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Re: Faerie Race
Posted: Sat Mar 25, 2017 3:43 pm
by Hellcommander
removed the error by removing the clone talent from the clone and changing the spawn code slightly to match here are the changes I hooked:
local fey_clone = Talents:getTalentFromId(Talents.T_FEY_CLONE)
table.merge(fey_clone, {
m:unlearnTalentFull(m.T_FAE_CLONE)
if x and y then
game.zone:addEntity(game.level, m, "actor", x, y)
game:playSoundNear(self, "talents/spell_generic")
m:setTarget(self.target)
if game.party:hasMember(self) then
game.party:addMember(m, {
control="no",
Type="minion",
type="magical fey clone",
title="Fey Clone",
orders = {target=true},
})
end
self:startTalentCooldown(t)
end
})
Re: Faerie Race
Posted: Sun Mar 26, 2017 2:49 am
by StarKeep
Well this was long overdue, wasn't it.
Faerie V 6.0 - Nerf Before the Storm
---
Flight base values decreased.
Powers of the Dark base values decreased.
Attempted Fey Clone fixes.
Fey Luck and Fey Speed descriptions fixed.
-The actual value was proper, but the description wasn't mirroring it.
Feyd to Black partially reverted.
-Now increases the life of friendlies, decreases the life of enemies, and blinds all enemies, no matter your life percent.
-Values scale with your missing health.
Fey Luck base cooldown increased to 15.
Fey Luck shield scaling lowered.
---
An update to hopefully make them not scale into infinity and beyond, and... to attempt another few fixes on Fey Clone.
In the woodwork: A bunch of new artifacts.
Re: Faerie Race
Posted: Sat Apr 15, 2017 9:25 am
by Broness
StarKeep wrote:
Attempted Fey Clone fixes.
Still have =(
Lua Error: /engine/Entity.lua

attempt to perform arithmetic on a table value
At [C]:-1 __sub
At /engine/Entity.lua:1003 recursive
At /engine/Entity.lua:1040 removeTemporaryValue
At /engine/interface/ActorInventory.lua:320 onRemoveObject
At /mod/class/Actor.lua:4172 onRemoveObject
At /engine/interface/ActorInventory.lua:296 removeObject
At /mod/class/NPC.lua:533 check
At /engine/Zone.lua:722 addEntity
At /data-faerierace/talents/dark_faerie.lua:185 triggerTalent
At /hooks/faerierace/load.lua:84
At /engine/Game.lua:322 onTickEndExecute
At /engine/Game.lua:313 tick
At /engine/GameEnergyBased.lua:60 tick
At /engine/GameTurnBased.lua:51 tick
At /mod/class/Game.lua:1386
Re: Faerie Race
Posted: Sun Apr 16, 2017 6:32 pm
by Hellcommander
Yup i know seems the fix didn't work it might have something to do with the trigger code on the skill (testing in debug didn't show the error since did not have equipment on).
Re: Faerie Race
Posted: Thu Apr 20, 2017 7:27 pm
by spiralrazor
Same error as had been reported with the clonez:((
Nice mod though btw...looking forward to fixes!
Re: Faerie Race
Posted: Sat May 20, 2017 12:15 am
by Lilith Dragmire
I was going to comment on the Fey Clone bug, but it seems that other folks already did so. I believe I have the latest version of it, so I'm not sure why I seem to keep getting it. :/ Keep in mind, this is circa mid-2017. Also, I'm not sure if this is due to the bug but I seem to have some weird issues with the healthbars for the clone as well.
Re: Faerie Race
Posted: Thu Oct 12, 2017 6:59 pm
by Dopaminka
Are you considering adding custom sprite to the race? Alternatively if someone was willing to contribute such sprite, would the dev be interested?
Re: Faerie Race
Posted: Tue May 15, 2018 8:37 am
by Kamdiere
So, while I'm an avid fan of both Faeries and Dark Faeries... The clones are just too powerful. Even with 50% damage output and 10% HP, as a ranged attacker with enough ranks to get 4 turn clone duration (mage or weapon, doesn't matter), I can fire one cheap (or free) attack off, then stand back, safe, and do nothing while my clones kill everything using resources that don't actually deplete and cooldowns that aren't happening and eating enemy attacks because they're cloning from me on their own. It's a perpetual DPS machine. Worst part is probably when I have a shield on while getting cloned, because those don't get the x0.1 modifier. They're just as tough as me, expendable, have unlimited ammo, and hit so hard even with one clone that I don't need to do any work. With two clones I am doing 100% damage while getting around cooldowns by having them all as minimum 3 turns before they can be cast again. I'd actually do less damage if I help significantly.
I can suggest either nerfing their damage down further while pulling the damage multiplier off Powers of the Dark. (Which I believe caps out at 20% at level 5), or, instead of on-attack, the clones spawn when you take a certain percentage of your max HP as damage.
Another possibility for a nerf (or simply a facet of the second suggestion) is to make the ability check if the source is a clone and if yes, it doesn't work.
Anyway, overall, I love the race, there's just this one facet that is way out of line. So good work thus far.
Re: Faerie Race
Posted: Sat Jul 07, 2018 3:42 am
by Hellcommander
Lilith Dragmire wrote:I was going to comment on the Fey Clone bug, but it seems that other folks already did so. I believe I have the latest version of it, so I'm not sure why I seem to keep getting it. :/ Keep in mind, this is circa mid-2017. Also, I'm not sure if this is due to the bug but I seem to have some weird issues with the healthbars for the clone as well.
Fey clones still have major issues unfornately (my attempt at fixing it did not work).
Re: Faerie Race
Posted: Wed Apr 03, 2019 3:35 am
by Lilith Dragmire
I like having the extra graphical effects for this race (the wings and aura), but they slow my rig down drastically. Would it be possible to do some of those graphical effects without the GFX shaders for folks like me who want the nifty graphics but have lower-end computers and don't want to sacrifice too much slowdown?
It's especially bad in the Eidolon Realm. Starscapes and low-end (by 2019 standards) computers don't play well together.
Re: Faerie Race
Posted: Mon May 06, 2019 1:20 am
by teraunce
Fan-made 6.0.1 Infinite Clone Blues Temp Fix
I replaced Fey Clones with Fey Luck to stop the apparent clone bug. I know exactly enough Lua to know to not bother trying to fix the clone process to stop the infinite clones. Instead I mostly replaced it wholesale with the equal Light Faerie perk and commented out the original perk.
Re: Faerie Race
Posted: Tue Jul 09, 2019 12:22 am
by StelasEldrasia
The clones are super powerful, but the drawback of being literally paper thin always seemed to me to balance it out. ('Balance' being terrifically swingy here, of course.) You had to stack a lot of +life or telepathy and be ready to heal, because one wrong step and you'd instantly melt.
I actually feel like switching it out for Fey Luck has made dark fairies even more powerful. I'm rolling around as an archmage with 1 hp/level, a grand total of 160hp at level 33, and I know I'm perfectly safe because the most health I can lose in a single tick is 15%. The sheer amount of combat / cast speed / damage you get means multi-turn fights aren't happening.
Edit: Actually, thanks to the way the power works, it seems you cannot die if enemies do more than 15% of your health a turn and trigger Fey Luck. The check just doesn't seem to happen for some reason. I just tanked 4 orcs for 50 turns, going as far down as -250/160hp, but never dying. I guess only dots can kill me at this point?