weapons bonus here... if you have say a rage flak, will the self damage increase along with the regular damage?
How about an Energy weapon, will the Adren it gives increase as well?  in a nutshell, just wanna know if its just the damage that increases and not the magical properties as well..&nbsp;
		</blockquote>When it does the damage calculation, the first thing called is the weapon adjustment. Then it calls the abilities for the Victim and the Shooter. So the magic properties of the weapon are handled before any abilities get a look in. So for the rage the self damage will not increase, and neither will the energy returned from the energy weapon.
However, it does make a difference what order you buy the abilities in. Choose things (like weapon proficiency, LW6) that up the damage before any abilities that use it (like vampire). And likewise things like Energy Leech before LA5.]]></description>
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				<pubDate><![CDATA[Fri, 5 Feb 2010 06:10:23]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
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				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>
However, it does make a difference what order you buy the abilities in. Choose things (like weapon proficiency, LW6) that up the damage before any abilities that use it (like vampire). And likewise things like Energy Leech before LA5.&nbsp;
		</blockquote>
Wow, that looks like a bug.
So, one player can be more powerful than another with the same abilities just because they picked them in the right order.

How difficult would it be to have the abilitymenu sort a players abilities in a standard order once purchased?]]></description>
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				<pubDate><![CDATA[Fri, 5 Feb 2010 14:38:03]]> GMT</pubDate>
				<author><![CDATA[ greg11]]></author>
			</item>
			<item>
				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ for how long the "bug" have been ? so its better to first buy damage bonus ( every kind) then vamp? for WM
and for AM, energy befor LA"x"?]]></description>
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				<pubDate><![CDATA[Fri, 5 Feb 2010 15:12:36]]> GMT</pubDate>
				<author><![CDATA[ Thè-Hättêr]]></author>
			</item>
			<item>
				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ <p></p>

		<cite>greg11 wrote:</cite><br>
		<blockquote>Wow, that looks like a bug. So, one player can be more powerful than another with the same abilities just because they picked them in the right order.&nbsp;
		</blockquote>That's the way it has always been. However, it is more relevant now e.g. previously WMs would always buy vampire as soon as they could, and not wait until they got high enough to buy increased damage first.

<p></p>

		<cite>greg11 wrote:</cite><br>
		<blockquote>How difficult would it be to have the abilitymenu sort a players abilities in a standard order once purchased?&nbsp;
		</blockquote>The big problem really is the NetDamage part of the UT2004RPG. We haven't quite got that override working yet - it hit problems last Sunday. But I have already spoken to Druid about splitting the damage into 2 sequences - first do all the damage adjustment, then go through again doing the magics.

<p></p>

		<cite>Thè-Hättêr wrote:</cite><br>
		<blockquote>for how long the "bug" have been ? so its better to first buy damage bonus ( every kind) then vamp? for WM
and for AM, energy befor LA"x"?&nbsp;
		</blockquote>Yes, but for the AM it is only relevant for LA5, since that is the one that adjusts weapon damage. So for the normal AM, it doesnt matter.
And buy retaliation before protection.]]></description>
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				<pubDate><![CDATA[Fri, 5 Feb 2010 17:00:53]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
			</item>
			<item>
				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ so a level 99 with max damage bonus, max advance damager bonus, and lvl 3 vamp is fine? ]]></description>
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				<pubDate><![CDATA[Fri, 5 Feb 2010 17:15:27]]> GMT</pubDate>
				<author><![CDATA[ Thè-Hättêr]]></author>
			</item>
			<item>
				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ Once a vehicle is blown up in the vehicle specialist subclass or a turret is blown up in the turret specialist subclass and if the creator happens to be in them, the ultima is somehow deactivated when the player ghosts or dies. I don't know why but it just happens.

Also the link turret does not give a boost to another turret if it is linking it. Nor is xp shared even if the link turret is linking the other turret. I tried this with Rapier being in the link turret and I being in another, we were both engineers.]]></description>
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				<pubDate><![CDATA[Fri, 5 Feb 2010 23:09:00]]> GMT</pubDate>
				<author><![CDATA[ Elite]]></author>
			</item>
			<item>
				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ <p></p>

		<cite>Elite wrote:</cite><br>
		<blockquote>Once a vehicle is blown up in the vehicle specialist subclass or a turret is blown up in the turret specialist subclass and if the creator happens to be in them, the ultima is somehow deactivated when the player ghosts or dies. I don't know why but it just happens.&nbsp;
		</blockquote>I'll have a look. Not sure why that should be.

