Looked through my winners, some of my best:
Search found 44 matches
- Sat Mar 07, 2015 4:43 pm
- Forum: General Discussion
- Topic: Amazing RandArt collection
- Replies: 14
- Views: 4721
- Thu Feb 26, 2015 2:51 am
- Forum: General Discussion
- Topic: Betatest 1.3: beta5 is up!
- Replies: 61
- Views: 26369
Re: Betatest 1.3: beta5 is up!
The change to drowning in 1.3.0b5 broke other things that affected air. Constrict and curse of nightmares will reduce air, but never kill or do damage unless the target is also standing in water/sand.
- Thu Feb 26, 2015 2:19 am
- Forum: Addons
- Topic: Quick Drown NPCs
- Replies: 8
- Views: 4133
Re: Quick Drown NPCs
Quick Drown NPCs v1.2
- Works with 1.3.0b5.
- You no longer need to equip the rod. It can be used from your inventory.
- Rod is now extra lethal!
- NPCs are prevented from teleporting away while dying.
- Tue Feb 17, 2015 8:43 pm
- Forum: Dumb Questions
- Topic: Sell to shop vs. Transmogrify
- Replies: 4
- Views: 1481
Re: Sell to shop vs. Transmogrify
Awhile ago, I looked through the code to find the answer about transmog vs shops. For example I'll use an item costing 42.5 gold. All items get sold at 5% cost except for gems which get sold at 40%. Item (theoretically) would sell for 2.125 gold. Transmoging an item rounds the sell price down to two...
- Tue Feb 10, 2015 8:28 pm
- Forum: Ideas
- Topic: Let's Brainstorm how to make post-Dreadfell more fun!
- Replies: 42
- Views: 16066
Re: Let's Brainstorm how to make post-Dreadfell more fun!
I'd suggest (or attempt to do myself) varying the pride level maps and making them reflect the area and creatures inside. Right now, most of the pride levels use the "entryway, one big room, unlock exit" map and this can get repetitive. One idea I had that might mix it up a bit is to swap ...
- Mon Feb 09, 2015 11:54 pm
- Forum: Bugs Archive
- Topic: [1.3.0b1] Infrequent crash after character creation
- Replies: 2
- Views: 854
Re: [1.3.0b1] Infrequent crash after character creation
te4_log.txt [LOG] Showing big healthbars and tactical borders. Loading tile from tileset /data/gfx/talents/attack.png [SAVEFILE PIPE] new save running in the pipe: player entity :: character.teac :: table: 0x0ed6fa08 => table: 0x140e20c8 (40) Loading savefile /save/player/ [SAVEFILE PIPE] unleashing...
- Sun Feb 08, 2015 4:25 am
- Forum: Bugs Archive
- Topic: [1.3.0b1] Infrequent crash after character creation
- Replies: 2
- Views: 854
[1.3.0b1] Infrequent crash after character creation
Crashes immediately after character creation, after map loaded, intro-quest text displayed and during initial character save. Happens very rarely, but I've managed to get it four or so times so far. te4_log.txt: [ONLINE PROFILE] current character player the level 1 Dwarf Adventurer [LOG] Showing big...
- Sat Aug 30, 2014 4:39 am
- Forum: Bugs Archive
- Topic: Typos
- Replies: 669
- Views: 199747
Re: Typos
Quiver of the Sun: Shots beam through all targets.
Should be "Shoots"
Should be "Shoots"
- Sat Aug 30, 2014 4:33 am
- Forum: Bugs Archive
- Topic: [1.2.2] Summoned yeek wayists drop artifact weapons
- Replies: 1
- Views: 1049
Re: [1.2.2] Summoned yeek wayists drop artifact weapons
Similar bug: Cursed Sentry with a bow or sling will (correctly) drop the weapon used and incorrectly drop a the ammunition it generated as well. You can use this to get an unlimited number of ego'd arrows or shots.
- Sun Aug 17, 2014 8:58 pm
- Forum: Addons
- Topic: The Randventurer Class [1.2.3]
- Replies: 33
- Views: 16524
Re: The Randventurer Class [1.2.3]
Patch 1.9 ------- Randventurers with wild talents now have a small amount of equilibrium regeneration while resting, as well as a talent tree that lets them regenerate in combat in some way. Added strength requirement to wyrmic trees. Several more trees were given weapon styles. Probabilities for p...
- Fri Aug 15, 2014 10:22 pm
- Forum: Addons
- Topic: The Randventurer Class [1.2.3]
- Replies: 33
- Views: 16524
Re: The Randventurer Class [1.2.3]
Ah, I can see it being an out-of combat problem. Autocast-while-not-in-combat talents usually solve that for me, but that's the lazy way of fixing it. I suppose I could add some small non-combat equilibrium regen to characters with mucus, fungus or melee-summons as a quality of life fix. That could ...
- Wed Aug 13, 2014 6:52 pm
- Forum: Addons
- Topic: The Randventurer Class [1.2.3]
- Replies: 33
- Views: 16524
Re: The Randventurer Class [1.2.3]
So, I am having fun with this. A few comments, though: 1. I'm not so sure Antimagic (and Fungus) should be available. Any character can already get them in Zigur and it completely eliminates the choice of whether to go AM, which is a major strategic aspect of the game. 2. When building a character ...
- Wed Aug 13, 2014 1:24 am
- Forum: Addons
- Topic: The Randventurer Class [1.2.3]
- Replies: 33
- Views: 16524
Re: The Randventurer Class [1.2.3]
Patch 1.8 ----------------- Randventurer will show up if you don't have adventurer category unlocked. Slightly lowered average mastery multipliers for unlocked categories. Bow, Sling and Unarmed weapon styles have correct stats used now. Characters with the Cursed Aura option now get a warning ahead...
- Sat Aug 02, 2014 2:07 am
- Forum: Addons
- Topic: The Randventurer Class [1.2.3]
- Replies: 33
- Views: 16524
Re: The Randventurer Class [1.2.3]
Patch 1.7 ----------- Character creation now limits the number of required stats for talent trees, so you won't end up needing all six stats to build a character. Currently set to using 3 stats + CON. Characters have a chance to get the option for Cursed Aura. Cornacs get some love. (One bonus locke...
- Tue Jul 29, 2014 2:39 am
- Forum: Addons
- Topic: The Randventurer Class [1.2.3]
- Replies: 33
- Views: 16524
Re: The Randventurer Class [1.2.3]
Did you account for addons which use the same mechanism as Poisons and Traps? (One talent grants multiple talents.) I switched back to a (slightly modified) class-based search in 1.6b. I hadn't considered the problems it would cause with addons, and I couldn't make the same assumptions that I did w...