The Radiant inspired me to cobble together a custom tile from various bits and pieces.
If you happen to want the tile, here it is, though I'm not especially well-versed in how to properly add it - I added it in my own game by replacing tiles in another custom sprite addon I was using.
Looks like you and I had the same idea for sprites .
Also, exactly how do the reactor talents work? The very first mentions creating a damage shield that increases over time, but one of the release talents specifically mentions creating a shield of the same strength as the listed value of the reactor. Would it be more appropriate to say that the generator creates some "power" that can be released into a shield/heal/damage?
echo42 wrote:The Radiant inspired me to cobble together a custom tile from various bits and pieces.
If you happen to want the tile, here it is, though I'm not especially well-versed in how to properly add it - I added it in my own game by replacing tiles in another custom sprite addon I was using.
That's amazing. xD
Second Sun was actually specifically designed based off of her.
The Tapir wrote:Also, exactly how do the reactor talents work? The very first mentions creating a damage shield that increases over time, but one of the release talents specifically mentions creating a shield of the same strength as the listed value of the reactor. Would it be more appropriate to say that the generator creates some "power" that can be released into a shield/heal/damage?
That release talent creates a shield equal to the MAXIMUM potential value of the reactor. So, if it generates 20 per turn up to 400 max, the release talent turns the sustain off and sets the shield to 400. Thus the name 'Full Capacity'.
(The thing with releasing this patch is I'm sure I can't win. If I'd waited for more bugs to fix all at once, there'd have been none for days. Now I release this, there'll be half a dozen by the weekend I'm sure.)
found an error that that is related to necromancy+ and has an error related to the Firmamancer:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:256: in function </engine/interface/ActorTalents.lua:240>
Lua Error: /engine/interface/ActorTalents.lua:279: /engine/interface/ActorTalents.lua:256: /engine/interface/ActorTalents.lua:150: /hooks/necromancy+/load.lua:32: attempt to compare number with function
stack traceback:
/hooks/necromancy+/load.lua:32: in function </hooks/necromancy+/load.lua:28>
[string "return function(l, self, data) local ok=false..."]:1: in function 'triggerHook'
/data-Infinite500/damage_typesI500.lua:141: in function 'defaultProjector'
/data/damage_types.lua:722: in function 'projector'
/data-celestialoddities/damage_types.lua:274: in function 'projector'
...stialoddities/talents/celestial/firmamancer/rainfall.lua:151: in function 'damtype'
/engine/interface/ActorProject.lua:218: in function 'project'
...stialoddities/talents/celestial/firmamancer/rainfall.lua:148: in function <...stialoddities/talents/celestial/firmamancer/rainfall.lua:143>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:140>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:279 useTalent
At /mod/ai//tactical.lua:418 runAI
At /mod/ai//tactical.lua:446 doAI
At /mod/class/NPC.lua:72 act
At /engine/GameEnergyBased.lua:129 tickLevel
At /engine/GameEnergyBased.lua:64 tick
At /engine/GameTurnBased.lua:51 tick
At /mod/class/Game.lua:1271
Currently there is a rather major issue with Open the Heavens, it doesn't destroy tiles when changes the floor around the impact zone causing tiles to appear magically after the embers disappear. Attached is a screen of what happened to a escort that was waiting in the wrong area when the mountain regrew itself.
Attachments
Screenshot 2016-09-22 21.19.50.png (178.07 KiB) Viewed 40134 times
Yeah, that happens with the prodigy. Changing it would require messing with code I don't really understand - and overwriting the prodigy if I wanted things to be consistent.
So I was working on updating 'Embers with All Races' and I noticed that if I loaded up a new game without 'Midnight' enabled, the tile for Lunars doesn't load. Kind of weird.