Faerie Race

A place to post your add ons and ideas for them

Moderator: Moderator

Message
Author
StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Faerie Race

#106 Post by StarKeep »

Faerie V3.7 - AWOL Integration
http://te4.org/download-addon/2476/tome/faerierace
Steam Updated
Updated for 1.2.3
---
Added partial integration with Marson's AWOL addon.
You can still install his on top of this for the full features his addon offers.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

Zaive
Archmage
Posts: 313
Joined: Mon May 24, 2010 1:33 pm

Re: Faerie Race

#107 Post by Zaive »

Dark Faerie 2.0 doesn't seem to actually GET power of the dark. Leveled the skill, have the crazy dark wings looking aura... no buff.
Burb Lulls wrote:"FLURRYFLURRYFLURRYFLURRYFLURRYFLURRY"

Dracos
Archmage
Posts: 405
Joined: Sun Jul 13, 2014 4:09 pm

Re: Faerie Race

#108 Post by Dracos »

Weird, Zaive. Trying a Dark Fey Sun Paladin and its working fine. Did the same with the quickly aborted Dark Fey Monk.

I am running into the same thing that Planatus did though. Dark Fey spawns, uses Sun power on nearby enemy, blinds me. Giving it a little longer to see how it goes, though that could get old real fast if they manage it every few turns.

Yeah, wavering as it'll probably get worse as my physical and spellpower overshoot my saving throws. Might try a dark fey brawler since those are fun as hell, but in just going back through norgos, my clones blinded me about ten times, and tried more than that based on shrugged off 'blinded'.

Aside from the friendly fire, it's an awesomely fun notion, "Okay, I go this way, and then a clone of me goes that way and hits the other guys".

Not entirely sure whether or not path of sun is working for clones either. It definitely doesn't help the player when they cast it, but I'm not sure they get to slide along it like the player does. They often use it pretty poorly, but that's not a big deal, and it may be trying to stay close to the player, but yeah, doesn't seem like they're ever rushing to the other end of it.
ToME Tips - auto-generated spoilers for ToME. - someone else made. I find super awesome, so spreading as well.

Zaive
Archmage
Posts: 313
Joined: Mon May 24, 2010 1:33 pm

Re: Faerie Race

#109 Post by Zaive »

It worked fine for the normal dark fey, just not the 1 HP super glass cannon 2.0 version.
Burb Lulls wrote:"FLURRYFLURRYFLURRYFLURRYFLURRYFLURRY"

Dracos
Archmage
Posts: 405
Joined: Sun Jul 13, 2014 4:09 pm

Re: Faerie Race

#110 Post by Dracos »

Zaive: Ah.

~~~~


Tried further with Dark Fey, but yeah, just doesn't click well with Sun Paladins at the moment, even if they seem fun.

Problems:
Even with 76 percent blindness resistance, the constant usage of sun infusions and sun ray basically means in any pitched fight, I will get blinded. I scrolled up over the recent one and one of those two was the opening effect every time one spawned, pretty much constantly triggering it. Doesn't do much more to enemies, but definitely becomes a hazard for the player. Think it'd end up even worse if it wasn't a class with huge blind resistance options.

Every clone pretty much plays around with the chant sustains on spawn. I suppose its not a bad thing, but it's distracting to constantly see 'Chant of Resistance deactivated', 'Chant of Fortitude activated'.

Separately: For melee types, they spawn behind the player an awful lot, basically reducing their effectiveness if not in the middle of a crowd. Spell casters and ranged folks probably don't have this as a problem, but it'd be great if they could spawn next to the enemy that was hit rather than the player for melee blows (And maybe as is for ranged or spells). It'd help keep them from spawning behind the character in one row hallways and turn it into an awesome wedge setup more often.
ToME Tips - auto-generated spoilers for ToME. - someone else made. I find super awesome, so spreading as well.

StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Faerie Race

#111 Post by StarKeep »

Experimental Version
---
Putting this out a bit before I've done complete testing, because I'm more than likely going to be busy for some time.
Seeing as how it was so close to being done, it'd annoy me, not having a playable version out in some form.
---
Removed Dark Fey 2.0

Opening area item changed, and now grants different bonuses depending on the race that equips it.

All health scaling talents now scale directly with your health, instead of using a threshhold.
As a side-effect of this, the base values for many bonuses have been increased.

Feyd to Black completely changed:
Upon cast, showers the battlefield in Dark Portals, which blind, confuse, and teleport any foes that step onto one.

Fixed a few very old bugs that would cause slow-down over the course of the game if you had Shaders enabled.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Faerie Race

#112 Post by StarKeep »

Faerie V4.-1 - Final Test
---
Fixed a massive amount of bugs.

Nerfed Faerie racial values somewhat.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

tokariew
Higher
Posts: 63
Joined: Sun Dec 08, 2013 9:16 pm

Re: Faerie Race

#113 Post by tokariew »

hmm dark faerie don't start with race talent or with additional generic point, it should be this way??

Red
Uruivellas
Posts: 892
Joined: Sat Oct 04, 2014 8:03 pm

Re: Faerie Race

#114 Post by Red »

Minor bug-if I save and quit the game while I have a clone out, when I load the game, there's an error message.

It doesn't appear to affect the game in any other way, though.
I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.

It hasn't worked yet.

Iceace
Low Yeek
Posts: 7
Joined: Thu Oct 30, 2014 6:53 am

Re: Faerie Race

#115 Post by Iceace »

been having trouble wwith recently the game not lloadding in zones

StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Faerie Race

#116 Post by StarKeep »

Faerie V4.0 - Summoning Madness
---
Final few bug fixes.
Opening area boss minorly nerfed.

Fey Clone can now be procced by;
Your Summons.
Summons of your Summons.
Summons of your Clone.
Summons of your Clone's summons.

You are now immune to all damage (and crowd control) of your fey clone, and ALL summon chains that chain off of them.
Your Clones are now immune to all damage (and crowd control) of your other fey clones, all summon chains that chain off of OTHER clones, and all summon chains that chain off of yourself.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

Red
Uruivellas
Posts: 892
Joined: Sat Oct 04, 2014 8:03 pm

Re: Faerie Race

#117 Post by Red »

Starkeep, are these fairies or gremlins someone fed after midnight?

That being said, I can't be mad since I love abusing the hell out of cloning. One thing, though-alchemist clones I have played will not use bombs if I or my golem would be in the radius, which is a problem when the radius is the entire screen. It makes them a lot less useful.
I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.

It hasn't worked yet.

StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Faerie Race

#118 Post by StarKeep »

This update lowered their ally compassion value, meaning they will not care about hitting you (or your golem) with bombs anymore.

Enjoy the pre level 8 gem cost to keep him up.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

Marson
Uruivellas
Posts: 645
Joined: Thu Jan 16, 2014 4:56 am

Re: Faerie Race

#119 Post by Marson »

I'm still getting blinded by a clone casting Sun Ray on a creature I'm next to. Anyone else, or is it just me?

mkire
Wayist
Posts: 21
Joined: Wed Nov 12, 2014 2:42 am

Re: Faerie Race

#120 Post by mkire »

i'm looking at the level 1 dark faery racial and as i put points into it the base bonuses decrease. is this intentional?

Post Reply