ToME: the Tales of Maj'Eyal

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PostPosted: Sat Nov 05, 2016 12:59 pm 
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Sher'Tul Godslayer

Joined: Mon Feb 14, 2011 11:16 pm
Posts: 2203
hope this works in 1.4.9. ....

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PostPosted: Sun Mar 05, 2017 11:14 pm 
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Sher'Tul Godslayer

Joined: Mon Feb 14, 2011 11:16 pm
Posts: 2203
can possessors be added to this please?

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PostPosted: Wed Jun 14, 2017 10:53 pm 
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Wayist

Joined: Tue Feb 14, 2017 9:08 pm
Posts: 15
Found a bit of a bug: with the Temporal Warden's chronomancy/guardian-unity talent (creates clones when you take damage, so this might apply to other talents) it gives the clones a random class, which leads to things like spawning an Alchemist's golem which persists after the clone disappears.

Where the real problem appears: if you're playing an Adventurer and your clone spawns with the Worldly Knowledge prodigy it soft-locks the game because it opens a no-escape menu with zero options. I guess for a straightforward fix you could change the already-a-randboss/shade-exception to the upgrading code (in superload/mod/class/NPC.lua) not to activate if the mob has a summon timer... if possible to query that variable at that point in the NPC-spawner code?




An entirely separate thing that I was wondering about would be to have an option to take a third or fourth or nth class (with diminishing returns for how many additional talents/prodigies you get) and each time it further upgrades the enemies' level-scaling and/or added-classes. For maximum ludicrosity.


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PostPosted: Thu Jun 15, 2017 4:18 pm 
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Thalore

Joined: Wed Nov 14, 2012 2:24 am
Posts: 120
jenx wrote:
can possessors be added to this please?

You can use possessors. You just have to start as one.


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