Search found 33 matches
- Mon Apr 20, 2015 10:21 pm
- Forum: Bugs Archive
- Topic: Temporal Hounds bugged
- Replies: 11
- Views: 3919
Re: Temporal Hounds bugged
I have the same issue. Tried applying the fix, but no success. (I copy and pasted the text into the lua to make sure it was exact.) Around the same time (but possibly caused by other attempts to fix, such as unlearning the skill?) the error went from a single pop-up to a continuous stream of them. O...
- Sun Nov 23, 2014 4:30 am
- Forum: Addons
- Topic: [1.1.5] Auto-explore & Rest Tweaks
- Replies: 39
- Views: 31099
Re: [1.1.5] Auto-explore & Rest Tweaks
I have an issue where "on rest" triggers never activate. Other triggers seem to work fine, and I get around the problem by using a "when no enemies are in sight" trigger instead, which does the same job, but slows things down. Does anyone else have this issue? I'm running over a ...
- Tue Nov 18, 2014 11:38 pm
- Forum: Addons
- Topic: Necromancy+ v2.2 (Although now mostly Spiritmancer)
- Replies: 192
- Views: 278943
Re: Necromancy+ v1.6.1
Thanks! The wiki is never fully up to date, which is understandable for a game that just keeps growing. 

- Tue Nov 18, 2014 5:18 am
- Forum: Addons
- Topic: Necromancy+ v2.2 (Although now mostly Spiritmancer)
- Replies: 192
- Views: 278943
Re: Necromancy+ v1.6.1
Ok, good to know. Another question: "Grave Resolve" adds Fear resistance. Does this refer to the Cursed/Fear tree? I tried to find what qualifies as a Fear effect in the wiki, http://te4.org/wiki/Effect , but it omits this category altogether.
- Sun Nov 16, 2014 5:50 pm
- Forum: Addons
- Topic: Necromancy+ v2.2 (Although now mostly Spiritmancer)
- Replies: 192
- Views: 278943
Re: Necromancy+ v1.6.1
Enjoying the mod, thanks for your work!
A question: is cold flames capable of removing sustained effects, or only of reducing durations of temporary effects? The description is a bit vague.
A question: is cold flames capable of removing sustained effects, or only of reducing durations of temporary effects? The description is a bit vague.
- Fri Nov 14, 2014 5:08 pm
- Forum: General Discussion
- Topic: The vault not working?
- Replies: 7
- Views: 4630
Re: The vault not working?
Did you ever get this issue resolved? Steam should be sufficient, I did my purchase that way, and had immediate access to the vault. That said, my access to it is wonky; about 1/3 of the time it will give me an error message stating that a part didn't get placed in the vault, when it actually has, b...
- Fri Oct 31, 2014 3:42 pm
- Forum: Addons
- Topic: [1.1.5] Auto-explore & Rest Tweaks
- Replies: 39
- Views: 31099
Re: [1.1.5] Auto-explore & Rest Tweaks
It would be nice if one could ignore trivial damage while resting. The one that annoys me in particular is the acid splash effect from wretchling's Corrosive Vapor; it only lasts a few turns, but it happens quite frequently. Optionally, this could only ignore damage sources that already exist at the...
- Mon Oct 13, 2014 8:03 pm
- Forum: General Discussion
- Topic: do on-hit % chances stack?
- Replies: 3
- Views: 1650
Re: do on-hit % chances stack?
Excellent... so they DO stack (but not additively of course), I couldn't tell from simple testing, and reading about some non-stacking buffs (projectile evasion etc) had me worried that weapons might suffer the same fate. Glad to know that my extra equipment isn't going to waste. Thanks!
- Mon Oct 13, 2014 5:21 pm
- Forum: General Discussion
- Topic: do on-hit % chances stack?
- Replies: 3
- Views: 1650
do on-hit % chances stack?
If I've got for example, a sword, belt, and helm, that respectively grant a 50%, 30%, and 40% chance to blind a target on a hit, what is my actual chance of blinding a target? Is there any benefit of having multiples of a single effect? As an aside, it would be awesome if the character sheet reporte...
- Tue Sep 30, 2014 11:58 pm
- Forum: Development
- Topic: removing addon tags on website
- Replies: 0
- Views: 2181
removing addon tags on website
Is there a way to remove an addon's existing tags on the site description? Editing init.lua has no effect (possibly because the tags were added via the website), and an extensive series of tests just got me a much longer list of bad tags. :cry: I could delete the addon entirely and upload it from sc...
- Tue Sep 30, 2014 10:17 pm
- Forum: Ideas
- Topic: Is the grand corruptor too strong? (spoilers)
- Replies: 54
- Views: 23662
Re: Is the grand corruptor too strong? (spoilers)
I absolutely mean no disrespect but I don't understand this conversation. When are you all attacking the Grand Corruptor? The only class I every attack him with before returning west AND clearing out the backup guardians is a Necromancer. For one, his name is "The Grand Corruptor." That a...
- Tue Sep 30, 2014 9:50 pm
- Forum: Addons
- Topic: Everything is Unique
- Replies: 157
- Views: 87154
Re: Everything is Unique / Added Difficulties
Prodigy/Cat points are rewards for some of the more difficult difficulties (minus Madness), and are no longer given on all difficulties. More precise bonus numbers can be seen in character select once this addon is installed. Edit: Put a wonderfully crafted graph of bonus points on the main post. Y...
- Tue Sep 30, 2014 3:11 am
- Forum: Development
- Topic: scaling resource costs per talent level?
- Replies: 8
- Views: 4641
Re: scaling resource costs per talent level?
Thanks! Still no luck getting it to work, so perhaps sustains with scaling costs are simply not doable. On the other hand, this has helped to clarify at least one mystery variable. (Though I suppose these are not really variables but functions? I should be more careful with my lingo.) Based on the c...
- Tue Sep 30, 2014 2:54 am
- Forum: Development
- Topic: scaling resource costs per talent level?
- Replies: 8
- Views: 4641
Re: scaling resource costs per talent level?
Does the code I've shown qualify as using "raw" talent level? I'm very new at this; most of what I'm doing is either simple math changes or cut & pastes. I'd probably be far more effective at coding if I had a better idea of what the functions were & how they worked, but I've had l...
- Tue Sep 30, 2014 2:47 am
- Forum: Addons
- Topic: Everything is Unique
- Replies: 157
- Views: 87154
Re: Everything is Unique / Added Difficulties
Two questions: - does the current version of the mod include the additional category point and prodigy it used to provide? (I loved that it allowed for a wider range of builds.) - you mention "achievements" as a bug fix. How are achievements awarded? (I'm guessing they are rounded down? ie...