<p></p>

		<cite>Elite wrote:</cite><br>
		<blockquote>Also the link turret does not give a boost to another turret if it is linking it. Nor is xp shared even if the link turret is linking the other turret. I tried this with Rapier being in the link turret and I being in another, we were both engineers.&nbsp;
		</blockquote>The normal turrets only get boosted by an Engineer Linkgun. It isn't geared towards it being an engineer or not engineer, it is EngLink or not EngLink.]]></description>
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				<pubDate><![CDATA[Sat, 6 Feb 2010 02:19:54]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
			</item>
			<item>
				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ I've noticed that when you switch between classes and subclasses, you lose points.]]></description>
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				<pubDate><![CDATA[Thu, 11 Feb 2010 13:39:37]]> GMT</pubDate>
				<author><![CDATA[ (DC)DEMONSLAYER]]></author>
			</item>
			<item>
				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ <p></p>

		<cite>(DC)DEMONSLAYER wrote:</cite><br>
		<blockquote>I've noticed that when you switch between classes and subclasses, you lose points.&nbsp;
		</blockquote>That should not be happening - except the one point for purchasing the subclass. Can you give me details? Presumably your level isnt changing? ]]></description>
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				<pubDate><![CDATA[Thu, 11 Feb 2010 23:31:44]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
			</item>
			<item>
				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ this can qualify as a bug.. waves are ending before monsters are death]]></description>
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				<pubDate><![CDATA[Fri, 12 Feb 2010 00:13:05]]> GMT</pubDate>
				<author><![CDATA[ Thè-Hättêr]]></author>
			</item>
			<item>
				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote><p></p>

		<cite>(DC)DEMONSLAYER wrote:</cite><br>
		<blockquote>I've noticed that when you switch between classes and subclasses, you lose points.&nbsp;
		</blockquote>That should not be happening - except the one point for purchasing the subclass. Can you give me details? Presumably your level isnt changing? &nbsp;
		</blockquote>

Level does not change.  When I purchased a WM sub class, I maxed out everything in the sub class.  When I decided to play as aregular WM and sold the sub class, I lost around 700 points-no big deal since I had plenty.  Then, when I sold the regular WM class and went back to the sub class, I again lost points.]]></description>
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				<pubDate><![CDATA[Fri, 12 Feb 2010 09:04:29]]> GMT</pubDate>
				<author><![CDATA[ (DC)DEMONSLAYER]]></author>
			</item>
			<item>
				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ <p></p>

		<cite>(DC)DEMONSLAYER wrote:</cite><br>
		<blockquote>Level does not change.  When I purchased a WM sub class, I maxed out everything in the sub class.  When I decided to play as aregular WM and sold the sub class, I lost around 700 points-no big deal since I had plenty.  Then, when I sold the regular WM class and went back to the sub class, I again lost points.&nbsp;
		</blockquote>Looking at DEMONSLAYER at the moment, you are level 619, which gives 618*7= 4326 points.

From the stats page, you have currently bought
Weapon speed          - 50 points
Health bonus         - 100 points    (half of 200)
adrenaline           - 150 points      (250-100)
Attack bonus          - 80 points
damage reduction      - 50 points
AmmoMax               - 80 points

Class Weapons master -   1 point
SubClass             -   1 point
Loaded Weapons 2     -  25 points
Vampire 10           - 325 points
Resupply 4           -  90 points
Awareness 2          -  45 points
Denial 2             -  30 points
Regeneration 5       - 125 points
Ghost 3              -  85 points
Ultima 2             - 100 points
CounterShove 5       -  75 points
Retaliate 10         - 325 points
Power jump 3         -  60 points
iron legs 4          -  70 points
Quickfoot 5          - 100 points
Shields Up 4         - 110 points
Cautiousness 5       - 125 points
Smart healing 4      -  90 points
Air master 4         -  70 points
Speed switcher 2     -  35 points
Vehicle Eject 1      -   5 points
Wheeled Vehicle Stunts 1  - 15 points
Weapons Proficiency 10    - 200 points

total points spent is 2617 points
You have points left = 1714.
1714+2617 = 4331
which looks like you have 5 too many points?

