Search found 53 matches

by yutio888
Fri Jan 21, 2022 8:13 pm
Forum: Metaclass: Mages
Topic: A guide for technomancer in madness difficulty (1.7.4)
Replies: 12
Views: 26239

Re: A guide for technomancer in madness difficulty (1.7.4)

Yes, you were incredibly lucky with the Mummy Lord. As i see, the dude was ~19-20 tiles from you where you spawned. It only arrived close to you (with Teleport, otherwise it would have arrived directly next to you) after ~5 minutes of play, so i guess it tried to Phase Door next to you, it just tri...
by yutio888
Thu Jan 20, 2022 1:08 pm
Forum: Metaclass: Mages
Topic: A guide for technomancer in madness difficulty (1.7.4)
Replies: 12
Views: 26239

Re: A guide for technomancer in madness difficulty (1.7.4)

Sorry for the poor text size No problem :) Maybe I should have made it clear that the video is not a main part of this guide Yes, definately. Playing on madness heavily depends on HOW YOU PLAY. Not just on the build itself. How you actually play, is really really important. Now, i know you do not r...
by yutio888
Tue Jan 18, 2022 4:15 pm
Forum: Metaclass: Mages
Topic: A guide for technomancer in madness difficulty (1.7.4)
Replies: 12
Views: 26239

Re: A guide for technomancer in madness difficulty (1.7.4)

Hi! Congratulations for winning madness with Archmage, and not just once but even three times, each time with a different race. First, a part of your guide is unfortunately still “unreadable”, so very small... I also played a bit with Archmage formerly and I played with Occult Technomancer too, and...
by yutio888
Thu Jan 13, 2022 11:54 pm
Forum: Metaclass: Mages
Topic: A guide for technomancer in madness difficulty (1.7.4)
Replies: 12
Views: 26239

Re: A guide for technomancer in madness difficulty (1.7.4)

Just a dood wrote: Thu Jan 13, 2022 2:20 pm Besides the beginning and end, the text for the guide is really small for some reason
Screenshot (223).png
Text size adjusted.
by yutio888
Thu Jan 13, 2022 2:05 pm
Forum: Metaclass: Mages
Topic: A guide for technomancer in madness difficulty (1.7.4)
Replies: 12
Views: 26239

A guide for technomancer in madness difficulty (1.7.4)

Successful Runs An example ghoul archmage run: https://www.youtube.com/playlist?list=PLf34FOdFpAxhJw23zdiD1dXeWp1_APVOY CharacterSheet: https://te4.org/characters/101395/tome/745af0ee-2580-466b-9ca9-197c13284875 There are some of other several successful runs, which are not played in English: https...
by yutio888
Tue Dec 07, 2021 11:35 am
Forum: Bugs Archive
Topic: [1.7.4.] Kinetic Strike
Replies: 1
Views: 5662

Re: [1.7.4.] Kinetic Strike

Fixed the description, although I'm curious why Kinetic Strike has higher damage than other two strike talents.

See: https://git.net-core.org/tome/t-engine4 ... quests/833
by yutio888
Fri Oct 29, 2021 4:22 am
Forum: Ideas
Topic: Soul Leech should be of type "other"
Replies: 2
Views: 6737

Re: Soul Leech should be of type "other"

It is irritating but it doesn't do nothing. It makes you targetable for damage from tortured souls, for one. There are reasons to clear it... Considering that all undead minions and the nec himself applys Soul Leech on each damage, removing it is almost of no use and making it a great nuisance when...
by yutio888
Fri Oct 29, 2021 3:13 am
Forum: Development
Topic: Success rate of debuff
Replies: 0
Views: 7822

Success rate of debuff

After code diving, a subtle quession occurs to me. In many saving checks (e.g. knocking back, dispel good effects, ... and even some special debuff application) the success rate is bounded in 0% - 95%. However, when applying debuff, the fail rate of saving check is bounded in 0% - 95%, which means t...
by yutio888
Thu Jul 22, 2021 4:37 am
Forum: Bugs Archive
Topic: [1.7.4] Frenzy and Sun Ray faulty interaction
Replies: 3
Views: 7235

Re: [1.7.4] Frenzy and Sun Ray faulty interaction

Fix submitted.

see merge request !65 in cults' repo.
by yutio888
Sun Jun 20, 2021 1:53 am
Forum: Addons
Topic: [v1.0.0-1.0.5] Ignore Race/Class Locks
Replies: 46
Views: 65639

Re: [v1.0.0-1.0.5] Ignore Race/Class Locks

Using this addon might slow the game. Birther.new is called inside setAllowedBuild, and this is a very costly operation. Unluckily, some unlocks are very easy to trigger, e.g., Summon talent used by monster will try unlock Summoner, and will freeze the game for about half second in my laptop, and ma...
by yutio888
Mon Dec 21, 2020 2:55 pm
Forum: Addons
Topic: [1.7.6]Remake of Alchemist
Replies: 10
Views: 8046

Re: [1.7.2]Remake of Alchemist

Rukaneo wrote:Nice Mod. However I noticed a bug regarding ametrine gem. I got this bug.
I've fixed a bug that ametrine effect is amplified by after teleport effect on the equipment, I wonder if it is the bug that you encounter.
by yutio888
Sat Dec 19, 2020 2:31 pm
Forum: Addons
Topic: [1.7.6]Remake of Alchemist
Replies: 10
Views: 8046

Re: [1.7.2]Remake of Alchemist

Update:
1. Fix that chest fails to auto extract gems when leaving current level.
2. Fix that some talent based on bomb explosion fail to trigger.
3. Slightly reduce the damage of Beam Mode.
by yutio888
Sat Dec 19, 2020 6:55 am
Forum: Addons
Topic: [1.7.6]Remake of Alchemist
Replies: 10
Views: 8046

Re: [1.7.2]Remake of Alchemist

Gem Opal effect bug Game version (character creation): tome-1.7.2 Lua Error: /engine/interface/GameTargeting.lua:137: /engine/interface/ActorTalents.lua:190: ...s/new-alchemist/superload/mod/class/interface/Combat.lua:51: bad argument #1 to 'max' (number expected, got nil) stack traceback: [C]: in ...
by yutio888
Fri Dec 18, 2020 1:20 pm
Forum: Addons
Topic: [1.7.6]Remake of Alchemist
Replies: 10
Views: 8046

Re: [1.7.2]Remake of Alchemist

Updated,main changes: 1. Golem gains a new generic tree: Energy that provides passive life regen. 2. Golem now gains one class point every 2 level and one generic point every 5 level. 3. Remake Advanced Golemancy tree and let golem gain 5 more equipment slots. 3. Transmogrification Chest automatical...