Oops, it used to be a sustain for various reasons and I changed it when DG added a helper function that made it easy to keep the stat conversions updated in real time.StelasEldrasia wrote:Still getting these.StelasEldrasia wrote:The new healthbars on icons make any mob (including you) invisible unless you're on Modern tileset. This includes custom sets.
On Modern 32x32 (since I prefer to have a visual range) they're so tiny as to be almost useless. Can we have a toggle for the old style?
edit: I've just noticed the trees are broken after switching tilesets back to Modern, so I guess there's a problem there. It fixed itself upon zoning.
Unified Body is now a passive but still has a stamina sustain cost and a cooldown listed. You get the odd 'Unified Body is now ready to use' message but I didn't see if anything happened to my stamina once I bought it.
edit: I don't know for the life of me what some of these new ego descriptions mean. I have a pair of gloves with '20% chance to reduce damage'. Reduce damage of what? My punches? The thing I hit? How much? For how long?
The goal of the new item effects was to be as descriptive and easy to recognize as possible while still not taking up a lot of space. They replace things like "lightning daze", "gravity", "corrupted blood", etc, that tell you literally nothing. They're colored by the theme of the effect which has always existed internally but is only hinted at in the various displays--what I like about that is it makes it easy to tell which ones are on an item at a glance.
All of these use the highest of accuracy, mind, or spellpower for this save check, but the properties of the effect *tend* to be based on the %chance for it to happen. Ie, disease's stat reduction is your total chance to apply it divided by 2. I don't know how to put this kind of information in the UI.
That said, I am terrible at anything related to writing, and didn't really know what the best way to phrase anything was. Heres a list of them so far, any suggestions on alternate presentation are appreciated. the key problem here is space is there are a lot of relevant details and space is a concern.
ITEM_MIND_GLOOM: Randomly stuns, slows, or confuses with static power on each.
20% chance to cause random insanity
ITEM_NUMBING_DARKNESS: Effect that reduces damage by a static 15%.
20% chance to reduce damage
ITEM_ANTIMAGIC_MANABURN: Reduces and does damage based on any of the arcane resources, using the highest
20 arcane resource burn
ITEM_BLIGHT_DISEASE: Reduces dex, str, and con by half of the total apply % you have.
20% chance to cause disease
ITEM_LIGHTNING_DAZE: Dazes at the end of the current energy tick.
20% chance to daze
ITEM_NATURE_SLOW: Slows global speed
Slows global speed by 20%.
ITEM_TEMPORAL_ENERGIZE: Gain 10% of a turn capped at 30% total per turn.
20% chance to gain 10% of a turn
There are more but they all follow the same basic patterns.