Tales of Maj'Eyal 1.5 Beta!
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Re: Tales of Maj'Eyal 1.5 Beta!
The first time I entered Kor'pul and Lumberjack Village stealthed as a rogue, the tile for my character is invisible until I moved.
EDIT: I also dislike the grey overlay when you stealth because it makes it harder to see and dulls the world. It is not like you are phasing over into the negative energy plane or something so your vision would change. I think making the player tile transparent would be a better approach.
EDIT 2: Heartseeker talent states it "leaps" to your opponent yet it is blocked if other mobs are in the way. Leap makes it sound like you would be able to jump over other mobs.
EDIT: I also dislike the grey overlay when you stealth because it makes it harder to see and dulls the world. It is not like you are phasing over into the negative energy plane or something so your vision would change. I think making the player tile transparent would be a better approach.
EDIT 2: Heartseeker talent states it "leaps" to your opponent yet it is blocked if other mobs are in the way. Leap makes it sound like you would be able to jump over other mobs.
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Re: Tales of Maj'Eyal 1.5 Beta!
I saw a bug I hadn't noticed before, but I'm not sure it's new. Suncloak is now giving me a yellow version of the Flames of Urh'Rok bug. I was using mods, but nothing that should be affecting graphics (unless you count Turn Separator or Clock).
I am using an AMD card (270x) and can upload a save if necessary. Pic below.
http://imgur.com/a/iaW1m
I am using an AMD card (270x) and can upload a save if necessary. Pic below.
http://imgur.com/a/iaW1m
Re: Tales of Maj'Eyal 1.5 Beta!
That is intended.astreoth wrote:problem with sun paladin escort is that it gives you the individual chants not the new talent that gives you all 3 chants
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Tales of Maj'Eyal 1.5 Beta!
Some necromancer oddities that may or may not be intended but are kinda annoying:
- dreads will also hex friendly units in hex radius when attacking enemies
- lich shadows are constantly picking fights with summoned minions when hit with aoe spells
- ditto for Forgery of Haze copies and minions
- dreads will also hex friendly units in hex radius when attacking enemies
- lich shadows are constantly picking fights with summoned minions when hit with aoe spells
- ditto for Forgery of Haze copies and minions
Re: Tales of Maj'Eyal 1.5 Beta!
The new way antimagic shield works makes Orc Mage Hunters kind of hard counter to anorithil. It's impossible to keep any energy at all when they are around.
The new manaclash buff even procs off the manashield retaliation damage :'(
The new manaclash buff even procs off the manashield retaliation damage :'(
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- Cornac
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Re: Tales of Maj'Eyal 1.5 Beta!
The secondary effects from using Volley and Called Shots on marked targets cause them to take an additional turn to use.
Re: Tales of Maj'Eyal 1.5 Beta!
its intended to reveal the hidden chant talents expanding the chants category to 5 or 6 talents and make at most 2 chants much stronger than the others?HousePet wrote:That is intended.astreoth wrote:problem with sun paladin escort is that it gives you the individual chants not the new talent that gives you all 3 chants
Re: Tales of Maj'Eyal 1.5 Beta!
Noticed while stair camping that if I cast Smokescreen on rogue and then go up and leave the level, pass a bunch of turns by resting, and go back, the smokescreen is still active. This looks like it might apply to other cloud effects as well.
Re: Tales of Maj'Eyal 1.5 Beta!
Any map effect will stay there when you move up the stairs.
A little bit of a starters guide written by yours truly here.
Re: Tales of Maj'Eyal 1.5 Beta!
Usually not ones placed by you (since that lets you stair camp, sort of)Micbran wrote:Any map effect will stay there when you move up the stairs.
<Shibari> You're full of shit
<darkgod #tome> ster is a troll
<Sheila> and ster, i do agree with you on most things game-related, but do try to not be such an ass!
<mex> your posts lead to people like me being abused and murdered
<darkgod #tome> ster is a troll
<Sheila> and ster, i do agree with you on most things game-related, but do try to not be such an ass!
<mex> your posts lead to people like me being abused and murdered
Re: Tales of Maj'Eyal 1.5 Beta!
Okay, revealing the hidden Chants is not intended.astreoth wrote:its intended to reveal the hidden chant talents expanding the chants category to 5 or 6 talents and make at most 2 chants much stronger than the others?
Why didn't you mention that???
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Tales of Maj'Eyal 1.5 Beta!
Okay, I am putting having category mastery working on the actual Chant/Hymns numbers in the Too Hard Basket.
DarkGod, please relocate the actual Chants/Hymns talents back to celestial/other.
DarkGod, please relocate the actual Chants/Hymns talents back to celestial/other.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Tales of Maj'Eyal 1.5 Beta!
Solipsist Dreamwalk doesn't show the possible teleport AOE when targeting.
EDIT: Is it intended that thought-forms do not enter the dreamscape with you?
EDIT: Is it intended that thought-forms do not enter the dreamscape with you?
Re: Tales of Maj'Eyal 1.5 Beta!
I've been trying the new rogue, and the stealth mechanism I think is pretty underwhelming. I just don't get how the fourth talent is supposed to be an improvement on the old rogue.
The other rogue talents I really like, but stealth seems meh still.
The other rogue talents I really like, but stealth seems meh still.
MADNESS rocks
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Re: Tales of Maj'Eyal 1.5 Beta!
1.5b8 Archmages still start with a point in Arcane Power.