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ID Category Severity Reproducibility Date Submitted Last Update
0001646 [DCSS] FR: Gameplay Balancing major have not tried 2010-05-30 23:44 2011-09-25 13:26
Reporter caotto View Status public  
Assigned To doy
Priority high Resolution done  
Status resolved   Product Branch 0.8 ancient branch
Summary 0001646: Slime walls should not corrode armour anymore
Description The slime pits have acidic walls now. After playing a game and getting the slimy rune I have some issues with them.

Per [1611] auto-explore and auto-travel are unusable in slime because they move the player in range of the walls.

I found that playing normally I would sometime walk into range of a wall that was diagonal to the square I was walking to. I think a visual indication like recoloring the floor squares in range of the walls would be helpful. For other sources of damage (thinking about clouds) we even prompt the user before they walking into them, I'm not sure whether or not that would be desirable here.

I don't think acid walls interact very well with current slime level generation. There are often narrow passages connecting bubbles, or sometimes small clusters of wall squares. I ended up digging (3 tile wide) passages everywhere I went to explore without taking acid damage. This was annoying. I think slime level generation should be changed in some way to be more open/have wider connections between bubbles. I'm not familiar with the level generation code so I can't really make a specific suggestion.
Additional Information
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Attached Files

- Relationships
related to 0001611closedrob autoexclusions for Slime walls 

-  Notes
(0005195)
KiloByte (manager)
2010-05-30 23:55

Recolouring floor: I couldn't agree more! That's a great idea -- and without effect on the actual (non-UI based) difficulty.

Changing dungeon generation would be cool too.
(0005292)
olo (reporter)
2010-06-02 17:38

The walls add a lot of flavor to Slime but not being able to safely autoexplore is tedious. +1 for more open levels or wider passages.
(0005301)
rob (developer)
2010-06-02 19:36

Travel now avoids the walls. In console, the affected floor squares are coloured light green. A better solution would probably work for tiles as well.

Regarding dungeon generation, I think it's fitting that you have to make contact with the walls. If there's any problem, it's that digging is too cheap.
(0005306)
OG17 (reporter)
2010-06-03 01:14

Using light green for slime-wall floors means that slime walls outside of slime (vaults, etc.) could be confused for spore mold, resulting in annoying corrosions - maybe use light cyan for one of them? (Yellow is used by TSO, of course.) I liked cyan mold, myself, though I guess it wasn't popular.

Anyway, would having to regain health every eight steps be any less "cheap" than digging? Constant digging is already more than tedious enough, and if slime walls become undiggable, one'd have to wonder why there's a need for the effect at all. Also, ignoring the new walls, digging's always been useful in slime, given the disjointed nature of the place.

Possible idea, though - slime walls can't be dug normally, as they're not rock but some sort of semisolid material, but bolts of fire dissolve them and act like current digging (and disintegration stays the same). Not sure if that would actually improve much of anything, though, and it'd make things even more miserable for non-casters.
(0005310)
Core Xii (reporter)
2010-06-03 01:36
edited on: 2010-06-03 01:37

Well since the walls are some kind of organic slime, digging into it could 'expand' the resulting tunnel by 1 tile from each side, as if the living slime retracts. Kind of like the whole place is one giant organism, and it reacts when you bore into it.

So that digging would always produce a tunnel wide enough to go through without touching any walls.

(0005560)
angrykoopa (reporter)
2010-06-12 01:09

+1 to core xii's suggestion
(0005779)
pixnaps (reporter)
2010-06-20 17:04

Autoexplore in slime is now over-cautious. Even if there's a three-tile wide corridor, it still won't pass through it -- I need to step through manually. (Perhaps this is because I can already see the safe region of the corridor, whereas the region beyond it is auto-excluded and hence doesn't qualify as worth uncovering?)
(0005982)
minmay (reporter)
2010-06-29 00:39

I like Core Xii's suggestion as well, but see below.

