I kinda like the idea of making fearscape a detrimental effect on the player.
But that could make it too easy to dispel?
Perhaps.
Search found 679 matches
- Tue Jul 16, 2013 11:59 am
- Forum: Character Reports
- Topic: 315dmg melee meets Fearscape, Wildfire, Bone Shield, Evasion
- Replies: 11
- Views: 4293
- Tue Jul 16, 2013 11:42 am
- Forum: Ideas
- Topic: Configurable warning popups for rares with specific talents
- Replies: 8
- Views: 2994
Re: Configurable warning popups for rares with specific tale
This problem is inherent to fear-scape, which will always be hard to balance on randoms.
It is better to tackle this specific problem (e.g. limit the possibilities for generating fear-scape talent)
It is better to tackle this specific problem (e.g. limit the possibilities for generating fear-scape talent)
- Tue Jul 16, 2013 11:40 am
- Forum: Ideas
- Topic: Option: Downgrade permadeath mode after death
- Replies: 38
- Views: 9822
Re: Option: Downgrade permadeath mode after death
omfg if you want to play nightmare in adventure mode,
just mod the game!
If you can't code it yourself, ask someone to write an add-on for you.
This discussion, however, is just a waist of time.
just mod the game!
If you can't code it yourself, ask someone to write an add-on for you.
This discussion, however, is just a waist of time.
- Mon Jul 15, 2013 9:00 pm
- Forum: Bugs Archive
- Topic: Oozemancer Clone Bug(1.0.4) + other Oozemancer bugs
- Replies: 6
- Views: 2173
Re: Oozemancer Clone Bug(1.0.4) + other Oozemancer bugs
I got fearscaped in the gorbat pride.
When I came back one ooze was not disappearing.
When I swapped spaces with him my player got cloned.
The ooze was in range of an antimagic bush.
When I came back one ooze was not disappearing.
When I swapped spaces with him my player got cloned.
The ooze was in range of an antimagic bush.
- Sat Dec 15, 2012 12:23 am
- Forum: Bugs Archive
- Topic: [b41] Linux version won't start.
- Replies: 16
- Views: 6074
Re: [b41] Linux version won't start.
Got some issue here with beta 43 on lubuntu (32 bit afaik). [CPU] Detected 2 CPUs ALSA lib conf.c:3314:(snd_config_hooks_call) Cannot open shared library libasound_module_conf_pulse.so ALSA lib control.c:951:(snd_ctl_open_noupdate) Invalid CTL hw:0 AL lib: alsa.c:797: control open (0): No such file ...
- Sat Oct 27, 2012 9:47 pm
- Forum: Addons
- Topic: Caleb's talent icons! Grab while they're still fresh!
- Replies: 15
- Views: 8405
Re: Caleb's talent icons! Grab while they're still fresh!
Those are some nice icons. Also, what is "SAI"?
- Sat Oct 27, 2012 2:09 pm
- Forum: Bugs Archive
- Topic: [b42] blighted soil > player hits player
- Replies: 0
- Views: 831
[b42] blighted soil > player hits player
test is afflicted by a rotting disease!
test hits test for 10 blight damage
test hits test for 10 blight damage
- Sat Oct 27, 2012 1:35 pm
- Forum: Bugs Archive
- Topic: [pre-b42] crash to desktop.
- Replies: 3
- Views: 1404
Re: [pre-b42] crash to desktop.
Starting program: /t-engine4-linux32-1.0.0beta42/t-engine [Thread debugging using libthread_db enabled] Using host libthread_db library "/lib/i386-linux-gnu/libthread_db.so.1". [New Thread 0xb7fc6b40 (LWP 6144)] [New Thread 0xb77c5b40 (LWP 6145)] [New Thread 0xb6810b40 (LWP 6146)] [New Th...
- Sat Oct 27, 2012 1:24 pm
- Forum: Bugs Archive
- Topic: TOME Crashing
- Replies: 4
- Views: 1342
Re: TOME Crashing
Seem to be related to particle emitter for me: dumb ai uses T_FIREFLASH Adding entity 328 after 1 Particle emitter error 9797710 (8): attempt to call a nil value Particle emitter error 9797710 (8): attempt to call a nil value Particle emitter error 9797710 (8): attempt to call a nil value Particle e...
- Fri Sep 14, 2012 8:52 pm
- Forum: Ideas
- Topic: Selling out escorts to Zigur: Confusing for newbies?
- Replies: 7
- Views: 2202
Re: Selling out escorts to Zigur: Confusing for newbies?
Except not everyone will read the loreGrey wrote:Or maybe just by visiting Zigur and reading some of the lore there.

- Thu Jul 19, 2012 11:00 am
- Forum: General Discussion
- Topic: *Please* nerf Explosion traps.
- Replies: 31
- Views: 9419
Re: *Please* nerf Explosion traps.
If traps triggered only once, that would actually make sense and eliminate many of the annoyances. Right now, I am running with the no-traps addon. Traps+auto-explore has awful synergy. *suggestion* So I suggest that a traps trigger once, and then just disappears. *optional ideas* Then perhaps make ...
- Thu Jul 19, 2012 10:49 am
- Forum: Addons
- Topic: [b41] Class Pack 1.03
- Replies: 44
- Views: 18311
Re: [b41] Class Pack "Zigurath"
*clap clap* Nice work everyone. /does a funky little dance
Would it be possible to somehow branch this and develop it communally (allow multiple authors to update their class directly to the class pack)?
Like.. put it on git or something.
Would it be possible to somehow branch this and develop it communally (allow multiple authors to update their class directly to the class pack)?
Like.. put it on git or something.
- Tue Jul 17, 2012 1:05 pm
- Forum: Ideas
- Topic: events triggered by discovering areas of the map
- Replies: 3
- Views: 1975
events triggered by discovering areas of the map
I have been thinking about the possibility to turn exploration into a resource. Would it be possible to code something that happens on discovering (=removing the shroud) part of the map? For example, the player has a certain percentage chance of receiving a resource for each tiles he discovers (this...
- Sun Jul 15, 2012 7:17 pm
- Forum: Addons
- Topic: Converting Actor.lua code into hooks
- Replies: 4
- Views: 2215
Re: Converting Actor.lua code into hooks
I'm mostly interested in knowing how to tell which functions to call and how to name them and such. You call the functions that you want to hook. You name the local function whatever you want In the example above: local takeHit_hook = function(self, data) That is the new function that will be hooke...
- Sun Jul 15, 2012 6:43 pm
- Forum: Addons
- Topic: Converting Actor.lua code into hooks
- Replies: 4
- Views: 2215
Re: Converting Actor.lua code into hooks
Perhaps try something like this? Goes in hooks/load.lua local takeHit_hook = function(self, data) if self:attr("protect") then if rng.percent(self.protect_chance) and not (self.ranger_pet==nil or self.ranger_pet.dead)then local distance = core.fov.distance(self.x, self.y, self.ranger_pet.x...