The Rime wraith effect, when going through skeleton minions, doesn't heal them, displaying a message:
[Minion] can not be healed this way.
Search found 35 matches
- Sun Nov 01, 2020 4:51 am
- Forum: Bugs Archive
- Topic: Frigid Plunge isn't healing minions
- Replies: 2
- Views: 1242
- Tue Mar 14, 2017 1:08 am
- Forum: Bugs Archive
- Topic: [1.5.0] All but first Chant talents have impossible prereqs
- Replies: 6
- Views: 3630
Re: [1.5.0] All but first Chant talents have impossible prer
Also the sun paladin quest escort might be a good idea to be updated.
Rescued one as a sun paladin and the talents rewards did not make sense as I already had the talents.
Rescued one as a sun paladin and the talents rewards did not make sense as I already had the talents.
- Thu May 30, 2013 1:43 am
- Forum: Addons
- Topic: [1.0.4] New Class: Warrior/Battledancer Beta testing
- Replies: 9
- Views: 5156
[1.0.4] New Class: Warrior/Battledancer Beta testing
Hello everyone! I have been poking the code a lot and actually my coding skills have improved a lot! In this addon I learned how to manipulate particles (kinda), adding a new resource, how knockback works, about fov, using while X,Y in pairs() and many other things. So I present to the community the...
- Wed May 29, 2013 2:07 pm
- Forum: Bugs Archive
- Topic: [1.0.4] Debuffing is not that useful.
- Replies: 5
- Views: 1493
Re: [1.0.4] Debuffing is not that useful.
He's saying that debuffs to enemy *power stats are only affecting their base (pre-stat) value - a critter might have 5 base spell power, and then have 50 magic adding another 30 or whatever it works out to with the diminishing returns. A debuff of 20 to this critter would only reduce their spell po...
- Wed May 29, 2013 1:36 am
- Forum: Bugs Archive
- Topic: [1.0.4] Prox's Lucky Halfling Foot not applying debuff.
- Replies: 4
- Views: 2205
[1.0.4] Prox's Lucky Halfling Foot not applying debuff.
This artifact when is worn by halfling has a special function but is not working 100% properly. On boss-artifacts.lua: 1347 self:specialWearAdd({"wielder","inc_stats"}, { [Stats.STAT_LCK] = -10}) -- Overcomes the +5 Bonus and adds a -5 penalty 1348 self:specialWearAdd({"wiel...
- Wed May 29, 2013 1:26 am
- Forum: Bugs Archive
- Topic: [1.0.4] Debuffing is not that useful.
- Replies: 5
- Views: 1493
[1.0.4] Debuffing is not that useful.
Debuffing spellpower, physical power and mental power will only work if the target already has a positive value in these variables because the code only considers these value as 0 or positive. This means if a creature has base 0 spellpower but 100 magic and get's a spellpower debuff (like Intimidate...
- Mon May 27, 2013 3:41 am
- Forum: Bugs Archive
- Topic: [1.0.4] Unlearning pool talents
- Replies: 2
- Views: 1325
[1.0.4] Unlearning pool talents
Bug: If a player unlearns all talents that use a pool he will keep the talent pool Example: Create an adventurer, learn 1 talent (an spell, or anything), unlearn it and the pool will stay. Problem: In actor.lua: http://git.develz.org/?p=tome.git;a=blob;f=game/modules/tome/class/Actor.lua#l3227 -- Ch...
- Wed May 15, 2013 6:06 pm
- Forum: Ideas
- Topic: Make siding with the assassin lord better
- Replies: 25
- Views: 5269
Re: Make siding with the assassin lord better
Actually would be really cool to have some kind of rogue alliance so players could have another option to side with. Right now the only in-game decision is going Anti Magic or not. Lorewise also sounds cool. Is strange in Maj'Eyal the non gifted people haven't formed an alliance to protect against t...
- Wed May 01, 2013 4:43 pm
- Forum: General Discussion
- Topic: The Elementalist Achievement
- Replies: 6
- Views: 2735
Re: The Elementalist Achievement
Maybe can be done on infinite dungeon.satanicmoogle wrote:It says you need to max all 4 elemental spell talents. How is this possible when that would take 80 points but you only get 60-64 by level 50?
- Wed May 01, 2013 4:25 am
- Forum: Bugs Archive
- Topic: Bug: Objects spawning in walls
- Replies: 1
- Views: 728
Bug: Objects spawning in walls
I was playing with my next new addon and I found a bug with map generation. My addon doesn't modify map generation in any way. While walking through wall in ruins of kor'pul (cheat mode was on, not sure this affect something) I found a chest in walls. http://img5.imageshack.us/img5/6209/bug1pv.png A...
- Mon Apr 29, 2013 8:51 pm
- Forum: Ideas
- Topic: Racial differences
- Replies: 15
- Views: 5770
Re: Racial differences
How about if racial power instead of being a category (using generic points, which affects classes with more generic categories) they are moved to an special area called "racial" (a button next to the prodigies) and they use "Race" points? All races start with 1 race point free, ...
- Mon Apr 29, 2013 7:01 pm
- Forum: Ideas
- Topic: Racial differences
- Replies: 15
- Views: 5770
Re: Racial differences
I'd also like to see some race-specific prodigies, not to replace the current list, but maybe add another row that's racial, with one racial prodigy option for each stat. I was thinking about something like this. Create 6 generic or class talent category named "Stat/ Greater XXX". For exa...
- Mon Apr 29, 2013 1:44 am
- Forum: Ideas
- Topic: Expanding Mindstars for other classes
- Replies: 28
- Views: 6553
Re: Expanding Mindstars for other classes
It's very frustrating trying to do a mindstar melee character (Mindslayer, for instance) because you have to try to scrape together 750g while being unable to invest in a weapon mastery, and the options presented by Wilder for such a playstyle are poor. You can remove points on talent if you didn't...
- Fri Apr 26, 2013 10:33 pm
- Forum: Addons
- Topic: [v1.0.1] New weapon: Double-sided weapons
- Replies: 12
- Views: 5908
Re: [v1.0.1] New weapon: Double-sided weapons
Indeed was not working, small bug with a capital letter missing.MisiuPysiu wrote:Im not shure the bonus damage from the mastery is working. I switched from a normal 2h to an artifact 2blade and my damage fell from 170 per hit to 70.
cheers.
Just uploaded new version with the bug fixed!
- Fri Apr 26, 2013 3:51 pm
- Forum: Ideas
- Topic: Optional events/dungeons to prevent earlygame repetitiveness
- Replies: 36
- Views: 10378
Re: Optional events/dungeons to prevent earlygame repetitive
Scintillating Caves: A group of adventurers from zigur went inside this area. Zigur send them to test their abilities against the magical creatures found in this cave. The player have the chance to help them destroy the arcane users, side with the crystals and destroy the non magical beings... or de...