After a Slime run, my reaction to the walls is that they're nice flavor but terrible gameplay; I just cast Dig at everything, and it makes the branch more annoying instead of harder. I imagine it would be a nightmare going through with a non-caster - and non-casters are already compromised in Slime. I'd at least make it so that the walls can't corrode armor; it's already a terrible idea to go into Slime without corrosion resistance/immunity, so why push it even further in that direction?
I do like the concept behind acid walls - restrict player movement more than monster movement - but it just doesn't feel like it works in practice.

I think the walls could be kept as they are if generation were more open, but they'll pretty much just be flavor. Also, I don't understand why making you melt the walls would be better - conjurers already dominate this branch.
(0005983)
TGW (reporter)
2010-06-29 03:15

I do recall the suggestion for acid walls expressly stating that they were not to corrode armour, and while I admittedly haven't played the new Slime, it seems like a much better idea.
(0006776)
caotto (developer)
2010-08-01 16:58

I played another game, I still find slime walls very annoying. You have a branch with disconnected areas where you have to explore around a bunch of narrow corridors, and dig to other bubbles. To that we have added a mechanic that punishes you for exploring unless you spend time digging out 3 tile wide corridors everywhere. It's nice that auto-explore isn't completely broken now, but connectivity in levels is generally terrible (unless you spend time digging them out) because of how level generation is.

Also, the regular floor/slime adjacent floor colors are hard for me to distinguish since lightgreen/green is not a very high contrast boundary. What about making the regular floor a darker color, and slime adjacent floor lightgreen or whatever?
(0006778)
OG17 (reporter)
2010-08-01 22:01

I'd suggest tweaking your terminal colors for the last, as the colors are clearly different under default windows console settings.
(0006780)
coolio (reporter)
2010-08-02 00:23

What if Slime Pits had normal walls as well as slime walls? There'd be some areas you'd have to avoid, but exploring wouldn't be as tedious as it is now. The amount of slime walls compared to normal walls would increase as you descend down to the lowest level, where all the walls are slime.
(0007048)
evilmike (developer)
2010-08-10 05:44
edited on: 2010-08-10 05:52

Just going to give my thoughts on the current status of slime, and what I think could be done, since I recently played through it.

Right now I think slime is the most annoying branch in the game, and for that matter, the most annoying the game has ever had. In fact, I'd go as far as to say it's the only branch which I sincerely do not enjoy playing - and I like crawl quite a lot. The problem is the acid walls - part of it is just because they hurt and corrode you, but it's also a bunch of other stuff, like how autoexplore is foiled and how it takes a lot of effort to remove them with Dig. This is made worse by the fact that you are encouraged to explore the entire branch, thanks to the huge amount of exp given.

There are a lot of good ideas on this page for making the branch more fun, but a few of them are kind of complicated. What I propose is making it so the walls don't normally hurt you, but if they are dug or disintegrated, they "leak acid" onto the surrounding tiles, which will then hurt you (as they do right now in 0.7). This includes the floor of tunnels you dig out.

They can still be "acid covered walls" - but the floors next to them will not be acidic unless the walls are disturbed, and splash acid everywhere. Perhaps there could also be a rule which says that the floor can only hurt you if it's next to a wall. This would mean a 3-wide tunnel is still safe.

I think this would make the slime pits less annoying. It would also make it impossible to abuse tunnels with the TRJ, since any tunnel you dig would be covered in acid.

I think this solution makes a lot of sense, and the behaviour would be pretty intuitive from the player's perspective. It also makes sense that standing next to an acidic wall shouldn't normally hurt you, but it would if you disturbed it by digging a hole. This way, the current map generator could also be kept.

edit: I also feel like adding that slime used to be one of my favourite branches. I just don't like all the micromanagement involved now (and how it is so encouraged). It reminds me of playing through ghennom in nethack, with all the digging.

(0007051)
Lemuel (updater)
2010-08-10 08:06

Simple solution: New level-generation algorithm for Slime that produces open areas that are close to strictly convex.
(0007065)
Porkchop (reporter)
2010-08-10 19:54

I got the slimy rune recently as melee only with no digging.

