Search found 67 matches

by Bormoth
Sat Aug 22, 2020 2:53 pm
Forum: Bugs Archive
Topic: [1.7b3] Bug Maser of Flesh\Putrescent Liquefaction
Replies: 1
Views: 746

[1.7b3] Bug Maser of Flesh\Putrescent Liquefaction

Master of flesh/Putrescent Liquefaction throws error. [LOG] Loading tile from tileset /data/gfx/shockbolt/object/2haxe_iron.png [MOUSE] pre starting drag'n'drop [LOG] Player2 activates #{bold}##ORANGE#Putrescent Liquefaction#LAST#.#{normal}# ##Use Talent Lua Error## T_PUTRESCENT_LIQUEFACTION Actor: ...
by Bormoth
Sat Aug 22, 2020 2:41 pm
Forum: Bugs Archive
Topic: [1.7b3] Bug: Soul Leech
Replies: 0
Views: 778

[1.7b3] Bug: Soul Leech

Enemies who die due to indirect means like necrotic summons don't award souls, it is really bothersome to play pure necromancer specs. Probably wrong hook or event was used, and function should besummoned not on kill but on death.
by Bormoth
Sun Oct 25, 2015 6:40 pm
Forum: Ideas
Topic: New Backup Guardian Ideas
Replies: 7
Views: 2869

Re: New Backup Guardian Ideas

Most of the backup guardians have artifacts aligned to them, and the main reason to return... At least on normal where randarts are rare, and good randarts are even more rare.
by Bormoth
Sun Oct 25, 2015 5:54 pm
Forum: Ideas
Topic: Please make the "war on orcs" a bit more interesting
Replies: 15
Views: 5390

Re: Please make the "war on orcs" a bit more interesting

There was once area that reduced orc patrols count upon completion but it was removed for some reason.
by Bormoth
Sun Oct 25, 2015 3:51 pm
Forum: Ideas
Topic: Sticky Smoke
Replies: 4
Views: 2425

Re: Sticky Smoke

Dim vision is actually pretty good on every one with ranged attacks you want to come closer or run to you through the traps. What it actually does is reduces sight range significantly(I haven't checked so can't be sure, but it is 1 square?) so if enemies can't see you then unseen actions can resteal...
by Bormoth
Thu Oct 15, 2015 5:30 pm
Forum: Ideas
Topic: bad ego?
Replies: 9
Views: 4998

Re: bad ego?

Actually choking are not so bad, there are items to fully negate effect.(water breathing, and one that turns you undead and makes you not require air to breath.)
by Bormoth
Thu Oct 15, 2015 5:21 pm
Forum: Addons
Topic: The Trench Strider: Celestial Melee/Caster of Moon and Sea
Replies: 87
Views: 70950

Re: The Trench Strider: Celestial Melee/Caster of Moon and S

Oh I see, Well then it is. dunno what to say. I liked that aoe as is, now probably even more. Your cass has a lot of ways to play. Unlikely as you said it depends, but generally your fights not last that long, and this class has pretty strong potential as other to finish it quick. Only something lik...
by Bormoth
Thu Oct 15, 2015 6:35 am
Forum: Addons
Topic: Witherer: v2.0.0
Replies: 82
Views: 72053

Re: Witherer: v1.0.0

Housepet, just few questions. It seems acid worm tagged as desease, but somehow not triggers cyst burst, or epunge is it intended(not sure haven't fiddled with this skill much on corruptors). Also your Locus swarm desease, isn't spread by cyst burst, and purged and deals no damage by third deseases ...
by Bormoth
Thu Oct 15, 2015 6:26 am
Forum: Addons
Topic: The Trench Strider: Celestial Melee/Caster of Moon and Sea
Replies: 87
Views: 70950

Re: The Trench Strider: Celestial Melee/Caster of Moon and S

HousePet told me what moronic coding mistake I'd made, so 1.0.8 is done! Shouldn't break saves. Old drown still exists in code, existing characters with it will still have it but be unable to put more points in it. 1.0.8 Lunar Grace is now a bolt. It will explode on the first target hit for (less t...
by Bormoth
Thu Oct 15, 2015 6:12 am
Forum: Ideas
Topic: Hate mechanic and Doomed trees concept (WIP)
Replies: 16
Views: 7193

Re: Hate mechanic and Doomed trees concept (WIP)

Shadows play already with darkness, they deal more damage, and help you live. My only wish dark beam wouldn't trigger fade . It deals 0 damage and no threat to shadow on it's own at all. Though it is not big deal because mental tyranny is still playing big role in doomed gameplay, and this damages s...
by Bormoth
Wed Oct 14, 2015 8:41 pm
Forum: Ideas
Topic: Hate mechanic and Doomed trees concept (WIP)
Replies: 16
Views: 7193

Re: Hate mechanic and Doomed trees concept (WIP)

Well actually I used the lvl 1 darkness for like 2 or 3 tier 1 dungeons, mostly because I made shadows build and was hard pressed to put on second skill and shadows quickly to scale as soon as possible. Btw not convinced on many one with shadows as good spenders, never maxed them. And even then you ...
by Bormoth
Tue Oct 13, 2015 11:26 am
Forum: Ideas
Topic: Automatically deactivate Meditation when enemies appear
Replies: 11
Views: 5045

Re: Automatically deactivate Meditation when enemies appear

Ok you are right Meditate gives numbed status and this one indeed inherited, still, summons are meat shield to hide behind, so damage of them little of effect. But you are absolutely correct, thanks. Or at least for me, choice between more summons in total over fight or less more powerfull summons i...
by Bormoth
Mon Oct 12, 2015 8:51 pm
Forum: Addons
Topic: The Trench Strider: Celestial Melee/Caster of Moon and Sea
Replies: 87
Views: 70950

Re: The Trench Strider: Celestial Melee/Caster of Moon and S

I might, actually. I was worried about them not having enough wet, but if you're hitting them for crits you're probably already in range. Well there are spell crits(Does it works on those not tested enough, and there are aoe) which it might be useful if you are willing to spend turn if you don't ha...
by Bormoth
Mon Oct 12, 2015 7:46 pm
Forum: Addons
Topic: The Trench Strider: Celestial Melee/Caster of Moon and Sea
Replies: 87
Views: 70950

Re: The Trench Strider: Celestial Melee/Caster of Moon and S

Why lunar rush just silly and fun, not really strong and there are stronger skills, though having mobility useful and it is fun way to play. If you really make want make it less fast Remove wet on crit, it is main reason you have unlimited jumps each act instead of one per turn. From tides and wet s...
by Bormoth
Mon Oct 12, 2015 12:52 pm
Forum: Ideas
Topic: Automatically deactivate Meditation when enemies appear
Replies: 11
Views: 5045

Re: Automatically deactivate Meditation when enemies appear

Well ritch flamespitter dealing half damage I would notice, but nope it deals same damage, same with Hydra. code fom summon "setupSummon" in gifts.lua m.inc_damage = table.clone(self.inc_damage, true) m.resists_pen = table.clone(self.resists_pen, true) m:attr("stun_immune", self:...