Search found 16 matches
- Thu May 09, 2019 2:27 am
- Forum: Addons
- Topic: Dread Necromancer v1.13
- Replies: 63
- Views: 48731
Re: Dread Necromancer v1.5
Skeleton Deadeye's supposed ability to bypass other targets to strike their focus doesn't seem to be working. If there isn't a direct path to their target, they just don't attack, which makes an already dubious point investment (since they can also be blocked by terrain or distracted by enemies who ...
- Wed Mar 07, 2018 1:41 am
- Forum: Metaclass: Mages
- Topic: Death Knight 2H Guide (Insane) (1.5.5)
- Replies: 6
- Views: 17743
Re: Death Knight 2H Guide (Insane) (1.5.5)
Got another win, this time with an Ogre Deathknight going Dusk / Frost, no Squire, and with the fixed version of Lightbane.
https://te4.org/characters/38764/tome/a ... 9693172915
I learned a lot this run, will update the guide itself soon.
https://te4.org/characters/38764/tome/a ... 9693172915
I learned a lot this run, will update the guide itself soon.
- Sat Oct 21, 2017 7:54 pm
- Forum: Metaclass: Mages
- Topic: Death Knight 2H Guide (Insane) (1.5.5)
- Replies: 6
- Views: 17743
Re: Death Knight 2H Guide (Insane) (1.5.5)
I probably won't be adding new content to the class but I'll still support it with bugfixes. Though long term I plan on fitting in some form of this class to the main game - maybe if we ever got an Undead Campaign for example, although I'd add a lot more polish. Even just bugfixes would be great! T...
- Wed Aug 16, 2017 10:13 pm
- Forum: Metaclass: Mages
- Topic: Death Knight 2H Guide (Insane) (1.5.5)
- Replies: 6
- Views: 17743
Death Knight 2H Guide (Insane) (1.5.5)
Death Knight is a mod class by Razakai, available here: https://te4.org/games/addons/tome/deathknight For my own credentials, I've beaten the game with one on Insane / Roguelike with no other major content mods: https://te4.org/characters/38764/tome/f17864f3-7e06-474a-b96c-96276952e138 And again aft...
- Thu Mar 09, 2017 10:10 pm
- Forum: Metaclass: Defilers
- Topic: Doombringer Guide & Analysis
- Replies: 34
- Views: 110046
Re: Doombringer Guide & Analysis
I want to draw your attention to an item choice that was left out of the guide, the Blighted Maul . It comes with a steep penalty to attack speed, but in exchange you get one of the most powerful on-hit procs in the game: Damages enemies in a radius 1 of your target (based on Strength) This is espec...
- Sat Feb 20, 2016 5:08 pm
- Forum: Addons
- Topic: [v1.2.0+] Semi-Roguelike Mode
- Replies: 25
- Views: 16802
Re: [RFC] Semi-Roguelike Mode
Play Roguelike mode, make a small addon that makes the Master always drop The Blood of Life.
Or just make a habit of taking Cauterize, really, no addon necessary. It's almost as good and you can do it "guilt"-free.
Or just make a habit of taking Cauterize, really, no addon necessary. It's almost as good and you can do it "guilt"-free.
- Sat Feb 20, 2016 5:02 pm
- Forum: Addons
- Topic: [v1.0.0-1.1.0+] ZOmnibus Addon Pack/ZOmnibus Lite
- Replies: 518
- Views: 2133528
Re: [v1.0.0-1.1.0+] ZOmnibus Addon Pack
Trying to add points to Rush in the talent planner on my Ogre Sun Paladin causes a LUA error. Lua Error: /data/talents/techniques/techniques.lua:176: attempt to call method 'getStr' (a nil value) At [C]:-1 getStr At /data/talents/techniques/techniques.lua:176 req At .../addons/zomnibus/superload/mod...
- Wed Feb 10, 2016 3:11 am
- Forum: Bugs Archive
- Topic: [1.4.3] Light / Barrier overrides shields instead of adding.
- Replies: 6
- Views: 1668
Re: [1.4.3] Light / Barrier overrides shields instead of add
0player wrote:They actually don't stack, just the stronger one is used.
What's this mean, then?1.4.0 patch notes wrote: Allow damage shields to merge
- Sun Feb 07, 2016 8:42 pm
- Forum: Addons
- Topic: Improved Auto-Explore and Rest
- Replies: 109
- Views: 77621
Re: Improved Auto-Explore and Rest
Thanks for the poke. I started working on this last weekend, ran into some trouble with it seeming to not quite process the init hook anymore. I'll be trying to get this working again this weekend. 1.4 just happened to launch while I was EO bingin' so I have to look over that to get over here :) Yo...
- Sun Feb 07, 2016 8:12 pm
- Forum: Bugs Archive
- Topic: Typos (1.4 and onward!)
- Replies: 141
- Views: 148646
Re: Typos (1.4 and onward!)
Fillarel's dialogue when a Sun Paladin makes it back to the East has "courrage" instead of courage.
(fixed - stuntofthelitter)
(fixed - stuntofthelitter)
- Sun Feb 07, 2016 6:02 pm
- Forum: Bugs Archive
- Topic: [1.4.3] Light / Barrier overrides shields instead of adding.
- Replies: 6
- Views: 1668
[1.4.3] Light / Barrier overrides shields instead of adding.
As I understand it, 1.4.x changed damage shields so that they stack, rather than overriding each other. However, the Celestial / Light skill Barrier still works according to the old rules -- it overrides rune-based damage shields, and if you activate it first rune-based damage shields can't be activ...
- Fri Jan 29, 2016 12:13 am
- Forum: Bugs Archive
- Topic: (1.4.0) Resource bar is colorless / hard to read.
- Replies: 3
- Views: 2016
Re: (1.4.0) Resource bar is colorless / hard to read.
Souls (for Necromancers / mod classes) also seem to be affected.
Very quick fixes all around, though, I really appreciate the effort for us laptop users / people annoyed by fullscreen shader effects.
Very quick fixes all around, though, I really appreciate the effort for us laptop users / people annoyed by fullscreen shader effects.
- Tue Jan 26, 2016 10:43 pm
- Forum: Bugs Archive
- Topic: (1.4.0) Resource bar is colorless / hard to read.
- Replies: 3
- Views: 2016
Re: (1.4.0) Resource bar is colorless / hard to read.
Vim was fixed as of 1.4.1, but Paradox still has the same issue.
On the bright side, Positive Energy, Mana, and Breath all seem to be working fine.
On the bright side, Positive Energy, Mana, and Breath all seem to be working fine.
- Tue Jan 26, 2016 2:51 am
- Forum: Bugs Archive
- Topic: (1.4.0) Resource bar is colorless / hard to read.
- Replies: 3
- Views: 2016
(1.4.0) Resource bar is colorless / hard to read.
Disabling OpenGL shaders turns resource bars (Paradox and Vim for sure, possibly others, I haven't looked yet) colorless, which makes it extremely hard to tell how full they are at a glance.
- Tue Jan 26, 2016 1:03 am
- Forum: Addons
- Topic: Improved Auto-Explore and Rest
- Replies: 109
- Views: 77621
Re: Improved Auto-Explore and Rest
This broke pretty badly with 1.4.0, I can't even start a new campaign with it active. It spawned an error which I can easily reproduce, but I can't file the log file where it was recorded, if any -- how can I do that? edit: Nevermind, I figured it out -- looks like it wasn't generating new text logs...