My thoughts are it was quite difficult, but mostly very annoying. The main purpose of slime wall change if i remember was to deter digging in for TRJ fight, I think it would be better to have TRJ behave differently than do this radical change to the whole branch - something like have TRJ eat away every square of slime around it, that way if it gets hit, plenty of room for spawns.

One has to laugh though looking at the original slime6 map, it has a little tunnel dug in already, as if Linley himself was saying 'go here if you are in trouble!'.
(0007066)
Timbermaw (reporter)
2010-08-10 19:56

i liked evilmike's post.
I can't give much feedback on the slime branch since i stay away from it now.. and haven't played much with it before the change.
(0007108)
Core Xii (reporter)
2010-08-11 16:47

Why don't we just make the walls at the bottom of Slime undiggable? That is what you wanted to prevent the player from doing, no? There's no reason to dig on that level other than to make TRJ fight easier.
(0007120)
Porkchop (reporter)
2010-08-11 19:24

^^^ core, peeps are worried about luring TRJ up to slime5 and start digging.

I suppose you could lure it up to lair if you were feeling lucky. I donno. slimy walls could be a great feature for a danger vault, like those ones with flame and freeze with items at the end. I dont like them for a whole branch.
(0007126)
OG17 (reporter)
2010-08-11 20:16

The thing just shouldn't use stairs - its doing so removes and dilutes its spawns, anyway.

If you really want to be mean, make all the slime 5 >s hatches that lead outside the vaults, and have all the slime 6 <s be hatches placed inside of the vaults. Might be overkill, I don't know.

(TWO MEN ENTER, ONE MAN LEAVES)
(0007127)
Core Xii (reporter)
2010-08-11 20:51

I didn't even realize it could climb stairs. Yeah, the simplest solution seems to be to forbid it doing so. At least on paper.
(0007139)
evktalo (administrator)
2010-08-12 09:57

Wow. Sorry to hear so much discomfort. I love the new acidic walls, they make the branch feel very different. I don't feel tedium, but tension. You have to squeeze through a corridor, take damage and arrive compromised at an unexplored area. I haven't felt I needed to dig 3-wide corridors everywhere, I just need to explore enough stairs to find a way to the bottom. A wand of digging or two will suffice. You can tell that I haven't had huge disconnectivity problems. Also, bring enough food so you can rest off the wall damage, that's what I learned on my first attempt.

Corroding of gear from the walls could go, acid blobs are enough on this. Also the layout could be changed to be less bubbly, but the "unclean" corridors, where you can't see if it leads anywhere, are great and should be kept.

I really like Core Xii's idea of walls "pulling back" when digging, I put it in the slime branch wiki page earlier and quite possibly got it from here. The twist I'd add to it would be that the walls that "pulled back" would grow back in a short time (the ones that were actually dug would stay that way).

--Eino
(0007206)
caotto (developer)
2010-08-14 05:16

> You have to squeeze through a corridor, take damage and arrive compromised at an unexplored area.
No you don't, all wall damage can be trivially avoided by digging.

> I haven't felt I needed to dig 3-wide corridors everywhere, I just need to explore enough stairs to find a way to the bottom.
You want to say the walls encourage diving? In practice they only discourage complete exploration in a shallow sense by making it somewhat more time consuming to either dig 3 tile wide tunnels everywhere, or rest off damage.

It's true that if you don't dig the walls there is a chance for the damge to be relevant when moving into an unexplored area for the first time, but in practice you will usually get a acid free space to rest before encountering dangerous enemies, and the damage just causes you to waste some time resting as you yourself note:
>Also, bring enough food so you can rest off the wall damage, that's what I learned on my first attempt.

I get that you like the concept or "flavour" of slime walls, but looking at it from a gameplay perspective they are mostly just a nuisance, and what actual difficulty they present (the off chance of running into relevant enemies after taking damage walking through a corridor) can be completely avoided by digging.

