ToME: the Tales of Maj'Eyal

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 Post subject: Re: Faerie Race
PostPosted: Mon Jul 07, 2014 5:36 am 
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Uruivellas

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

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<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


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 Post subject: Re: Faerie Race
PostPosted: Thu Jul 10, 2014 6:17 pm 
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Archmage

Joined: Mon May 24, 2010 1:33 pm
Posts: 310
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.

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 Post subject: Re: Faerie Race
PostPosted: Sun Jul 27, 2014 4:27 pm 
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Archmage

Joined: Sun Jul 13, 2014 4:09 pm
Posts: 376
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.

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 Post subject: Re: Faerie Race
PostPosted: Sun Jul 27, 2014 4:53 pm 
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Archmage

Joined: Mon May 24, 2010 1:33 pm
Posts: 310
It worked fine for the normal dark fey, just not the 1 HP super glass cannon 2.0 version.

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 Post subject: Re: Faerie Race
PostPosted: Mon Jul 28, 2014 6:02 am 
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Archmage

Joined: Sun Jul 13, 2014 4:09 pm
Posts: 376
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.

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 Post subject: Re: Faerie Race
PostPosted: Wed Oct 15, 2014 9:59 am 
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Uruivellas

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

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<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


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 Post subject: Re: Faerie Race
PostPosted: Sat Oct 18, 2014 10:34 am 
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Uruivellas

Joined: Sun Feb 03, 2013 12:29 am
Posts: 703
Location: Turtlemire
Faerie V4.-1 - Final Test
---
Fixed a massive amount of bugs.

Nerfed Faerie racial values somewhat.

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<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


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 Post subject: Re: Faerie Race
PostPosted: Sat Oct 18, 2014 10:49 am 
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Higher

Joined: Sun Dec 08, 2013 9:16 pm
Posts: 62
hmm dark faerie don't start with race talent or with additional generic point, it should be this way??


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 Post subject: Re: Faerie Race
PostPosted: Sun Oct 19, 2014 5:29 pm 
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Uruivellas

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

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 Post subject: Re: Faerie Race
PostPosted: Wed Nov 05, 2014 10:23 pm 
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Low Yeek

Joined: Thu Oct 30, 2014 6:53 am
Posts: 7
been having trouble wwith recently the game not lloadding in zones


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 Post subject: Re: Faerie Race
PostPosted: Sat Nov 08, 2014 2:45 pm 
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Uruivellas

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


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 Post subject: Re: Faerie Race
PostPosted: Sat Nov 08, 2014 6:00 pm 
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Uruivellas

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

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I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.

It hasn't worked yet.


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 Post subject: Re: Faerie Race
PostPosted: Sat Nov 08, 2014 6:50 pm 
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Uruivellas

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


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 Post subject: Re: Faerie Race
PostPosted: Thu Nov 13, 2014 4:27 am 
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Uruivellas

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

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 Post subject: Re: Faerie Race
PostPosted: Wed Nov 19, 2014 10:02 am 
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Wayist

Joined: Wed Nov 12, 2014 2:42 am
Posts: 21
i'm looking at the level 1 dark faery racial and as i put points into it the base bonuses decrease. is this intentional?


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