Search found 705 matches
- Mon Oct 26, 2015 9:28 pm
- Forum: Ideas
- Topic: In the name of equality: Mindstar Accuracy bonuses.
- Replies: 14
- Views: 7954
Re: In the name of equality: Mindstar Accuracy bonuses.
Mindpower could work, but it would only really be useful for mind damage type stars, or stuff with mindpower based procs I guess. How common are those? What in the world would defense do? Counterattacks exist, I guess, but they're really rare. I don't think they really warrant it. But yeah, I'd just...
- Mon Oct 19, 2015 9:11 am
- Forum: Modules
- Topic: In The Shadows
- Replies: 24
- Views: 31267
Re: In The Shadows
Well, maybe we'll get a nice stealth model out of this one?
(Instead of my horrible attempts, at least.
)
(Instead of my horrible attempts, at least.

- Sun Oct 18, 2015 6:20 pm
- Forum: Metaclass: Warriors
- Topic: Bulwark Guide
- Replies: 8
- Views: 23870
Re: Bulwark Guide
I don't know that i agree about adding the .2 category mastery Shield Offense nor maxing the Shield Offense tree is a waste. Improving the three main dps skills by even 5%, all of which hit 2-3 times thereby increasing the boost by 2-3 times that value, is well worth the boost. There really aren't ...
- Sun Oct 18, 2015 4:40 am
- Forum: Metaclass: Warriors
- Topic: Bulwark Guide
- Replies: 8
- Views: 23870
Re: Bulwark Guide
I also think you'd benefit more from battle tactics. Especially for cornac - diverting a point or two from each of the shield offense talents into greater weapon focus is pretty much a straight up increase in damage, even if you had spent the category point on shield offense. Also, step up is amazin...
- Sun Oct 18, 2015 3:46 am
- Forum: Dumb Questions
- Topic: Tactical Talent usage
- Replies: 4
- Views: 2415
Re: Tactical Talent usage
Looking through the code, I think it's a multiplier based on the default ai weighting. Most talents have a tactical field that the ai reads to determine when to use them - for instance, rush has: "tactical = { ATTACK = { weapon = 1, stun = 1 }, CLOSEIN = 3 }", meaning for instance if the e...
- Sat Oct 17, 2015 12:51 am
- Forum: Metaclass: Rogues
- Topic: Stealth Mechanic Clarifications
- Replies: 13
- Views: 23598
Re: Stealth Mechanic Clarifications
Here's an earlier post of mine : Here's how npcs currently work (if I've read the code right): If they don't have a target (or a 10% chance if they do), they set their target to the closest hostile in their field of view (out to their sight range, usually 10, but blocked by walls), regardless of ste...
- Fri Oct 16, 2015 8:57 pm
- Forum: Metaclass: Rogues
- Topic: Stealth Mechanic Clarifications
- Replies: 13
- Views: 23598
Re: Stealth Mechanic Clarifications
Melee prompts an extra stealth check. There is no "Unaware" state. They move immediately to "previously spotted" as soon as you move within LoS. Being unable to see your enemy, for whatever reason, gives you a flat 2/3 miss chance for melee/archery. Unless they're illuminated - t...
Re: bad ego?
We used to have egos that had downsides, but they got rid of them in the last big ego cleanup. 

- Thu Oct 15, 2015 10:33 pm
- Forum: Development
- Topic: Check talents for failure
- Replies: 14
- Views: 5759
Re: Check talents for failure
I'm a bit late, but I thought I'd chime in anyway. Looking through the code real quick, I think you can wrap postUseTalent located in engine.interface.ActorTalents. As far as I can tell, it's the last check that's made for a talent succeeding. So do something like: local postUseTalent = _M.postUseTa...
- Tue Oct 13, 2015 2:53 am
- Forum: Dumb Questions
- Topic: Newb question about ESP, vision, and "item power"
- Replies: 2
- Views: 1707
Re: Newb question about ESP, vision, and "item power"
Telepathy lets you see that creature type up to 10 spaces away, even through (non-vault) walls. 1 power regenerates per game turn. Also, note that cunning/survival/charm mastery reduces the power cost. It lets you see out to radius 5. So it's only useful if your light radius is smaller than 5. I'm u...
Re: PvP?
I mentioned something similar to DarkGod a while ago (I think it was a friendly summon instead of vs.). Since saving extra character data would probably need to use extra space on the servers, he said that such an addon would likely be restricted to donators only. So, possible, but probably a decent...
- Fri Oct 09, 2015 2:12 am
- Forum: Development
- Topic: Steam workshop - Addon duplicates instead of updating
- Replies: 9
- Views: 5605
Re: Steam workshop - Addon duplicates instead of updating
For situations like this, you can "edit" your addon page and set the "Steam Publish ID" to pick which one you want to use, since it can get out of sync like this.
- Wed Oct 07, 2015 3:41 pm
- Forum: Development
- Topic: Partial Turn Actions
- Replies: 3
- Views: 2639
Re: Partial Turn Actions
You might be able to use self:enoughEnergy().
- Tue Oct 06, 2015 9:45 pm
- Forum: Development
- Topic: Picky-Choosey Talent Casting
- Replies: 6
- Views: 4429
Re: Picky-Choosey Talent Casting
You can set game.target.forced = {x, y, target}. See technique/skirmisher-slings/T_HURRICANE_SHOT for an example.
The relevant code is in engine/interface/GameTargeting.lua:targetGetForPlayer
The relevant code is in engine/interface/GameTargeting.lua:targetGetForPlayer
- Mon Oct 05, 2015 4:58 pm
- Forum: Bugs Archive
- Topic: Killed with own AoE and lightning rune
- Replies: 6
- Views: 3144
Re: Killed with own AoE and lightning rune
Well, by "turn" I meant "tick", so you can still get hit several times before your turn comes up again. You'd just avoid that one set of hits (which could arguably be called an "attack).
Like I said, that'd be ... hard.
Like I said, that'd be ... hard.