To be fair there are some gameplay effects (forcing players to fight away from walls), but that's largely independent of the poor level connectivity which is my main gripe at this point.
(0007211)
minmay (reporter)
2010-08-14 16:37
edited on: 2010-08-14 16:38

My biggest gripe with the slime walls is still the armor corroding. It's like filling Zot with hundreds of ball lightnings so that the player can really understand that rElec is necessary. The rest of it I can live with, and it does occasionally have interesting effects.

But if a bigger change is desired, I must say that I love evilmike's suggestion.

(0007244)
evktalo (administrator)
2010-08-16 11:47

I forgot to mention that the Dig spell should be removed. Any caster can, and currently should pick it up when they're doing Slime. Then, as digging becomes a limited resource, you'll have to pick where you want to dig. (The walls pulling back when dug would compensate this.)

--Eino
(0007249)
OG17 (reporter)
2010-08-16 16:40

It's remarkably backwards to say that the dig spell should be removed - instead, this single branch should be designed so that the dig spell isn't forced onto players as a necessity (perhaps as Lemuel added to the wiki?). Dig offers utility and convenience throughout the game. It's especially useful for players using allies, as it greatly cuts down on the herding of friend and foe alike, and is one of the few ways a companion-using player can take a more active role in combat. The spell isn't the problem here.
(0007250)
KiloByte (manager)
2010-08-16 18:43

Aye, the Dig spell is a cool tool that had no problems before the Slime change -- which suffers from so many other issues that it really should be rethought.
(0007288)
evktalo (administrator)
2010-08-17 15:20

Dig has always looked like a resource that shouldn't be infinite, so it's not just Slime to me. And now it's breaking the best branch ever!

Even if it the spell is kept, the three-wide dig in the current Slime would be a good idea.

--Eino
(0007289)
evilmike (developer)
2010-08-17 16:23

I should mention that I don't really have a problem with the spell. It takes up 5 spell slots, and falls under 2 schools which aren't taken by most characters. Add to this the fact that wands of digging can hold up to 24 charges, and you have a spell that isn't used very often anyway (2 wands of digging are enough to cover an entire game). The spell still has its (rare) uses throughout the game though (maybe you are too lazy to carry a wand, or something), and serves to make transmuters quite a bit more interesting.

Also, if slime was improved, using any of the ideas here or on the wiki, people would have far less of a reason to want to bring the spell there (on my last visit I probably cast it around 100 times, mostly to remove pillars and widen corridors).

Basically what I'm arguing is that the spell isn't the problem, here. However, IF the spell is removed, please do so after the slime branch is fixed up.
(0007296)
OG17 (reporter)
2010-08-17 17:24

It's a level 4 spell, for what that's worth, but if it's a "resource that shouldn't be infinite" then I guess LRD, IOOD, shatter, summon elementals, and the earth stone are getting taken out, too, at least.
(0007315)
dpeg (administrator)
2010-08-18 01:04

Okay, so we are obviously running in circles. While half of the party does not see how the new walls improve the branch in certain aspects, the other half fails to see how the branch is now "the most annoying branch Crawl ever had". (Which was quite a bold claim, by the way.)

Now, DCSS is not a democracy, so here's the verdict:

***For now, remove corrosion of armour from standing next to walls.***

This was clearly not such a hot idea (my fault) and we'll cut back on it. Note also how that seems to be a major incentive to use the (triple) dig. All further measures discussed here (changing digging in slime walls, slime levels layout etc.) are less urgent.

Let me close with a remark I made the other day on ##crawl. Most of us will agree that the Hells consist of good branches. Yet, if there would have been no hell effects in 0.6 and we had introduced them for 0.7, the outcry would be very much the same as what has been written here.
(0007316)
caotto (developer)
2010-08-18 01:12

Hell effects would be pretty irrelevant if players could either turn them off whenever they wanted, and rest off the damage safely (stepping away from slime walls and resting) or completely avoid them in a tedious way (digging any relevant slime walls).