So your character hasn't lost them on an ongoing basis. When do you think you have lost them - immediately after reconnecting having sold your subclass?]]></description>
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				<pubDate><![CDATA[Fri, 12 Feb 2010 09:52:42]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
			</item>
			<item>
				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote><p></p>

		<cite>(DC)DEMONSLAYER wrote:</cite><br>
		<blockquote>Level does not change.  When I purchased a WM sub class, I maxed out everything in the sub class.  When I decided to play as aregular WM and sold the sub class, I lost around 700 points-no big deal since I had plenty.  Then, when I sold the regular WM class and went back to the sub class, I again lost points.&nbsp;
		</blockquote>

So your character hasn't lost them on an ongoing basis. When do you think you have lost them - immediately after reconnecting having sold your subclass?&nbsp;
		</blockquote>

It seems like I lost the points after selling..............but guess not!!!

BTW, are you sure that you are not an accountant?]]></description>
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				<pubDate><![CDATA[Fri, 12 Feb 2010 10:09:58]]> GMT</pubDate>
				<author><![CDATA[ (DC)DEMONSLAYER]]></author>
			</item>
			<item>
				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ <p></p>

		<cite>(DC)DEMONSLAYER wrote:</cite><br>
		<blockquote>BTW, are you sure that you are not an accountant?&nbsp;
		</blockquote>How dare you. :-w
I am insulted  :))]]></description>
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				<pubDate><![CDATA[Fri, 12 Feb 2010 11:29:12]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
			</item>
			<item>
				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote><p></p>

		<cite>(DC)DEMONSLAYER wrote:</cite><br>
		<blockquote>BTW, are you sure that you are not an accountant?&nbsp;
		</blockquote>How dare you. :-w
I am insulted  :))&nbsp;
		</blockquote>

LOL

OK, these never change once purchased, period

Weapon speed
Health bonus 
Adrenaline 
Attack bonus
Damage reduction
AmmoMax 
Class
Subclass

The class/subclass configuration and the points bought and sold will change as the configuration changes.  So, if a player wants to know what his/her total points available, they should look after the sell and prior to purchase of any abilities.]]></description>
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				<pubDate><![CDATA[Fri, 12 Feb 2010 12:13:53]]> GMT</pubDate>
				<author><![CDATA[ (DC)DEMONSLAYER]]></author>
			</item>
			<item>
				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ <p></p>

		<cite>Thè-Hättêr wrote:</cite><br>
		<blockquote>this can qualify as a bug.. waves are ending before monsters are death&nbsp;
		</blockquote>
Szlat I think this is related to the vamp gnats.  It tends to happen when someone feeds the gnats.  The spawns don't get killed by the end of the wave, and the monster count goes off.
]]></description>
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				<pubDate><![CDATA[Fri, 12 Feb 2010 16:00:16]]> GMT</pubDate>
				<author><![CDATA[ greg11]]></author>
			</item>
			<item>
				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ <p></p>

		<cite>greg11 wrote:</cite><br>
		<blockquote><p></p>

		<cite>Thè-Hättêr wrote:</cite><br>
		<blockquote>this can qualify as a bug.. waves are ending before monsters are death&nbsp;
		</blockquote>
Szlat I think this is related to the vamp gnats.  It tends to happen when someone feeds the gnats.  The spawns don't get killed by the end of the wave, and the monster count goes off.
&nbsp;
		</blockquote>

No.  We have seen titans, queens, and warlords still alive after the countdown for the next wave.]]></description>
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				<pubDate><![CDATA[Fri, 12 Feb 2010 16:01:38]]> GMT</pubDate>
				<author><![CDATA[ (DC)DEMONSLAYER]]></author>
			</item>
			<item>
				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ The invasion code keeps a count of how many monsters it thinks are still alive. In each wave, after a while it stops spawning new monsters and when it thinks all existing monsters are dead, it will move onto the next wave.

What is probably happening is the count is getting screwed, so the invasion code thinks all the monsters are dead, where there are some left alive still. So it starts the new wave.

At this point it could be any creature left alive - it was earlier the count got corrupted. So it is a question of finding what corrupted the count.

Now it could be the gnats. I did put code in so the invasion code would ignore any additional gnats that got replicated, but there could be a bug in it. Or it could be from the giant gasbags spawning little gasbas, or from queens spawning pupae. Or it may be from something else - e.g. a monster killing another monster, or even a pet dying. We will have to keep an eye on it and see if we can see a pattern of when it starts.]]></description>
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				<pubDate><![CDATA[Fri, 12 Feb 2010 16:53:09]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
			</item>
			<item>
				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>The invasion code keeps a count of how many monsters it thinks are still alive. In each wave, after a while it stops spawning new monsters and when it thinks all existing monsters are dead, it will move onto the next wave.

