Add-on race: Ghost

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gidius
Posts: 2
Joined: Thu Jun 12, 2014 1:33 am

Re: Add-on race: Ghost

#46 Post by gidius »

I'm not sure if I broke something somehow, but, it does not seem that any of the damage taken is being deferred to mana any longer. It did so up until ghost form level 3, haven't noticed it since, as of right now I'm trying to figure out what I changed (other than talents). Added addons have been removed. And for some reason, the 2 weapons that I had equipped (through telekintetic grasp and physically) disappeared from my inventory and character. That's about the time that I noticed that damage was no longer being diverted.

gidius
Posts: 2
Joined: Thu Jun 12, 2014 1:33 am

Re: Add-on race: Ghost

#47 Post by gidius »

Nevermind... disregard my last post. It was indeed an addon - Marson's ui modifications. I had disabled it, and not actually deleted it. Once deleted all was fine again. Sorry about that.

Ps. Ghosts are awesome. I'd have to say easily my favorite race thus far.

NemesisZeru
Archmage
Posts: 335
Joined: Wed Jan 15, 2014 12:56 pm
Location: Somewhere, probably.

Re: Add-on race: Ghost

#48 Post by NemesisZeru »

I love the addon, but having some problems. These are all on Ghost Geists(a class I made!), so dunno if that's the problem, or what.

>I start with Aegis(Which the addon page says Ghosts get), but it's locked.

>I don't get the boost to Gloom with points in Ghost Sense.

Forger101
Halfling
Posts: 91
Joined: Sun Oct 20, 2013 3:40 pm
Location: Dreamscape

Re: Add-on race: Ghost

#49 Post by Forger101 »

Alright I'm back. Here's a new version that fixes gloom mastery issue. Ghosts no longer kill their own mana-sustains and now get Aegis unlocked at birth. Let me know if you think I've buffed them too much.

http://te4.org/games/addons/tome/ghost
<[Relic]> Az lonk as yu hav a hiskool dipooma you be ok wit dat gr8 speakin

Zaive
Archmage
Posts: 313
Joined: Mon May 24, 2010 1:33 pm

Re: Add-on race: Ghost

#50 Post by Zaive »

I don't appear to be transferring damage to mana at all on my necro...
Burb Lulls wrote:"FLURRYFLURRYFLURRYFLURRYFLURRYFLURRY"

Sradac
Sher'Tul
Posts: 1081
Joined: Fri Sep 21, 2007 3:18 am
Location: Angolwen

Re: Add-on race: Ghost

#51 Post by Sradac »

something tells me a ghost dread knight would be really, really awesome. Something like those ghostly warriors Aragorn managed to convince to fight for him in LoTR.

Might have to roll one.

Fohat
Yeek
Posts: 12
Joined: Sat Mar 24, 2012 6:32 pm

Re: Add-on race: Ghost

#52 Post by Fohat »

The mana coding is seriously buggy. I lost two characters because of that.

Firstly, I had the ghost form on, with -10 mana per round, when I saved and ended the game. When loaded, the -10 mana was on permanently and another activation of ghost form just made it -20 mpr.

Secondly, the ghost got killed by Grand Corruptor and the mana went to -80, permanently. Plus a whole lot of error messages.

Another very annoying thing was, if the ghost got frozen and tried to break out get out of a cube, the game itself froze and started blinking and I had to shut it down all at once. Only waiting out the freeze helped, usually.

Which is a pity, because I think the ghost race is a great idea! I played as an Arcanist. The mana = hp factor works great, because an arcanist can get a lot of mana out of disruption shield, which is good for the ghost, but the shield works best if the mana is really low, so it doesn't pop into arcane storm. The Incorporeal body sustain helps to burn out excess mana, which is great, but when it goes too low, the lack of mana will shut it down, shut down the sustained disruption shield and leave the ghost almost helpless. So I've got to watch out for that. But the IB is great for gameplay, haunting in the walls, popping out to attack (and replenish mana through DS), retreating back for safety, but not too long. I think that makes for a very balanced and interesting game style. Too bad I only got a moment of that on the first play.

Edit: As ghost archmage, the freezing bug is still there.

Forger101
Halfling
Posts: 91
Joined: Sun Oct 20, 2013 3:40 pm
Location: Dreamscape

Re: Add-on race: Ghost

#53 Post by Forger101 »

Alright I posted a hotfix for the mana regen issue http://te4.org/node/4354

As for the other two bugs you encountered, I could not replicate them. If you could reproduce those bugs and then post the logfile I'd have a better idea of what the issue is. Its more than likely that the last two errors are from cross addon interaction.
<[Relic]> Az lonk as yu hav a hiskool dipooma you be ok wit dat gr8 speakin

Silverarm
Posts: 1
Joined: Fri Jun 19, 2015 2:07 am

Re: Add-on race: Ghost

#54 Post by Silverarm »

Sorry if I am necroing this thread but I am having issues with the race in the current build.
The issues is that the Ghost racial tree - first and third ones - are broken when I used it with Marson's UI Mod [which was noted in a previous post by someone else], and was wondering whether that could be fixed.
Secondly, Incorporeal Body effect of traveling through terrain does not seem to work [regardless whether I deleted the UI mod or not].
Haven't gotten to the final race talent, so can't comment on that.
I know this is months old, but hoping it gets picked up again because I really like this race.

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