I'd like to think that those criticisms don't constitute a knee-jerk reaction.
(0007317)
evilmike (developer)
2010-08-18 02:18

dpeg: I was the one who made that comment about it being the most annoying branch, so I feel I should at least back it up, or at least clarify it. It essentially boils down to the added challenge (acid walls) being easy to avoid in a tedious and uninteresting manner (you can either rest off the damage or dig).

No other major challenge in the game works like this - with Hell you have to fight or retreat, for example. For every other branch in the game (even the ones which can be a nuisance sometimes), problems can be dealt with in a way that is either simple (such as by casting flight in the swamp), or tactical (retreat to a safe place in Hell). This is how it has always been with Crawl, or at least DCSS, and that is a good thing.

Therefore, my main gripe is not so much with the feature itself, but rather with the current solutions to dealing with it (i.e. tedious digging and resting). There are other problems too, such as the issue with autoexplore, but they are minor.

For the record, I like hell effects for the most part. It's hard to say how I'd react in the hypothetical scenario you proposed (IMO it's a much bigger change than acid walls, because hell effects basically define the whole branch), but I think the only effect I'd really have a problem with is the random banishment.

Anyway, removing armour corrosion from walls is a good idea to start with.
(0007328)
dpeg (administrator)
2010-08-18 12:26

evilmike, caotto: I know that hell effects are not the same as slimy walls. The gameplay motivations for those is also very different: hell effects are making the players be always on the run. Slimy walls are supposed to make players shun corners and tunnels, thereby making combat much different than anywhere else. (This, by the way, is why some of us like the slimy walls so much.)

That you can rest away the slimy wall damage is completely okay: you will still try to not fight when next to walls, or at least not for too long. In any case it will be a tactical concern. If you dig your surroundings free, you're in the open again...
(0007331)
caotto (developer)
2010-08-18 14:53

dpeg: My criticism of slimy walls is based on the layout. In a number of cases slimy walls break connectivity within a bubble (I'm counting damage squares as blocking connectivity, after all they block auto-explore and auto-travel). These connectivity breaks are a waste of time since players can either dig them, or rest off any damage they inflict.

Keskitalo points out an unlikely scenario where players take damage due to the layout, and then are weakened in a fight. This scenarios can be completely avoided via digging, and is not likely to occur in the first place if you are resting off damage.

I understand your point about forcing players away from walls (and mentioned it in passing earlier in this issue), but this is largely orthogonal to having a layout which motivates a lot of digging. Slime-6 for example doesn't motivate any digging, a more enclosed layout that still maintained connectivity (counting slime adjacent walls as breaking connectivity), at least within a given bubble, would also not motivate digging. Note that I do not care about the corrosion effect.
(0007354)
dpeg (administrator)
2010-08-19 00:16

See, two of the original points have been addressed (visual highlighting of floor adjacent to walls; autoexplore). It would be nice if a code-literate person could remove the corrosion from walls.

Keskitalo does not point out an unlikely scenario. His point is that in the new Slime you will rarely be fighting next to walls. This is a complete departure from old Slime (and from any other branch, I think).

It is true that this new feature has a price: fully exploring a level is now more trouble. It is also true that this could be avoided by a different layout but whether changing a layout is a separate discussion (which for some reason was not a major point in this thread) and a non-trivial one. (For example, I think that making all Slime levels large and open is a very bad idea.)

I don't understand how "forcing players away from walls is largely orthogonal to having a layout which motivates a lot of digging". The size and shape of rooms (bubbles) has major impact on tactics and threat. If you have separated bubbles, that makes full exploration harder, but fighting easier.

