Faerie Race

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

Re: Faerie Race

#91 Post by tokariew »

hmm this tricky dark clones, damage each other if i play as alchemic, and my golem with fire storm, which shouldn't damage golem.
It possible to change clones tactics in some menu? i don't like if they use life tap, for healing, they should use heroic instead. It boost they life a lot :)
Guardian Bell give only bonuses to normal faerie race talent, and not to dark faerie?

Game feel something easier, with this huge damage boost.


i won the game with dark faerie alchemic: http://wklej.org/id/1347173/
i accidently delete char on my character page on te4.org, and now it can't upload.
to big damage boost :)

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

Re: Faerie Race

#92 Post by tokariew »

sorry for post after post, but i find bug. when i have low health and clone is summon he have some wrong damage mods:
me at low health: http://i.imgur.com/fe6kJVF.png
clone when i on low health: http://i.imgur.com/MYaLXXx.png
me on full health: http://i.imgur.com/1tgKmcQ.png
clone with me on full health: http://i.imgur.com/0JPtP42.png

Planetus
Archmage
Posts: 346
Joined: Sat Jun 23, 2012 8:44 pm

Re: Faerie Race

#93 Post by Planetus »

Given that Dark Faerie clones can't damage the player, could you make it so they can't inflict negative status effects as well? I'm playing a dark faerie with Illuminate, and that seems to be the first spell every clone casts. Cast right next to me and it almost always blinds me, which is really annoying. I'm thinking other status-effect AoE spells may have the same problem, but I haven't tried a whole lot of them.

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

Re: Faerie Race

#94 Post by Marson »

Clones killed an escort due to spamming Bone Nova in narrow quarters. They are ok if they spawn between me and an NPC, but if I block the way, they hit short-range AOE—even if the bad guy isn't in range. I tried to keep shoving my clones out in front of me, but it was hard to juggle them and the escort. I can set the clone's target, but I can't change the talents it's allowed to use.

It's worth noting again that I really enjoy both Fey.

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

Re: Faerie Race

#95 Post by StarKeep »

The Bone Nova thing is an actual issue in general with AI.
They literally have the highest value set for their friendly fire avoidance AI, so if they still do it... it's out of my control.
<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
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Joined: Thu Jan 16, 2014 4:56 am

Re: Faerie Race

#96 Post by Marson »

Kinda figured. Worth a shot.

Though you could adjust the AI code...? *nudge-nudge*

Doctornull
Sher'Tul Godslayer
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Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: Faerie Race

#97 Post by Doctornull »

IIRC there's something about needing to be targeted to have the AI make halfway intelligent choices.

Try setting requires_target=true in Bone Nova.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

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

Re: Faerie Race

#98 Post by Marson »

Dark Portal is another one they probably shouldn't have access to. I haven't looked at the code involved, but if it were possible to give the clones the same tactical options that Summoner summons get, that would solve the issue.

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

Re: Faerie Race

#99 Post by Marson »

FYI, while digging into why some dead Fey clones weren't being cleared out of the party member list by AWOL, I noticed that the game_ender flag is set to true on them. I can use fey_spawn to get around that, but game_ender might mess with opponent AI.

Hellcommander
Archmage
Posts: 362
Joined: Tue Nov 09, 2010 7:43 pm

Re: Faerie Race

#100 Post by Hellcommander »

Dark faerie version 2 = have fun with 1 hp race lol.

Scol
Higher
Posts: 58
Joined: Sat May 31, 2014 10:41 am

Re: Faerie Race

#101 Post by Scol »

It seems like my speeds are messed up with dark farie (at least on character sheet). I have 0% movespeed (but I can still move) and Powers of the Dark reduces my speed instead of increasing it.

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

Re: Faerie Race

#102 Post by Zaive »

What is this dark faerie 2.0?

Anyway, I came across a rather amusing thing. I managed to kill my clone with a rotting disease although it did 0 damage - I can only assume that the constitution loss knocked it's maximum hp into the negatives.... or something.

Edit: yup, managed to check it's hp values before it disappeared: 17/-16. heh.
Burb Lulls wrote:"FLURRYFLURRYFLURRYFLURRYFLURRYFLURRY"

The Revanchist
Uruivellas
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Joined: Sun Nov 03, 2013 12:14 am

Re: Faerie Race

#103 Post by The Revanchist »

Zaive wrote:What is this dark faerie 2.0?
Nearest I could tell? Squishy. :)

StarKeep
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Location: Turtlemire

Re: Faerie Race

#104 Post by StarKeep »

Faerie V3.6 - Scaling Changes
Updated for 1.2.2
http://te4.org/sites/default/files/game ... ace_3.teaa
--
% of health needed for breakpoints is now a static 60% and 30%.

Flight is now noted to grant Pin immunity. It always has, but I only recently found out. :oops:

Opening area will now never have bosses or rares.
Opening area damage reduction on higher difficulties is now 20/40/60.
<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

FlarePusher
Higher
Posts: 59
Joined: Wed Jan 09, 2013 5:28 am

Re: Faerie Race

#105 Post by FlarePusher »

Just to note, dark fae clones use the character's ammo, looks like you never updated the steam version, nevermind.

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