Page 5 of 11

Re: Faerie Race

Posted: Thu Apr 03, 2014 1:57 pm
by Talow
Hey, is killing the starting boss's clone supposed to drop the rod of recall?

Re: Faerie Race

Posted: Thu Apr 03, 2014 2:04 pm
by StarKeep
100% unintentional, but as Shibari said, finding out weird things about clones is part of the fun.
FAButzke wrote:With this new version I managed to complete the second Armory level. The previous error was gone and this new one (similar to the one pyroflare77 posted) showed up every turn:

As soon as I got rid of all the orcs (closing the error each turn) the error was gone. At least my character is not lost. YEY! =D
Glad to hear it. If you are curious about the error, putting it simply, I goofed.

I forgot to make sure that the source of damage was from an actual actor, and due to lava not having an owner, things went... poorly.

Re: Faerie Race

Posted: Thu Apr 03, 2014 2:53 pm
by FAButzke
StarKeep wrote: Glad to hear it. If you are curious about the error, putting it simply, I goofed.

I forgot to make sure that the source of damage was from an actual actor, and due to lava not having an owner, things went... poorly.
No problem, man. Thanks for the help and keep up the good work. =D

Re: Faerie Race

Posted: Thu Apr 03, 2014 7:15 pm
by Nagyhal
Thanks for the update!

I'll finally taken the plunge and started my Dark Faerie Ascetic, and I've got to say, this has to be my favourite race yet!

(Well, aside from the races that don't float or possess an immense number of eyes...)

The way that that one little talent—Fey Clone—not only changes completely how every encounter begins, but makes the way each encounter pans out significantly more random and interesting, is just a fine, fine example of how a little flourish of creativity can revitalize all existing content (and for a weary veteran who feels an overbearing sense of déj? vu with each new save file, that's a wonderful thing.)

I hope to take Beholders in the same direction. Any race important enough to command a suite of unique classes ought to change fundamentally how existing mechanics are experienced. Otherwise these new classes are just going to retread familiar ground.

So, saying that, you may have indirectly influenced a whole bunch of my upcoming talent designs. Thanks again and keep up the splendid work!

Re: Faerie Race

Posted: Fri Apr 04, 2014 12:30 am
by HousePet
StarKeep wrote:I forgot to make sure that the source of damage was from an actual actor, and due to lava not having an owner, things went... poorly.
Hey! That is my goof! :P

Re: Faerie Race

Posted: Fri Apr 04, 2014 3:12 am
by Zaive
So, if I have this right, any class with a -4 health rating with dark faerie only gains 1 hp on level up. Does the solipsist manage to get half a point of hp per level?

Re: Faerie Race

Posted: Fri Apr 04, 2014 3:29 am
by Doctornull
Zaive wrote:So, if I have this right, any class with a -4 health rating with dark faerie only gains 1 hp on level up. Does the solipsist manage to get half a point of hp per level?
1 seems to be the lower limit, but that test wasn't with a Faerie, so try it.

Re: Faerie Race

Posted: Fri Apr 04, 2014 5:51 am
by StarKeep
Faerie V3.2.1 - Spawning Changes
http://te4.org/games/addons/tome/faerierace
---
Updated version number this time, omigerd.

Fey Clone - Now checks to make sure there is place to spawn the clone. If there isn't, it fails, and it doesn't go on cooldown.
Fey Clone - Clone no longer shows in party menu. (There is truely no point, as you gain no command over them.) This is also a preemeptive fix to counter the dreaded clone bug, so that if it happens, you won't have a dead weight in your party list.
Fey Clone - No longer damages the player, and visa versa. (Shielding effects are exempt from this, and debuffs will still apply.)
Fey Clone - Range checked for spawn position increased to 4 from 2.
Fey Clone - Should no longer target squares of enemies that have died on the same turn they spawned in.

Vision of the Shadows - No longer shows in party menu. (Same reasons as Fey Clone)
Vision of the Shadows - Ranged checked for spawn position increased to 4 from 2.

Re: Faerie Race

Posted: Fri Apr 04, 2014 6:11 am
by Doctornull
StarKeep wrote:Fey Clone - Clone no longer shows in party menu. (There is truely no point, as you gain no command over them.)
Qualifying for Through The Crowd.

Re: Faerie Race

Posted: Fri Apr 04, 2014 6:22 am
by StarKeep
Wasn't aware people did actually use that prodigy.

I'll add a game option in to let the player choose than.

Re: Faerie Race

Posted: Fri Apr 04, 2014 6:31 am
by Doctornull
StarKeep wrote:I'll add a game option in to let the player choose than.
Perfect!

Re: Faerie Race

Posted: Fri Apr 04, 2014 6:32 am
by Talow
http://puu.sh/7VnfH.jpg I'm guessing the HP bar is not supposed to be 1000% of max hp. It did drop down to normal after 1 round.

Re: Faerie Race

Posted: Fri Apr 04, 2014 6:35 am
by StarKeep
Still unsure what causes it, but it's hilarious.

I'll just set it's current life as well to force it.

Re: Faerie Race

Posted: Fri Apr 04, 2014 6:54 am
by kyuubee
umm, i have a question
if the boss is a male faerie why does he wear a bra and a skirt :3
or she is female while her clone is male?

Re: Faerie Race

Posted: Fri Apr 04, 2014 6:59 am
by StarKeep
*coughs*

Tags boss as female.