When fighting Vanaduke this evening (first time since the AH update) I noticed that the Fire Orbs he shields himself with during phases 3 and 5 were not extinguishable with water, nor were the extra red spheres in phases 2 and 4 that loosely rotate around his floating head and add extra bursts of random shots. I've learned that suppressing those orbs, especially in the overhead phases, makes attacking Vanaduke a bit easier. But we all tried multiple times to splash them down, but the water would just pass by without interaction. I'm wondering if this is a deliberate change to Vanaduke to make his fight harder, or if this was some kind of glitch? Thanks.
Change to Vanaduke?
I'm pretty sure it's an accidental glitch.
The mask is also permanently blue, which makes no sense.
There were a few unexpected bugs with the patch, I'm sure they're trying to work them out right now.
(Finding bugs is the most annoying and most time-consuming part of coding. Probably forgot a ';' somewhere. It IS Java, after all. FFFFFF YOU JAVA SEMICOLONSSSS)
^I understand that because I am a nerd, not to mention java is very finicky and a crappy code to begin with. It just REEKS of bugs.
Or for non-MIT jargon, Comp Sci :).
I hated my software design class (in java.) Though it is very nice for giving structure to very large programs with multiple parts.
I must say I prefer RoR since it does everything for you though! :)
.... knowing that you close statements with ; makes you a nerd.
The bar is kinda set low, isn't it?
/elitist
C++ !!
unfortunately Spiral Knights require Java =[
there are other languages that end with a ';' =[ dun make it sound like a java thing.
I Blame Boswick for this, and its not so bad Vanna seems a bit more easier with the orb's around him I dont know why...
Just wanted to give an update on this- so it appears that instead of the orbs not being extinguishable with water, they actually are being extinguished but remain visually, circling about his head and body, but not dealing damage until they have been refreshed by Vanaduke. Of course, unless you can keep track of which ones are "down" with everything else going on, you have to dodge or block all of them lest you find yourself burning to death.
Oh come on, any modern IDE will raise flags or add wiggly lines when you miss a semicolon. And once you get used to it, it becomes as natural as adding periods at the end of sentences or indents for your Python blocks.
Java's nice BECAUSE it's finicky (good for code analysis tools, safety checks and all sorts of stuff) without having the verbosity of C++. Objective C would be my first choice, but support outside of anything Apple is crap.
More to the point the code wouldn't compile with syntax errors.
Sure, I mean the semicolon thing was mostly rhetorical.
Basically I meant it's some small bug introduced by modifying the code for lag, or something (probably).
Other enemies (like oilers and quicksilvers) area also missing their animation for when they're affected by their relative statuses (fire and shock).
You know, like missing the break; after certain cases in switch statements, not literally a ';' =.=
The Jelly King spins over the left side of the field now too. :P Was a nice surprise. A very welcome change.