In the end, it must break down to a personal feeling: Eino and I have played the new Slime (more than once), just as you did, with seemingly opposite experiences. To me, old Swamp and current Hive are greater annoyances than new Slime. I used digging, but never in for triple tunnels. The main change for my characters was that hiding (e.g. from azures and blobs) and one-on-one fighting was harder to achieve than before.
(0007356)
caotto (developer)
2010-08-19 00:45

dpeg:
I was referring to this:
>You have to squeeze through a corridor, take damage and arrive compromised at an unexplored area.
Which I take to be a defense of the current layout where connectivity is often broken by damage squares. I believe that the scenario where the damage the player takes from the layout in the course of normal exploration (if they don't bother digging) is unlikely to be relevant. If Keskitalo was not speaking in favor of the current layout then I quite misunderstood him, but frankly I think you are reducing the discussion to two opposing sides unnecessarily.

As far as the scope of this issue, I had 3 problems with slime two of which have been addressed as you say. You seem to imply that removing the corrosion effect addresses the third, but the corrosion effect was never my issue with the layout to begin with. So if you are saying layout discussion is out of scope for this issue then where is the appropriate place to have the layout discussion?

Although you don't seem inclined to discuss this, I'll just say a layout that is satisfactory to me could be achieved by simply guaranteeing that a given blob of the level is connected by non-damage tiles, this doesn't mean making all levels large and open. I am perfectly willing to implement level generation changes to slime myself, if that is an issue.
(0007366)
KiloByte (manager)
2010-08-19 10:06

Since no one ever goes to Slime in corrodeable armour, removing corrosion from walls would reduce consistency while not helping against the real issues even a bit.
(0007416)
minmay (reporter)
2010-08-19 21:55

Isn't that just as good a reason to remove the corrosion, though? If Slime is already the "don't wear anything corrodible*" branch, no need to push it further in that direction.

*yes, that is the correct spelling

Anyway, it was MY major problem with the walls, so one person is happy at least ;)
(0007419)
Lemuel (updater)
2010-08-19 22:01

>no one ever goes to Slime in corrodeable armour, removing corrosion from walls would reduce consistency while not helping against the real issues even a bit.

I've cleared Slime a number of times wearing corrodable armour. I would have thought lots of people do.

In general, I agree with Dpeg's comments on this thread.
(0007421)
minmay (reporter)
2010-08-19 22:25

I've also done so; in fact, I don't recall ever doing it without at least one piece of corrodible armor. Then again, I always dive to Slime:6 fighting as little as possible.
(0007422)
TGW (reporter)
2010-08-19 22:30

You guys know boots/gloves/cloak are always corrodible, right?
(0007423)
minmay (reporter)
2010-08-19 22:39

Not artifact boots/gloves/cloaks.
(0007430)
dpeg (administrator)
2010-08-20 00:55

kilobyte: I know that wall-corrosion of armour got me in my MDFi run. I didn't bother much about it (a +2 cloak of preservation became -1 or so), but not having to deal with this issue would make me happier in Slime. (Also, players could feel encouraged to swap clothes, i.e. gloves or cloak before running through tunnels in cleared areas. We do not want that.)

caotto: thanks for clearing up the issues. Yes, there are more than two opinions in this thread, but it's long enough already :) For what it's worth, when I support slimy walls (and the tactical effect), I don't mean more dangerous exploration. To me, the crucial bit is that battle takes place in a different manner than before. And in my games, I actually felt this. It is true that the new slime creatures already make you shun tunnels and corners, but now you will also think differently when it comes to shooting enemies (where you would often duck behind a corner in the past).

I agree (and I think I always said this) that Slime layouts could be improved upon. This has been highlighted by the walls change, but it was a good idea independently of that: we're using the same old bubbles in several places. I also agree that your definition of bubbles sounds spot on. What I didn't want is use this bloated FR to discuss Slime layout, especially as it was not much of a topic yet. So I would suggest to discuss this on the Slime feedback wiki page. If you start, I will comment.
(0007922)
doy (developer)
2010-09-04 22:33

Slime walls no longer corrode equipment. Further discussion of layout changes for Slime should take place on the wiki.
(0014843)
Mental Mouse (reporter)
2011-09-25 13:26

I for one am happy with the results here.

