ToME: the Tales of Maj'Eyal

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PostPosted: Sat Dec 05, 2015 8:12 pm 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 752
So I think the issue is rares/randbosses with souls get 1 soul/turn restored automatically. This means by the time Shadow of Death ends, they have enough souls to max out their life on resurrection, so you'd have to kill them twice from full hp. So...

http://te4.org/node/5653

v1.4
- Shadow of Death has had it's duration and cooldown slightly adjusted.
- Fixed a bug where Shadow of Death's buff icon gave an incorrect name.
- Shadow of Death is no longer usable by NPCs.


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PostPosted: Sat Jan 09, 2016 7:08 pm 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 752
http://te4.org/node/5783

v1.5
- Fixed tooltips causing LUA errors


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PostPosted: Mon Jan 11, 2016 10:12 am 
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Wayist

Joined: Mon Jan 11, 2016 10:07 am
Posts: 22
Hi,

Excellent class. Maybe the first unofficial one which I like as much as the officials ones.


But there's a bug with with "soul reaper".
Level 1 range 4
Level 2 range 4 (instead of 5)
Level 3 range 5 (instead of 6).
Level 4+ untested


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PostPosted: Wed Jan 13, 2016 7:42 pm 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 752
Weird issue, I can see it myself. Might have to change how the range gets calculated as can't see anything obvious currently. Will sort that out soon.


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PostPosted: Tue Jan 26, 2016 8:39 pm 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 752
http://te4.org/node/5841

v1.6
- The range on Soul Reaper and Call of the Grave correctly match their tooltips.
- Duskwake deals the correct damage.
- The squire is now correctly treated as undead.


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PostPosted: Sun Jan 31, 2016 11:13 am 
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Higher

Joined: Thu Jan 14, 2016 11:10 am
Posts: 54
Hey, in the 1.42 version there seems to be a bug when using Skull of the Rat Lich as a death knight.

Also, this is very minor, but in the addon library it's tagged as "warrior", but it's classed as a "mage" during class selection. Don't know if that's intended or not.

Lastly, thanks for a great class.


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PostPosted: Tue Feb 23, 2016 6:53 pm 
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Halfling

Joined: Fri Oct 09, 2015 2:27 pm
Posts: 104
Got an error when going to the Class/Race select screen, using 1.4.4 and both DLCs.

For one reason or another I can't grab this as a screenshot, but it's definitely Deathknight related and Essence Drain is mentioned.


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PostPosted: Tue Feb 23, 2016 8:36 pm 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 752
Whitehooves have a talent called Essence Drain which is overlapping with Deathknight's Essence Drain. Guess I'll rename it to Drain Essence!

WARNING - WILL BREAK CURRENT SAVES

http://te4.org/node/5940

v1.7
- Renamed Essence Drain to Drain Essence due to a conflict with Embers of Rage.
- Icebound Fortitude blocks the correct amount of damage.
- Fixed an incorrect tooltip for the Necrosis debuff.


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PostPosted: Thu Mar 03, 2016 12:59 pm 
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Higher

Joined: Fri Jan 18, 2013 9:37 pm
Posts: 47
Hey, recently I finished Embers as Whitehoof Deathknight, was lots of fun. The class is very fleshed out and I liked it so much I kept it in my active addons. Started a Sawbutcher and I noticed my block skill blocks 0 damage. After 20 min of testing, your addon proven to be the cause ;p

Could you look into that? (Bulwark's block is normal)


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PostPosted: Thu Mar 03, 2016 2:35 pm 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 752
Interesting. Must be some changes to how block works for Sawblades. Will have a look.

All sorted as of v1.8.


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PostPosted: Thu Aug 11, 2016 5:15 am 
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Halfling

Joined: Fri Oct 09, 2015 2:27 pm
Posts: 104
I noticed something that should probably be somewhere in Shackle Soul's talent description: soul fragments that come from Soul Rend can also be made into wraiths in your Enverate, not just killed enemies.

Never ran both trees at once for some reason, so that was a pretty neat surprise.


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PostPosted: Mon Aug 15, 2016 8:31 am 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 752
Yep - Soul Fragments count as npcs for the purpose of all on-die effects. This was intentional, as a lot of Deathknight's stuff relies on getting kills (not to mention Soulforge), so this gives you a way to trigger them even against bosses. Being able to 'double tap' from killing a mob and it's shard is just a bonus.


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PostPosted: Thu Aug 18, 2016 3:15 pm 
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Archmage

Joined: Sun Jul 13, 2014 4:09 pm
Posts: 340
Been playing with this this week. It's been fun, though not many escapes, that's more just poor rune draw luck so far. Gotten some teleports so that should turn around.

_________________
ToME Tips - auto-generated spoilers for ToME. - someone else made. I find super awesome, so spreading as well.


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PostPosted: Thu Aug 18, 2016 3:45 pm 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 752
Yeah, the lack of mobility is intentional as they're very tanky. Duskwake solves the problem a bit, or going into Frost lets you pull stuff in and tank even better. Definitely required to have a movement infusion (or phase door/teleport for undead).


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PostPosted: Thu Aug 18, 2016 8:55 pm 
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Halfling

Joined: Fri Oct 09, 2015 2:27 pm
Posts: 104
Deathknight mobility could be worse really. You have a 7 range teleport attack at 4/5 Soul Reaper and another teleport if you unlocked Dusk, plus ways of bringing enemies to you (plus what was already mentioned, there's a soulforaged Death Vortex), a couple of far range cones, and minions that can go get them. There's also the various ways of moving through items or race abilities.


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