Dreamscape: Controlling projections should not take a turn
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Dreamscape: Controlling projections should not take a turn
Dreamscape is a very nasty spell in the AI's hands. No immunity protects against Slumber, and fragile casters can easily have half a dozen projections killed before they can even react. Letting the player control his projections instantly would redress the balance somewhat.
Re: Dreamscape: Controlling projections should not take a tu
I looked and have no idea how to make this change.
For now I'm going to remove slumber and restless night from dreaming horrors which should cut down on the amount of damage projections take before you can initially control them.
For now I'm going to remove slumber and restless night from dreaming horrors which should cut down on the amount of damage projections take before you can initially control them.
Re: Dreamscape: Controlling projections should not take a tu
Can you call a function when you take control of a party member? Something like:
x = target_actor.energy.value
target_actor.energy.value = self.energy.value
self.energy.value = x
That should make it so that you carry enough energy to act across actors, without giving free turns away.
x = target_actor.energy.value
target_actor.energy.value = self.energy.value
self.energy.value = x
That should make it so that you carry enough energy to act across actors, without giving free turns away.
Re: Dreamscape: Controlling projections should not take a tu
I just had a promising necro killed from full health, behind a regular shield and a displacement shield, without ever having the chance to act.
Please nerf Dreaming Horrors.
Please nerf Dreaming Horrors.
Re: Dreamscape: Controlling projections should not take a tu
Dreamscrape is ridiculous and should be fixed, or better. just removed. the most annoying thing is that as I don't have the unlock, I can't even figure out what it is or what to do, or which character to control, or what to do with them if I take control.
At least with Fearscape you can figure it out very easily by reading the talent descriptions on the npc.
I just had this great brawler killed in the @#$%# dreamscape:
http://te4.org/characters/2460/tome/825 ... 953628fa86
At least with Fearscape you can figure it out very easily by reading the talent descriptions on the npc.
I just had this great brawler killed in the @#$%# dreamscape:
http://te4.org/characters/2460/tome/825 ... 953628fa86
MADNESS rocks
Re: Dreamscape: Controlling projections should not take a tu
Yeah, I really hate being hit with this. Worst part to me is that I have no idea what's going on--suddenly I'm in some weird disco land, I get maybe one or two moves before the screen jumps to...something else (other projections?), that happens a couple times and then I'm back in the real world with little health left and no idea what just happened, what I should've done, or how to avoid it.
Then I die in the next turn or two.
Then I die in the next turn or two.
Re: Dreamscape: Controlling projections should not take a tu
Even when I succeed I have almost no idea what I did and how I got out.
Re: Dreamscape: Controlling projections should not take a tu
ditto. can the developers take this feedback on board please?
MADNESS rocks
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Re: Dreamscape: Controlling projections should not take a tu
As a more general suggestion (I think I've said this elsewhere), I don't like it when the game skips turns because the player can't act. Usually this is just a result of Daze or Sleep.
I'm totally cool with pressing '5' on the numpad to wait out the turns I can't act.
It's very confusing and disorienting to have several turns fly by with lots of things going on. It feels even faster than the main menu background if you have the animation enabled.
I'm totally cool with pressing '5' on the numpad to wait out the turns I can't act.
It's very confusing and disorienting to have several turns fly by with lots of things going on. It feels even faster than the main menu background if you have the animation enabled.
Re: Dreamscape: Controlling projections should not take a tu
The first time that a player is Dreamscaped there should be a popup ala the description of Fearscape. It would have flavor text describing what happened and instructions on how it works.
Re: Dreamscape: Controlling projections should not take a tu
Hey Edge, I decided to go ahead and code what I mentioned for Dreamscape. When a player is first dreamscaped, lore pops up that lets the player know exactly whats going on and clearly describes being able to control one's dream selves. I uploaded it as a B43 svn addon for you to take a look at it and add it to the new beta if you like how it's handled 
http://te4.org/games/addons/tome/dreamscape-popup-lore

http://te4.org/games/addons/tome/dreamscape-popup-lore
Re: Dreamscape: Controlling projections should not take a tu
This right here. Any attempt at an action should just return a message like "You're [asleep/dazed]. You cannot act."peaceoutside wrote:As a more general suggestion (I think I've said this elsewhere), I don't like it when the game skips turns because the player can't act. Usually this is just a result of Daze or Sleep.
I'm totally cool with pressing '5' on the numpad to wait out the turns I can't act.
It's very confusing and disorienting to have several turns fly by with lots of things going on. It feels even faster than the main menu background if you have the animation enabled.