Search found 51 matches
- Thu Sep 17, 2020 4:13 pm
- Forum: Bugs Archive
- Topic: [1.6.7] Indefinite Level Generation
- Replies: 2
- Views: 891
Re: [1.6.7] Indefinite Level Generation
...Hrm. See, I thought there were no such addons running because I'd looked at the addons page previously and I hadn't seen any of the old addons I used to use there. But looking again, there actually are a few. So I guess that's why. I'll remove that one for sure.
- Thu Sep 17, 2020 5:20 am
- Forum: Bugs Archive
- Topic: [1.6.7] Indefinite Level Generation
- Replies: 2
- Views: 891
[1.6.7] Indefinite Level Generation
When I move from the first level of Norgos' Lair to the second level, the level generation goes on continuously. This error repeated when I went in a second time. I have no addons except those packaged with the base game. This is the error I got when I looked in the log: Lua Error: /mod/addons/Vulcu...
- Mon May 11, 2015 4:39 pm
- Forum: Bugs Archive
- Topic: never ending area creation
- Replies: 8
- Views: 2952
Re: never ending area creation
It happened to me again, and I don't have Reaver Tweaks or Aether Operator The weird thing about it was, after I warped out and back to the bugged floor using debug mode, there was a clone of myself sitting at the place I had first spawned... It wasn't doing anything. And it didn't react to being at...
- Sat May 09, 2015 7:58 pm
- Forum: Bugs Archive
- Topic: never ending area creation
- Replies: 8
- Views: 2952
Re: never ending area creation
I'm having the same/similar problem! I lost one run because the Ruined Dungeon loaded infinitely (infinite dungeon indeed...) and when I went back to the save file after killing the game, I spawned inside a wall! When I teleported out, the game skipped all my turns while monsters murdered me. More r...
- Fri May 08, 2015 7:10 pm
- Forum: Ideas
- Topic: Make all wyrmic skills follow the elemental aspect
- Replies: 15
- Views: 5011
Re: Make all wyrmic skills follow the elemental aspect
I strongly endorse a basic "dragon" tree that all dragons share that includes stuff like wing buffet and swallow.
IMO acid spit is just fine though, fire spit, ice spit, and sand spit seem rather unnecessary to add lol unless the basic tree needs padding for some reason
IMO acid spit is just fine though, fire spit, ice spit, and sand spit seem rather unnecessary to add lol unless the basic tree needs padding for some reason
- Thu May 07, 2015 7:46 pm
- Forum: Ideas
- Topic: Artifact & Ego ideas
- Replies: 542
- Views: 366004
Re: Artifact & Ego ideas
New Ego: Of Mania
Provides boost to global and/or mind speed, mind damage, and mindpower, at the cost of Mind save and Confusion resist
I don't think I've seen anything like this around, and I figured it was a fun idea. Not sure what item type it would go on in particular.
Provides boost to global and/or mind speed, mind damage, and mindpower, at the cost of Mind save and Confusion resist
I don't think I've seen anything like this around, and I figured it was a fun idea. Not sure what item type it would go on in particular.
- Sun May 03, 2015 9:14 pm
- Forum: Ideas
- Topic: Make all wyrmic skills follow the elemental aspect
- Replies: 15
- Views: 5011
Re: Make all wyrmic skills follow the elemental aspect
I forgot about Venomous Breath. Which... Seems odd in the Higher wyrm talents anyway to be honest. It seems very different thematically from the other things in that tree. And... Yeah, of course wing buffet and bellowing roar are things that fire drakes actually use. Fire Drakes actually have that t...
- Sat May 02, 2015 7:33 pm
- Forum: Ideas
- Topic: Make all wyrmic skills follow the elemental aspect
- Replies: 15
- Views: 5011
Re: Make all wyrmic skills follow the elemental aspect
I agree, actually. If nothing else, there should be some way to add on to Wing Buffet and Bellowing Roar so that they INCLUDE fire damage. Also, Swallow does Nature damage, not physical damage, which is... Really rather strange, honestly. I don't think any other Wyrmic ability does Nature damage and...
- Fri May 01, 2015 6:44 pm
- Forum: Ideas
- Topic: Vermin Wilder/"Arthromancer" and Corrupted Wilders
- Replies: 14
- Views: 6199
Re: Vermin Wilder/"Arthromancer" and Corrupted Wilders
Why not just use Equilibrium or Vim? Point. I'd say it would miss out on the sense of fusion, but I don't really know what that would look like to begin with? Equilibrium and Vim are literally opposites, so I don't know how you'd combine them (can only be recovered in/out of combat, runs out/builds...
- Thu Apr 30, 2015 5:48 pm
- Forum: Ideas
- Topic: Vermin Wilder/"Arthromancer" and Corrupted Wilders
- Replies: 14
- Views: 6199
Re: Vermin Wilder/"Arthromancer" and Corrupted Wilders
I think there's a witch doctor addon. A vim/equilibrium user. Link probably won't even load in 1.3 but whatever I don't really recommend the class/idea. It turned out to be a horrible mess of trying to balance the general terribleness of both resources. Equilibrium has a fairly steep curve for fail...
- Tue Apr 28, 2015 11:56 pm
- Forum: Ideas
- Topic: Change Elemental Surge (also other minor thing)
- Replies: 1
- Views: 1275
Change Elemental Surge (also other minor thing)
Right, so, after using Elemental Surge on an Arcane Blade, I've come to the conclusion that the Lightning version of it is terrible on melee characters. If you use a lot of lightning damage, it can easily become impossible to stay in melee range and use your powerful attacks- And there's no way to t...
- Tue Apr 28, 2015 11:34 pm
- Forum: Ideas
- Topic: Vermin Wilder/"Arthromancer" and Corrupted Wilders
- Replies: 14
- Views: 6199
Vermin Wilder/"Arthromancer" and Corrupted Wilders
Okay, so these are a few ideas, somewhat related! The first idea is a Wilder that is either based around bugs in general (an "Arthromancer", who controls arthropods) or, even more broadly, around vermin! In which case it would include rodents, and maybe something else? Probably the Arthrom...
- Fri Feb 28, 2014 2:33 pm
- Forum: Ideas
- Topic: "Cleric" class (working title, theorycrafting)
- Replies: 3
- Views: 2439
Re: "Cleric" class (working title, theorycrafting)
Hrm... There is some overlap, and what I have laid out might not differentiate it enough from the paladin. There probably needs to be some rethinking done- I don't want them to personally be the incredible tanks that the Sun Paladins are, just somewhat survivable. The basic point of this class is th...
- Fri Feb 28, 2014 10:03 am
- Forum: Ideas
- Topic: "Cleric" class (working title, theorycrafting)
- Replies: 3
- Views: 2439
"Cleric" class (working title, theorycrafting)
Okay, so. I've had this idea floating around for a while. I was hoping to maybe code it as an addon, but I'm not ready for that yet, if I'm going to be. For now though, I figured I'd put something up and maybe work together to get it closer to something that's viable. So, I basically thought there s...
- Mon Jan 27, 2014 4:09 pm
- Forum: Ideas
- Topic: Move Mobile Defense to Combat Training.
- Replies: 9
- Views: 4093
Re: Move Mobile Defense to Combat Training.
Maybe it could come with a (-small-) evasion chance?