Search found 16 matches

by milo
Sun Jan 31, 2016 2:08 am
Forum: Addons
Topic: Multi-Class Challenge
Replies: 81
Views: 49102

Re: Multi-Class Challenge

Actually, just roll back to the older 1.1.0 version; looks as if it works fine with 1.4.2 as long as you stay out of the shadow crypt. Remember (unlike me) to turn off auto-update. StarKeep: think there's a couple of logic bugs in 1.1.1 in Random.lua in lines 60 and 72, and OnSpots.lua in lines 55 a...
by milo
Thu Jan 28, 2016 7:53 am
Forum: Addons
Topic: Multi-Class Challenge
Replies: 81
Views: 49102

Re: Multi-Class Challenge

Seeing same behavior as Radon26 - no randbosses in 1.4.1 or 1.4.2, and I did set the level cap.
by milo
Wed Jan 27, 2016 6:51 am
Forum: Addons
Topic: Multi-Class Challenge
Replies: 81
Views: 49102

Re: Multi-Class Challenge

Start an alchemist, switch to the golem, and turn on the challenge. The golem gets the new class! Not as utterly cool as it first appears - all of the class and generic points other than the initial set still go to the alchemist, so it's a challenge to choose a class that the golem can do effectively.
by milo
Sat Jan 23, 2016 10:43 pm
Forum: Addons
Topic: Multi-Class Challenge
Replies: 81
Views: 49102

Re: Multi-Class Challenge

Currently sitting at 52. Haven't gotten to the sandworm backup guardian yet, so I'll have a dump for 20 more class points, but beyond that I don't think there'll be anywhere to put them. :) Four stats maxed out, one more almost there.
by milo
Sat Jan 23, 2016 9:57 pm
Forum: Addons
Topic: Multi-Class Challenge
Replies: 81
Views: 49102

Re: Multi-Class Challenge

Also, looks as if player level keeps advancing past 50 even if the cap hasn't been changed from 50. As expected, haven't seen new cat points since 36.
by milo
Sat Jan 23, 2016 8:32 pm
Forum: Addons
Topic: Multi-Class Challenge
Replies: 81
Views: 49102

Re: Multi-Class Challenge

Saw some strange behavior in the Dark Crypt. - The shades weren't marked as randbosses, but still possessed the talents and dropped the treasure of one. - My cursed adventurer used Slash with Arcane Combat/Stone Missiles active and blew away the Rak'Shor Cultist's bone shield in one round. The lore ...
by milo
Tue Mar 31, 2015 5:01 am
Forum: Bugs Archive
Topic: 1.3.1: Cursed objects rendering incorrectly in ASCII mode
Replies: 0
Views: 635

1.3.1: Cursed objects rendering incorrectly in ASCII mode

Cursed items are showing up as periods rather than their proper ASCII characters. Quitting and restarting does not fix the problem. Game's still quite playable; it just makes searching through Fortress inventory a real chore. GTX 980, 2560x1600 screen, graphic mode "ASCII with background <64x64...
by milo
Fri Mar 13, 2015 2:25 am
Forum: General Discussion
Topic: Betatest 1.3: RC1 is up!
Replies: 49
Views: 14951

Re: Betatest 1.3: RC1 is up!

Sending items to the vault sometimes takes more time than I'm willing to wait. Status usually gets to "Saving... 100%", but the progress bar keeps going back and forth. This may be happening on vault errors, as one of the times I was trying to upload a sixth item to my five-item space.
by milo
Tue Mar 10, 2015 7:13 am
Forum: General Discussion
Topic: Betatest 1.3: beta9 is up!
Replies: 23
Views: 7787

Re: Betatest 1.3: beta9 is up!

Golems don't auto-use talents unless under direct player control. I liked to have mine fire Bathe in Light when enemies weren't visible. Can get a rough approximation by setting tactical priorities, but I can't keep the golem from casting it when enemies are around. (Why is self-destruction's defaul...
by milo
Tue Mar 10, 2015 3:51 am
Forum: General Discussion
Topic: Betatest 1.3: beta9 is up!
Replies: 23
Views: 7787

Re: Betatest 1.3: beta9 is up!

Taking all points out of Spell/Golemancy does not get rid of the alchemist's golem. He's still there even with zero points invested. Taking points out of all spells at start time does not get rid of the alchemist's mana bar. (Not sure if this is a bug or a fix - I used to use it as an exploit to get...
by milo
Sun Mar 08, 2015 2:34 am
Forum: General Discussion
Topic: Betatest 1.3: beta9 is up!
Replies: 23
Views: 7787

Re: Betatest 1.3: beta9 is up!

That small red dot is an "iron torque of thermal psionic shield 'Lisuwen'". Suspect just pink and perhaps orange randarts aren't rendering correctly.
by milo
Sun Mar 08, 2015 2:27 am
Forum: General Discussion
Topic: Betatest 1.3: beta9 is up!
Replies: 23
Views: 7787

Re: Betatest 1.3: beta9 is up!

Ah, didn't know that about the losgoroths; I don't play TWs often. Zemekkys as a tiny p isn't a problem, but it looks a little strange. Reloading does fix the player character. On reproducing items dropped by rares: I'm running on Win7 64-bit on a 2560x1600 screen, nVidia 9xx-series card, ASCII with...
by milo
Sat Mar 07, 2015 11:17 pm
Forum: General Discussion
Topic: Betatest 1.3: beta9 is up!
Replies: 23
Views: 7787

Re: Betatest 1.3: beta9 is up!

ASCII mode still has issues. The player character is invisible. Zemekkys shows up as a tiny p. Objects dropped by rares show up as single dots, although loot dropped by Prox and the Dreaming One appeared normally. The monstrous losgoroths at Point Zero are neutral, but the guardians are fighting the...
by milo
Thu Feb 26, 2015 7:40 am
Forum: General Discussion
Topic: Betatest 1.3: beta5 is up!
Replies: 61
Views: 25867

Re: Betatest 1.3: beta5 is up!

Description for temporal warden player character: "duel-weapon" should be "dual-weapon"
Description for ogre guard: "A maul-wield ogre" should be "A maul-wielding ogre"
The vats in the new dungeon are labelled "unknown actor"
by milo
Wed Feb 25, 2015 5:37 am
Forum: General Discussion
Topic: Betatest 1.3: beta5 is up!
Replies: 61
Views: 25867

Re: Betatest 1.3: beta5 is up!

Another minor UI issue: if I have alchemist gems of a certain type in my ammo slot, and I wield more gems of the same type from inventory, the equipped page doesn't update. Closing and reopening the page shows the new ammo total correctly. I stand corrected on the temporal escort reward - it looked ...