Search found 34 matches
- Fri Jun 20, 2014 3:10 am
- Forum: Ideas
- Topic: Allow learning Cursed Aura from Lumberjacks quest
- Replies: 6
- Views: 1741
Re: Allow learning Cursed Aura from Lumberjacks quest
Why not just stick it back on the coffins where it used to be? I never liked this because it was random. You might end up with the curse on a character that doesn't want it, and you might not get it on a character you want to have it. From a flavor perspective it makes more sense to have it come fr...
- Mon Jun 09, 2014 7:34 pm
- Forum: Bugs Archive
- Topic: [1.2.1] Game crashes after every merchant unique I buy
- Replies: 0
- Views: 463
[1.2.1] Game crashes after every merchant unique I buy
The game crashes every time after I buy a merchant unique. It seems to crash immediately after it's done saving. Here's the log incase it helps.
- Sat Jun 07, 2014 4:29 am
- Forum: Ideas
- Topic: Mindslayer balancing
- Replies: 90
- Views: 29253
Re: Mindslayer balancing
Because will/cun builds are already viable and it's extremely hard to make str/dex/will/cun builds viable as well without breaking anything. I hope I don't sound like I'm nitpicking, but they're already viable the way the class currently is. Yes, I understand the class currently has op talents, but...
- Fri Jun 06, 2014 8:07 pm
- Forum: Ideas
- Topic: Mindslayer balancing
- Replies: 90
- Views: 29253
Re: Mindslayer balancing
7) Augmented striking: Experience : other players report this tree to be somewhat boring and useless. Knockback is more annoying than useful, overall abilites are underwhelming. Suggestion : tree should be made more synergetic and interesting to become comparable with focus and other offensive opti...
- Thu Jun 05, 2014 5:26 am
- Forum: Ideas
- Topic: Mindslayer balancing
- Replies: 90
- Views: 29253
Re: Mindslayer balancing
I don't know.. 80-128 is pretty typical for an endgame artifact twohander. Legacy of the Naloren, voratun with crystal focus and hammer of the deep of the deep bellow are all similar. My bad, I wrote that poorly and I can see why you misunderstood what I meant. The numbers I gave were directed at t...
- Wed Jun 04, 2014 5:33 pm
- Forum: Ideas
- Topic: Reworking Chronomancy ver 2
- Replies: 749
- Views: 232132
Re: Reworking Chronomancy ver 2
I know I haven't responded here for a bit, been busy coding, but I'm still reading ideas that show up in this thread. HousePet you read my mind with Dimensional Anchor :) 2nd edition D and D player? Temporal Warden trees and generic trees are all mapped out and the first couple are coded. Here's a ...
- Wed Jun 04, 2014 7:28 am
- Forum: General Discussion
- Topic: *blink* O-kaaay, that could have been clearer...
- Replies: 8
- Views: 4482
Re: *blink* O-kaaay, that could have been clearer...
Yeah, I couldn't figure it out either my first time. I only found out because I forgot about the quest and I was just randomly clicking on houses in the far east. I doubt many new players manage to figure it out on their own in a timely manner. This should definitely be changed.
- Wed Jun 04, 2014 7:13 am
- Forum: Ideas
- Topic: Mindslayer balancing
- Replies: 90
- Views: 29253
Re: Mindslayer balancing
I apologize if some of what I'm about to say has been discussed before, I didn't follow any of the threads about the changes made. I just beat the game with a Ghoul Mindslayer dual wielding two handers: http://te4.org/characters/11995/tome/30c8fa8e-9a39-49ca-b08e-7f86fb82f66b. This character played ...
- Wed Jun 04, 2014 5:55 am
- Forum: Ideas
- Topic: Arcane Combat convenience tweak
- Replies: 1
- Views: 879
Re: Arcane Combat convenience tweak
I agree, something really should be done with the procs. Ever try fighting a Radiant/Luminous horror with the flame skill learned? It's a huge pain. There's so many other scenarios where the current method causes problems. The only solution I can think of besides the one you listed would be to make ...
- Wed Jun 05, 2013 1:06 pm
- Forum: General Discussion
- Topic: Negative Resist All
- Replies: 4
- Views: 2018
Re: Negative Resist All
You used Dominant Will on one of those headless horror eyes, and then it died while under your control. This causes the -all resistance penalty the headless horror would normally receive to be transferred to you. Your only option to fix it is to use the debug console. It was pretty easy whenever I h...
- Sun Jun 02, 2013 11:02 am
- Forum: Bugs Archive
- Topic: Bug with golems spawning with artifacts equipped
- Replies: 1
- Views: 839
Bug with golems spawning with artifacts equipped
Upon entering a lvl I've noticed, that occasionally I'll get a lore message about a certain artifact, without me actually obtaining the artifact, stepping on it, or ever seeing it. I had this happen to me again today, so I decided to open the log file to see what happened. This seems to be the relev...
- Tue Jan 15, 2013 7:28 pm
- Forum: Bugs Archive
- Topic: teleported Fyrk into impassable wall
- Replies: 2
- Views: 973
Re: teleported Fyrk into impassable wall
I had this happen to me when I used Teleport in the Charred Scar.
http://forums.te4.org/viewtopic.php?f=42&t=36201
http://forums.te4.org/viewtopic.php?f=42&t=36201
- Sun Jan 13, 2013 12:19 am
- Forum: Bugs Archive
- Topic: [1.0] Crystaline half can still kill you.
- Replies: 0
- Views: 541
[1.0] Crystaline half can still kill you.
Your Crystaline Half can still damage you with the Earthen Missiles fired when you activate the Dwarven Unity skill(the one that swaps you with the Stone Half). This caused my character to get killed at full health when I activated this talent.
- Sat Jan 12, 2013 10:06 pm
- Forum: Addons
- Topic: Kestin Highfin's Lost Vault (Updated to version 1.1.3)
- Replies: 20
- Views: 6135
Re: Kestin Highfin's Lost Vault (Updated to version 1.1.2)
It still doesn't validate for me. Is it just me?
Also, in init.lua, you put the version of the addon instead of the version for the t-engine, it should be 1,0,0. This causes it to show up as auto-incompatible in the addon list, it's a minor thing I know.
Also, in init.lua, you put the version of the addon instead of the version for the t-engine, it should be 1,0,0. This causes it to show up as auto-incompatible in the addon list, it's a minor thing I know.
- Wed Jan 09, 2013 3:22 pm
- Forum: Addons
- Topic: Spellsword (formerly Addon reworking Arcane Blade Class)
- Replies: 221
- Views: 118240
Re: Spellsword (formerly Addon reworking Arcane Blade Class)
Interesting. Originally when I was designing the class, it was to bring the Arcane Blade up to a level on par with other classes (i.e. Bulwarks, Berserkers, Archmages, etc). Do you have a feel how it compares to those? Honestly, I get bored of those specific classes you listed way to quickly to act...