Death Wyvern broken?
So, on my mage playthrough, I just unloaded two Kraters of Might and some more worth of magic plus lots of Pew Pew Staff shots, and it still didn't fall. I'm not sure how you can tell if he is damaged or not, but to me it seems it is broken. Plus sometimes I can get it stuck down there on the pillar, I also tried unloading my weapons on it but it still didn't die after a lot of shooting.
Is it supposed to be like that and I'm supposed to unleash more Kraters of Might against that dude as the mage or he's simply not taking damage?
OK, so I did some cheetz to check out how the Cleric would do, and he did kill the wyvern after some time. So either I didn't beat the guy enough, or the mage's weapons don't quite work against him (the pew pew staff laser goes right through it, it's hard to tell if it did hit or not). Is there a way to play the game but seeing how much HP the enemies have left so I can see what was wrong then?
EDIT: I get a lot of these errors when firing the Wraithverge: CHolyFindTarget: mobj_t* converted to int! Not 64-bit compatible.
Is it supposed to be like that and I'm supposed to unleash more Kraters of Might against that dude as the mage or he's simply not taking damage?
OK, so I did some cheetz to check out how the Cleric would do, and he did kill the wyvern after some time. So either I didn't beat the guy enough, or the mage's weapons don't quite work against him (the pew pew staff laser goes right through it, it's hard to tell if it did hit or not). Is there a way to play the game but seeing how much HP the enemies have left so I can see what was wrong then?
EDIT: I get a lot of these errors when firing the Wraithverge: CHolyFindTarget: mobj_t* converted to int! Not 64-bit compatible.
Comments
However the Wyvern seems to mysteriously lose/gain height in Beta6.6 when he should remain at a constant height.
As in he should remain at a constant height just above the pillar (i.e the height he starts at on the ledge he starts on). But instead he is randomly flying down/up to the floor/ceiling while moving around.
It seems random when except that he ALWAYS falls to the floor right after knocking the Ettin off the central pillar.
I also have another couple of bugs to report while I remember. Some maps are printing unknown thing messages in the console at map start up (things 3000 and 3002).
Also, the end game trigger on Korax's portal at the end of the game doesn't work.
I'll add all these to the tracker in the near future. EDIT: Done.
Did you get to kill him as the mage with the first 3 weapons?
Did he get stuck at least once on the pillar after you ran for the Wings of Wrath (which is what I did and got it stuck)? I don't know why, but it seems he doesn't take damage while stuck, because I spent half an hour shooting at it with Arc of Death, Frost Shards and Pew Pew Wand and he didn't die.
If you can get it stuck, can you confirm to me if you can kill it or not with the other classes?
OK, I got to kill it once on the lower difficulty settings and I noticed something.
When I get to the room with the wyvern, he is on that cave and goes on to kill the Ettin. When I get there on my hardest playthrough (which is the one I'm getting the problem at), he is already at the Ettin, and I hear his scream as soon as I do the Centaur challenge or the last challenge, not sure now which one it is, I just tried again from an older save and it screams after the Centaur challenge but I remember it screaming DURING one of the challenges.
On the test play I did, he screams in pain when I use Arc of Death on him, even if he's stuck. On my playthrough, he doesn't even stop when the lightning is on him, be him stuck or not.
If it matters, I did the Serpent challenge first then I think I went off to beat Sacred Grove then, because on my older save I started @ Sacred Grove and when I came back to Hypostyle, I did all the challenges but the Serpents one. But I think it has something to do with the scream on the Centaur challenge (just a guess).
EDIT: it doesn't matter which challenge I do; it just happens to be soon after I finish the last challenge.
HeXen has what is known as a "Dormant"option for monsters as well as the standard and "deaf" options. Dormant foes are invincible and not alerted by sound or sight. They only wake up when the player run's over a trigger or such, at which point they lose the invincibilty.
The Wyvern is a Dormant foe.
In Beta6.6, it seems there is a bug that Dormant flagged foes are sometimes waking up after loading a save game on the map. The active "Dormant" foes retain the invincible propety of being Dormant.
Doing what would normally wake the Dormant foe will remove the invincible property and make it vunerable.
Another bug to report to the tracker it seems.
What would wake up the Wyvern then, I walk around the entire level and it's still on such dormant state where it doesn't take damage. I tried getting off of the level and back again, and he's still invincible. Nothing I do seems to work. Is there any code that can be entered on the console to deactivate that property, or check if that property is turned on (or the invincible property) so I can get past this part for now, or that's just wishful thinking?
The triggers that should activate the Wyvern are the edges of the steps just at the start of either side of the walkway around the lava (you only need to cross one of the triggers). Run over one of those and the prematurely activated Wyvern will lose it's invincibilty.
That said, this bug can cause the main level in Hub 5 to become extremely difficult. I'm intentionally not saying exactly why to avoid spoilers but suffice to say, if you load a save game on that map in Beta6.6, you will probably be overrun by a near unstoppable "wave of death" (yep, they are ALL intially flagged as "dormant").
About the wyvern, it doesn't seem to be working. The only thing that happens when I cross the trigger is the Ettin on the center dies and the wyvern gets through it.
This is, what I believe, a save file of the game that I can find on the runtime folder of snowberry.
http://stuff.mihopa.info/hex0.hxs
If you can get it to work there (I don't even know if just sending this file works, there's just so many files there on runtime that I don't even know ): ), it's just before the last challenge which is the Centaur challenge, could you confirm to me if you can get the Wyvern to wake up or if it just shows the same behaviour before and after the trigger?
You spoke the truth, the wyvern really DOES scream after any attack after the doors to it's room open up.
Ah, that explains the invincible fire imps I encountered, and why they were eventually killable.