What is probably happening is the count is getting screwed, so the invasion code thinks all the monsters are dead, where there are some left alive still. So it starts the new wave.

At this point it could be any creature left alive - it was earlier the count got corrupted. So it is a question of finding what corrupted the count.

Now it could be the gnats. I did put code in so the invasion code would ignore any additional gnats that got replicated, but there could be a bug in it. Or it could be from the giant gasbags spawning little gasbas, or from queens spawning pupae. Or it may be from something else - e.g. a monster killing another monster. We will have to keep an eye on it and see if we can see a pattern of when it starts.&nbsp;
		</blockquote>

It usually starts in the later waves, i.e. wave 12/13/14/15/16]]></description>
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				<pubDate><![CDATA[Fri, 12 Feb 2010 16:59:18]]> GMT</pubDate>
				<author><![CDATA[ (DC)DEMONSLAYER]]></author>
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			<item>
				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ ummm think I've seen it in waves sooner than that! but i think someone has mentioned this before or in game it maybe the lava skjaar that is messing it up!   I have seen a wide asst of diff type of monsters left alive after the count starts. so it has to be them or some other new pet that is make'n it happen!]]></description>
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				<pubDate><![CDATA[Sat, 13 Feb 2010 01:05:13]]> GMT</pubDate>
				<author><![CDATA[ dom60]]></author>
			</item>
			<item>
				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ I suppose one way to test it out would be to just have one monster type configured, then see if it happens. If not, then move onto the next monster until we find it.

And since the vampire gnats are one of the most likely causes, we could just have 16 waves of vampire gnats.

Problem is, we might never get to the end of wave 1  :))]]></description>
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				<pubDate><![CDATA[Sat, 13 Feb 2010 01:14:26]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
			</item>
			<item>
				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>I suppose one way to test it out would be to just have one monster type configured, then see if it happens. If not, then move onto the next monster until we find it.

And since the vampire gnats are one of the most likely causes, we could just have 16 waves of vampire gnats.

Problem is, we might never get to the end of wave 1  :))&nbsp;
		</blockquote>

Keep it up, Szlat]]></description>
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				<pubDate><![CDATA[Sat, 13 Feb 2010 07:14:13]]> GMT</pubDate>
				<author><![CDATA[ (DC)DEMONSLAYER]]></author>
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			<item>
				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ i have seen this bug as early as wave 2 and demon is correct ii have seen titans, queens, skaajars, pupaes, mercenary krall, almost every thig]]></description>
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				<pubDate><![CDATA[Sat, 13 Feb 2010 09:22:33]]> GMT</pubDate>
				<author><![CDATA[ Thè-Hättêr]]></author>
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			<item>
				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ BUT!! it has not shown up until just recently with the latest beta test go'n on! so I believe its with the addition of the pet lava skjaar or something along that lines that skewed the system]]></description>
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				<pubDate><![CDATA[Sat, 13 Feb 2010 09:34:13]]> GMT</pubDate>
				<author><![CDATA[ dom60]]></author>
			</item>
			<item>
				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ i'm still seeing left over critters when the wave count starts and its when 3 lava skaajr are on :-? ]]></description>
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				<pubDate><![CDATA[Wed, 17 Feb 2010 08:37:21]]> GMT</pubDate>
				<author><![CDATA[ dom60]]></author>
			</item>
			<item>
				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ I agree with dom. I think its the lava skaarjs throwing the count off.

Also, I think there may be something about them that is crashing the server way more often than normal. Since I started using them, I have seen a crashed server dozens of times.  Anyone else notice an increased frequency?]]></description>
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				<pubDate><![CDATA[Wed, 17 Feb 2010 11:41:39]]> GMT</pubDate>
				<author><![CDATA[ cribbage]]></author>
			</item>
			<item>
				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ acutally yes.. this days the server crash often and often.. and yes i was thinking about red skaajar, however there might not be a direct link between crash server and skaajar ( maybe red skaajar can hit server with a load of lava, that would explain a lot)]]></description>
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				<pubDate><![CDATA[Wed, 17 Feb 2010 12:58:17]]> GMT</pubDate>
				<author><![CDATA[ Thè-Hättêr]]></author>
			</item>
			<item>
				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ <p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>There are 2 changes I want to make, but I am hitting problems implementing them. So thoughts please:

