Search found 30 matches

by Nekoatl
Sat Aug 21, 2021 1:26 pm
Forum: General Discussion
Topic: [1.7.4] Totality not reducing cooldowns
Replies: 2
Views: 944

[1.7.4] Totality not reducing cooldowns

Totality's description says it reduces cooldowns of Celestial skills by 3-6. I understand this to include Moonlight Ray, Twilight, and Healing Light... yet, using these skills while Totality is active puts them on their normal cooldowns... 3, 6, and 10 turns, respectively, instead of the 0, 0, and 4...
by Nekoatl
Wed Mar 10, 2021 2:10 pm
Forum: Ideas
Topic: Phantasmal Shield Synergy
Replies: 1
Views: 7832

Phantasmal Shield Synergy

I would like phantasmal shield to be added to the list of shield types Shielding and Aegis interact with. Not because there's any particular improvement I'm interested in. Just because it bothers me that the other shield types are listed but phantasmal shield is not. Makes the Phantasm category feel...
by Nekoatl
Tue Oct 06, 2020 5:59 am
Forum: Bugs Archive
Topic: [1.7b7] Skeleton Mage: Flame vs Bone Giant
Replies: 0
Views: 723

[1.7b7] Skeleton Mage: Flame vs Bone Giant

It seems like a player-summoned Skeleton Mage's Flame spell will pass harmlessly through the player and player-summoned skeletons, except for player-summoned Bone Giants. I saw my giant step in the path of my mage's flame, stop the projectile, and start burning.
by Nekoatl
Wed Sep 23, 2020 8:02 pm
Forum: Ideas
Topic: Hiemal Shield recharge on rest
Replies: 0
Views: 1312

Hiemal Shield recharge on rest

If Hiemal Shield is damaged, and enough souls are available for it to successfully recharge, "Rest a while" currently will wait 0 turns if there is not some other target for resting. This means the player must manually click, click, click until the shield recharges, or accept a heightened ...
by Nekoatl
Wed Sep 23, 2020 7:19 am
Forum: Bugs Archive
Topic: [1.7b6] Throw Bones vs NPCs
Replies: 1
Views: 854

[1.7b6] Throw Bones vs NPCs

When a player-created Bone Giant uses Throw Bones, it causes bleeding to nearby friendly/neutral NPCs causing them to turn hostile and disrupting related quests. This can result in some rather harsh hidden penalties to investing in Assemble (such as permanently losing access to the special shop in L...
by Nekoatl
Sun Aug 30, 2020 12:45 am
Forum: Bugs Archive
Topic: Confused Skeletons
Replies: 5
Views: 1548

Re: Confused Skeletons

by Nekoatl
Sat Aug 29, 2020 2:11 pm
Forum: Bugs Archive
Topic: Confused Skeletons
Replies: 5
Views: 1548

Re: Confused Skeletons

Okay, I found my save folder, but I'm not sure which files to upload. I tried zipping the whole folder, but the forums have a rather strict attachment size limit of 256 KB.
by Nekoatl
Thu Aug 27, 2020 6:48 pm
Forum: Bugs Archive
Topic: Confused Skeletons
Replies: 5
Views: 1548

Confused Skeletons

I'm in the Daikara and my skeletons have stopped following me... there's one on either end of a long pass that just keeps walking back and forth between the same pairs of squares, and the others won't walk past them. I'd be happy to upload my save file for analysis if I knew where to find it.
by Nekoatl
Thu Aug 27, 2020 6:42 pm
Forum: Bugs Archive
Topic: Refunding Class Points v1.7B4
Replies: 2
Views: 1131

Re: Refunding Class Points v1.7B4

The game doesn't allow refunding of points during combat or several turns after combat ends. Could that explain your experience?
by Nekoatl
Sun Aug 09, 2020 4:09 pm
Forum: Ideas
Topic: Auto-explore speed limit
Replies: 0
Views: 1238

Auto-explore speed limit

If the player has a movement speed boost, they'll tend to leave their minions behind while auto-exploring. It'd be nice if auto-explorer capped the player's movement speed at the speed of the slowest party member.
by Nekoatl
Sun Aug 09, 2020 7:39 am
Forum: Bugs Archive
Topic: Spectral Sight
Replies: 2
Views: 977

Re: Spectral Sight

It all seems to be working correctly now, thanks.
by Nekoatl
Sat Aug 08, 2020 6:05 am
Forum: Bugs Archive
Topic: Spectral Sight
Replies: 2
Views: 977

Spectral Sight

2 of the 3 passive effects on Spectral Sight don't work as described. The detection of undead within range only applies to enemies, but the description does not specify this limitation, suggesting that it would allow the Necromancer to know the location of its own minions as well. The perception of ...
by Nekoatl
Fri Aug 07, 2020 10:38 pm
Forum: Ideas
Topic: Escort Placement
Replies: 0
Views: 1375

Escort Placement

When entering a new zone, skeleton minions are placed before escort NPCs. In tight spaces (such as forest corridors), this can result in the escort NPC spawning out of sight of the player and being killed before the player can find him. Since the skeletons are more expendable than the escort, I reco...
by Nekoatl
Fri Aug 07, 2020 7:56 pm
Forum: Bugs Archive
Topic: Soul Leech not providing souls
Replies: 3
Views: 2578

Soul Leech not providing souls

It seems that Soul Leech isn't providing souls when skeletons kill enemies.
by Nekoatl
Thu Aug 06, 2020 11:48 am
Forum: Ideas
Topic: Silk Current for Necromancer
Replies: 2
Views: 2113

Silk Current for Necromancer

Seems like adding Necromancer's pure cold talent categories (Grave, Glacial waste, and Rime wraith) to Silk Current would be appropriate.