Kimmo Hoikka wrote: > [...] > Big size monsters have some weaknesses with spells currently, the > best example beeing the notorious lorkas the fallen who kills himself > all the time with his powerfull spells, perhaps thats not the intent, > rather makes the map a bit too easy sometimes... You didn't mention the best point: Lorkas is killing himself with attacktypes that he's completely immune to. Assuming he's not attacking himself with melee, His spells only do fire, cold, poison, magic - to all of which Lorkas is 100% resistant. This bug has been known for a good while, but nobody could come up with a fix yet. I suspect it might be related to this old stats-glich in the monster code: When a monster applies any piece of equipment, it's stats get replaced by those from the default arch or sth. (See below) The fact that Lorkas has suicide-tendecies doesn't pose a direct leak to balance, as his guardians (Rancid, Vultoor) are mean enough. However, I do agree the bug is annoying. Andreas V. Here is an old excerpt from the cf-devel archives: Andreas V. (me) wrote: > > When a monster with special resistances > > (special = not identical with archetype) has the "can_use_armour 1" > > and can_apply/will_apply set, this screws the monster's resistances. > > When applying an armour, the monster seems to revert to archetype's > > resistances (or maybe even none). Mark W. replied: > This applies for more than just resistances - basically all attributes > (str, dex, ...) The problem is difficult to fix. Basically, to fix this > would require a second store of values as stored in the map file. This > could perhaps be done via a dynamic archetype - if we notice some values > being changed, we allocate another archetype, update the objects arch pointer > to that, and set a flag so we know we have already done this (and to free > that archetype when we free the object). > > The reason this happens is that when a creature applies something (note > the both monsters and players use the same function), we go back to the > archetype values to use for base and just add/subtract onto stuff. This > is much more accurate, and in some ways the only way to go (since > resistances are not strictly additive, I am not sure if you could > accurately remove resistances without recalculating them all).