Search found 61 matches

by Reverend Bizarre
Mon Nov 14, 2011 3:46 pm
Forum: Bugs Archive
Topic: 35a prerelease bugs
Replies: 58
Views: 12399

Re: 35a prerelease bugs

I didn't have much time to play with 35a, but here are two things I noticed during short Doomed playthrough. 1. [already reported via in-game bug reporting system] Gesture of Pain causes troubles when used without hate (it's a sustain, and it consumes hate when player hits someone). 2. Feed stopped ...
by Reverend Bizarre
Tue Nov 08, 2011 3:43 pm
Forum: General Discussion
Topic: b35 teaser: Multiple rows hotkey bar!
Replies: 10
Views: 3378

Re: b35 teaser: Multiple rows hotkey bar!

Oh my! Absolutely amazing!
by Reverend Bizarre
Sun Sep 04, 2011 5:19 pm
Forum: Bugs Archive
Topic: [b32] Unable to launch the game [SOLVED]
Replies: 9
Views: 6741

Re: [b32] Unable to launch the game

Darkgod came up with a solution to this issue on IRC. So, to fix this problem you need to create (or modify, if it is already created) fbo_active.cfg file in the folder .../T-Engine/4.0/settings, open it and write there: fbo_active = false That fixed the problem for me and somebody else at IRC chann...
by Reverend Bizarre
Sun Sep 04, 2011 2:04 pm
Forum: Bugs Archive
Topic: [b32] Unable to launch the game [SOLVED]
Replies: 9
Views: 6741

[b32] Unable to launch the game [SOLVED]

When I launch the game, the starting screen with awesome art from Shockbolt and a progress bar appears. The latter stalls on a random value, use of CPU reaches 98-100% and I have to kill the process. This also happened with earlier version of b32, links to which were once given at IRC. te4_log (stdo...
by Reverend Bizarre
Mon Aug 22, 2011 9:38 am
Forum: Ideas
Topic: 5 stat points on char creation instead of 3
Replies: 8
Views: 2000

Re: 5 stat points on char creation instead of 3

While getting 2 more stats at the beginning will surely help, I'm more concerned about some cases when character doesn't get stats at the beginning at all (or gets less than 3). I mean, these characters get 3 stats, but they're automatically distributed so that equipment requirements are met. This h...
by Reverend Bizarre
Thu Aug 18, 2011 1:15 pm
Forum: Ideas
Topic: [Race idea] Deep dwarves
Replies: 18
Views: 5502

Re: [Race idea] Deep dwarves

I do not think that Dwarves need sub-races. What they do need is more lore about 'em, as it was said a few posts earlier (well, not really need , but still). While Deep Bellow is a promising theme (and looks like DarkGod has something planned for it), personally I'd love to see Dwarves' Big-Brother-...
by Reverend Bizarre
Wed Aug 17, 2011 1:20 pm
Forum: Ideas
Topic: Flameshock
Replies: 5
Views: 2105

Flameshock

A lot of time has passed since reworking the stun effect, but there is still one talent that inflicts an old-fashioned stun — Archmage's Flameshock. When stun was simply paralyzing opponent, it was a great crowd control talent, but now it is way overpowered. I suppose that giving this talent the new...
by Reverend Bizarre
Tue Aug 16, 2011 3:37 pm
Forum: Ideas
Topic: [Birth option] Unlock starting at higher levels.
Replies: 6
Views: 2214

Re: [Birth option] Unlock starting at higher levels.

This idea may be viable if it was implemented for Arena or ID, but don't touch the main campaign and all other campaigns (when the latter will appear, of course).
by Reverend Bizarre
Tue Aug 16, 2011 3:33 pm
Forum: Ideas
Topic: when stores restock, remove items the player sold to them
Replies: 15
Views: 12223

Re: when stores restock, remove items the player sold to the

Well, since we are speaking about the shops... I don't find 'em useful. First of all, the Transmogrification Chest fully replaces the shops. You get full (oh, I was wrong here; you don't get full price) selling price for all items you transmogrify + energy and you can use the chest anywhere. Sure, y...
by Reverend Bizarre
Tue Aug 16, 2011 3:11 pm
Forum: Ideas
Topic: [Items] More materials
Replies: 7
Views: 2223

Re: [Items] More materials

No. The bonuses that you're describing better come from egos, not materials. There are 5 types of materials per material category: wood, leather, cloth and metal, and the game is working good with this quantity. If there were more of 'em, there would be a lot of clutter. [Edit] As for the last line ...
by Reverend Bizarre
Sat Aug 13, 2011 9:18 am
Forum: Ideas
Topic: non-combat pets, aura's, and other eye candy
Replies: 2
Views: 984

Re: non-combat pets, aura's, and other eye candy

Sradac wrote:Point being, this isnt some silly MMO where you need to be flashy and show off to everyone
This.
by Reverend Bizarre
Sat Aug 13, 2011 9:15 am
Forum: Ideas
Topic: Saving the Difficulty Setting Preference
Replies: 5
Views: 1335

Re: Saving the Difficulty Setting Preference

Uh, if it's not too late, it would be awesome if the game also remembered gender of the character.
by Reverend Bizarre
Fri Aug 12, 2011 5:38 pm
Forum: Ideas
Topic: The Ithiltir (Negative Energy/Ranged Scout)
Replies: 13
Views: 5526

Re: The Ithiltir (Negative Energy/Ranged Scout)

The class looks quite neat and promising. Here are some thought about a possible locked class tree. Celestial / Night Veil: Approach your enemies under the cover of night and unleash devastating attacks upon them. 1. Endless Night (passive): Wherever you step, night follows you. Improves your darkne...
by Reverend Bizarre
Fri Aug 12, 2011 9:54 am
Forum: Development
Topic: Cursed..
Replies: 32
Views: 10475

Re: Cursed..

Some thoughts about the class. 1. The abundance of generic trees. Cursed have 6 generic talent trees, while most other classes have 3 or 4. Something should be done with this situation, indeed. 2. Cursed items. When the concept of identifying things was thrown out of the game, the concept of cursed ...
by Reverend Bizarre
Wed Aug 10, 2011 6:06 pm
Forum: Bugs Archive
Topic: [b29] Paradox Mage unlock not announced (but worked)
Replies: 3
Views: 1362

Re: [b29] Paradox Mage unlock not announced (but worked)

Yeah, and the problem seems to be with all the unlocks. Had this problem with Brawler and Mindslayer.