Damage is one thing, and plenty reason to try to keep away from the walls. Effective item destruction for failing to do so... I think that's way nastier, and I'm happy to see it go.

- Issue History
Date Modified Username Field Change
2010-05-30 23:44 caotto New Issue
2010-05-30 23:55 KiloByte Note Added: 0005195
2010-06-02 17:38 olo Note Added: 0005292
2010-06-02 19:31 rob Relationship added related to 0001611
2010-06-02 19:36 rob Note Added: 0005301
2010-06-03 01:14 OG17 Note Added: 0005306
2010-06-03 01:36 Core Xii Note Added: 0005310
2010-06-03 01:37 Core Xii Note Edited: 0005310
2010-06-12 01:09 angrykoopa Note Added: 0005560
2010-06-20 17:04 pixnaps Note Added: 0005779
2010-06-29 00:39 minmay Note Added: 0005982
2010-06-29 03:15 TGW Note Added: 0005983
2010-08-01 16:58 caotto Note Added: 0006776
2010-08-01 22:01 OG17 Note Added: 0006778
2010-08-02 00:23 coolio Note Added: 0006780
2010-08-10 05:44 evilmike Note Added: 0007048
2010-08-10 05:45 evilmike Note Edited: 0007048
2010-08-10 05:52 evilmike Note Edited: 0007048
2010-08-10 08:06 Lemuel Note Added: 0007051
2010-08-10 19:54 Porkchop Note Added: 0007065
2010-08-10 19:56 Timbermaw Note Added: 0007066
2010-08-11 16:47 Core Xii Note Added: 0007108
2010-08-11 19:24 Porkchop Note Added: 0007120
2010-08-11 20:16 OG17 Note Added: 0007126
2010-08-11 20:51 Core Xii Note Added: 0007127
2010-08-12 09:57 evktalo Note Added: 0007139
2010-08-14 05:16 caotto Note Added: 0007206
2010-08-14 16:37 minmay Note Added: 0007211
2010-08-14 16:38 minmay Note Edited: 0007211
2010-08-16 11:47 evktalo Note Added: 0007244
2010-08-16 16:40 OG17 Note Added: 0007249
2010-08-16 18:43 KiloByte Note Added: 0007250
2010-08-17 15:20 evktalo Note Added: 0007288
2010-08-17 16:23 evilmike Note Added: 0007289
2010-08-17 17:24 OG17 Note Added: 0007296
2010-08-18 01:04 dpeg Note Added: 0007315
2010-08-18 01:04 dpeg Priority normal => high
2010-08-18 01:04 dpeg Severity minor => major
2010-08-18 01:04 dpeg Product Branch 0.7 stable branch => 0.8 development branch
2010-08-18 01:04 dpeg Summary Slime wall issues => Slime walls should not corrode armour anymore
2010-08-18 01:12 caotto Note Added: 0007316
2010-08-18 02:18 evilmike Note Added: 0007317
2010-08-18 12:26 dpeg Note Added: 0007328
2010-08-18 14:53 caotto Note Added: 0007331
2010-08-19 00:16 dpeg Note Added: 0007354
2010-08-19 00:45 caotto Note Added: 0007356
2010-08-19 10:06 KiloByte Note Added: 0007366
2010-08-19 21:55 minmay Note Added: 0007416
2010-08-19 22:01 Lemuel Note Added: 0007419
2010-08-19 22:25 minmay Note Added: 0007421
2010-08-19 22:30 TGW Note Added: 0007422
2010-08-19 22:39 minmay Note Added: 0007423
2010-08-20 00:55 dpeg Note Added: 0007430
2010-09-04 22:33 doy Note Added: 0007922
2010-09-04 22:33 doy Status new => resolved
2010-09-04 22:33 doy Fixed in Branch => 0.8 development branch
2010-09-04 22:33 doy Resolution open => done
2010-09-04 22:33 doy Assigned To => doy
2011-09-25 13:26 Mental Mouse Note Added: 0014843


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