1.3.1 Unlimited Temporal Hounds

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Alistar
Posts: 1
Joined: Tue Nov 24, 2015 11:47 pm

1.3.1 Unlimited Temporal Hounds

#1 Post by Alistar »

Playing as the Temporal Warden 2 Points in Temporal Hounds.

This appears to only apply when dying and going back to where you died.
So either exploration or "some" lives mode.

It appears that whatever temporal hounds I had summoned when I died get added to my total of allowed hounds. Allowing me to have <# hounds> + 3 every time I die.

3 -> 6 -> 9.

This seems to stay semi-permanently. If they all die with the skill still "sustained" I can stand in one spot and it will summon 6/9/15 hounds up to the new max.

If I disable the skill, then let them all die before re-enabling it, it resets the count to 3.

It happened pretty easily, so apologies if it's already reported, I couldn't find it.

Stuntofthelitter
Spiderkin
Posts: 574
Joined: Sun May 12, 2013 7:00 am

Re: 1.3.1 Unlimited Temporal Hounds

#2 Post by Stuntofthelitter »

Already know, yes, but thank you for reporting it anyway!
<astralInferno> poor stunt
<astralInferno> you suffer so that others may suffer in the intended way

Have a save in need of fixing? Open a ticket, send me a copy of your save: http://www.te4support.org/

Zicher
Thalore
Posts: 120
Joined: Mon Jun 23, 2014 1:02 pm

Re: 1.3.1 Unlimited Temporal Hounds

#3 Post by Zicher »

Might be related - in 1.3.3, I play a TW with hounds. And for some reason, instead of three hounds, four spawn for me. If some of them die, they are replaced as normal (every 15 turns on talent level 3), but until the limit of four hounds.

Nothing in my talents nor equipment suggests an extra hound to be summoned. Not that I really mind, they're starting to become pretty powerful.
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A train station is a place where trains stop.
On my table, there is a workstation ...

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