<li> The hardcode players cannot be healed, by medics or engineers. I was hoping to somehow change the bar above them to indicate that - but clientside I can't get the information I need. I might need to resort to just giving a sound back. But people playing with the sound down will not pick that up. Any other thoughts? Perhaps flash them in red rather than the healing blue?
&nbsp;
		</blockquote>

I'm not 100% sure what you mean by "hardcore" but I assume you mean those players who don't want to be healed. (Which, IMO, should not be a viable playing style, nor encouraged, but whatever.)

I'm not totally sure how you are planning to implement this - Are you planning on literally preventing healing of these players? If so you're going to need to make some changes to the Medic/Healing weapons anyway, so it should not be a big issue to send a message to the owner of that weapon that the player being hit does not want to be healed.]]></description>
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				<pubDate><![CDATA[Wed, 17 Feb 2010 14:16:30]]> GMT</pubDate>
				<author><![CDATA[ Wail]]></author>
			</item>
			<item>
				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ <p></p>

		<cite>Wail wrote:</cite><br>
		<blockquote><p></p>

		<cite>Szlat wrote:</cite><br>
		<blockquote>There are 2 changes I want to make, but I am hitting problems implementing them. So thoughts please:

<li> The hardcode players cannot be healed, by medics or engineers. I was hoping to somehow change the bar above them to indicate that - but clientside I can't get the information I need. I might need to resort to just giving a sound back. But people playing with the sound down will not pick that up. Any other thoughts? Perhaps flash them in red rather than the healing blue?
&nbsp;
		</blockquote>

I'm not 100% sure what you mean by "hardcore" but I assume you mean those players who don't want to be healed. (Which, IMO, should not be a viable playing style, nor encouraged, but whatever.)

I'm not totally sure how you are planning to implement this - Are you planning on literally preventing healing of these players? If so you're going to need to make some changes to the Medic/Healing weapons anyway, so it should not be a big issue to send a message to the owner of that weapon that the player being hit does not want to be healed.&nbsp;
		</blockquote>There is a new hardcore ability which does stop others healing you.]]></description>
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				<link>http://www.disastrousconsequences.com/dcforum/posts/list/4677.page#42871</link>
				<pubDate><![CDATA[Wed, 17 Feb 2010 14:22:27]]> GMT</pubDate>
				<author><![CDATA[ Szlat]]></author>
			</item>
			<item>
				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ monsters of the same class are fighting each other..
pic here
<img src="http://img171.imageshack.us/img171/7779/bug2k.jpg" border="0">

that happens too with skaajars.. etc

oh and it looks good the pic!]]></description>
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				<link>http://www.disastrousconsequences.com/dcforum/posts/list/4677.page#43021</link>
				<pubDate><![CDATA[Mon, 22 Feb 2010 15:33:19]]> GMT</pubDate>
				<author><![CDATA[ Thè-Hättêr]]></author>
			</item>
			<item>
				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ oh sorry didnt read the post  saying this:

# There was a lot of inconsistency in the SameSpecies code. Some monsters thought they were they same species as other monsters, but they did not agree. Which is way too complicated to understand and could cause exploits. So DC versions of all used monsters created, with the SameSpecies just identifying exactly the same species. So an Ice Skaarj is the same species as an Ice Skaarj, but not the same as a Skaarj or a Fire Skaarj. ]]></description>
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				<link>http://www.disastrousconsequences.com/dcforum/posts/list/4677.page#43023</link>
				<pubDate><![CDATA[Mon, 22 Feb 2010 18:41:32]]> GMT</pubDate>
				<author><![CDATA[ Thè-Hättêr]]></author>
			</item>
			<item>
				<title>Re:Bugs in DruidsRPG223</title>
				<description><![CDATA[ yes like said earlier server crashes are awful. whenever i get hit by something such as a titans rock or killed by a group of warlords or say a lava skaarj, it crashes, ut2004 closes and it comes up with an error message.
This is obviously annoying and I'm still unsure whether its me or the server. ]]></description>
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				<pubDate><![CDATA[Thu, 1 Jul 2010 10:56:53]]> GMT</pubDate>
				<author><![CDATA[ Dead_Freddo]]></author>
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