I have examined the code for several Cursed talents, Creeping Darkness, Agony, and Blast, and I can't figure out some things:
1. Creeping Darkness
At level 5/5, it releases from 11 spots, and the duration seems to be 12. But it doesn't seem like the 11 spots began each from the beginning. How is the damage spread across the duraction.
And is the damage in a location or attached to an NPC? That is, can they walk to a blank square and not be affected.
And dark vision, does it still change how much you can see through the darkness? The code suggests so, but not the talent description.
And finally, if there are 10 NPCs, who can all see me, and I cast CD, they all still see me. I thought it affected their vision. How does this work?
2. Agony - again, how is the damage spread over 5 turns? What is the formula?
3. Blast - how is the damage decreased as you move further from the centre? How does save work? Do NPCs use their physical save against my mental power, or their mental save against my mental power? or their physical against my physical, or their mental against my physical?
Thanks!
[b38] Questions about Creeping Darkness, Agony, Blast
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[b38] Questions about Creeping Darkness, Agony, Blast
MADNESS rocks
Re: [b38] Questions about Creeping Darkness, Agony, Blast
1 Creeping Darkness
The darkness starts at the specified number of spots and has a chance to spread from each spot each turn. Each initial spot can spread a certain number of times and that number can be transfered from the original spot to one of the new spots.
The stated damage is applied each turn from any location that has the creeping darkness.
Dark Vision and line of sight is a little messed up in B38 (and previous betas). I think it used to work a long time ago, but a lot has changed. I've been playing with it some and have it working the way it was intended. Dark Vision allows you to see through the Creeping Dark within a guaranteed radius. Beyond that radius, the darkness will block your vision. Others (without Dark Vision) cannot see through it. In theory, this should mean that you can attack others while they can't attack you. Unfortunately, in <= B38 NPCs do not need line of sight to attack you. They already have you targeted, so they skip the targeting check the player has to go through. They just do a projection check which only looks for obstacles. With the fixed code, Doomed can go back to being the more tactical and short range mage it was intended to be. Creeping Darkness also becomes a must have tree. I'm playing with a few other changes related to that (reduced range on many attacks, Dark Vision improves movement speed through CD)
2 Agony
The 1st turn does 1/5 damage, the 2nd does 2/5 damage, etc. The description gives you the 1st and 5th turn damage.
3. Blast
Damage falls off linearly from the center of the blast. The targeted square should recieve 100% damage and the far edge should recieve 0% damage. It doesn't look like there is any save (just an immunity check), but maybe there should be.
The darkness starts at the specified number of spots and has a chance to spread from each spot each turn. Each initial spot can spread a certain number of times and that number can be transfered from the original spot to one of the new spots.
The stated damage is applied each turn from any location that has the creeping darkness.
Dark Vision and line of sight is a little messed up in B38 (and previous betas). I think it used to work a long time ago, but a lot has changed. I've been playing with it some and have it working the way it was intended. Dark Vision allows you to see through the Creeping Dark within a guaranteed radius. Beyond that radius, the darkness will block your vision. Others (without Dark Vision) cannot see through it. In theory, this should mean that you can attack others while they can't attack you. Unfortunately, in <= B38 NPCs do not need line of sight to attack you. They already have you targeted, so they skip the targeting check the player has to go through. They just do a projection check which only looks for obstacles. With the fixed code, Doomed can go back to being the more tactical and short range mage it was intended to be. Creeping Darkness also becomes a must have tree. I'm playing with a few other changes related to that (reduced range on many attacks, Dark Vision improves movement speed through CD)
2 Agony
The 1st turn does 1/5 damage, the 2nd does 2/5 damage, etc. The description gives you the 1st and 5th turn damage.
3. Blast
Damage falls off linearly from the center of the blast. The targeted square should recieve 100% damage and the far edge should recieve 0% damage. It doesn't look like there is any save (just an immunity check), but maybe there should be.
Re: [b38] Questions about Creeping Darkness, Agony, Blast
Thanks - that's extremely useful.
And it explains my issues.
I finally have a good build for my dwarf doomed (http://te4.org/characters/2460/tome/f21 ... 62669be4fa).
Just cleared Greater Vault with 2 bosses and 6-7 dreadmasters inside. Only had to teleport out twice, as I was surrounded.
And it explains my issues.
I finally have a good build for my dwarf doomed (http://te4.org/characters/2460/tome/f21 ... 62669be4fa).
Just cleared Greater Vault with 2 bosses and 6-7 dreadmasters inside. Only had to teleport out twice, as I was surrounded.
MADNESS rocks