Search found 705 matches

by grayswandir
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...
by grayswandir
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. :roll: )
by grayswandir
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 ...
by grayswandir
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...
by grayswandir
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...
by grayswandir
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...
by grayswandir
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...
by grayswandir
Thu Oct 15, 2015 10:35 pm
Forum: Ideas
Topic: bad ego?
Replies: 9
Views: 4988

Re: bad ego?

We used to have egos that had downsides, but they got rid of them in the last big ego cleanup. :(
by grayswandir
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...
by grayswandir
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...
by grayswandir
Sun Oct 11, 2015 9:46 pm
Forum: Ideas
Topic: PvP?
Replies: 8
Views: 4139

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...
by grayswandir
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.
by grayswandir
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().
by grayswandir
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
by grayswandir
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.