It returnsedge2054 wrote:I can't reproduce the Temporal Assault bug, is it consistent? Can you type in the console =game.player:reactionToward(game.player) and tell me what it returns?
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1 :=: 100
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It returnsedge2054 wrote:I can't reproduce the Temporal Assault bug, is it consistent? Can you type in the console =game.player:reactionToward(game.player) and tell me what it returns?
Code: Select all
1 :=: 100
I could only reproduce this with repulsion blast which was indeed had friendly fire turned off. Thanks0player wrote:Oh. Right.
Sustaining Gravity Locus makes Gravity spells not hit escorts/thralls in Hidden Compound, but they still hit tentacle summons. Probably they don't hit anything of friendly faction (friendly fire off, instead of just selffire?)
I'll change the speed on the spiders but plan to do more work on this zone before 1.3.donkatsu wrote: -I noticed the spiders in Unhallowed Morass have 120% global speed. While thematic for a chronomancer start area, it makes the entire zone a dice roll. If a spellcaster rare spider gets a double turn on you, you're basically dead. This is especially true on higher difficulties, but I imagine even normal difficulty players will run into double turn oneshots once in a while. 120% may be interesting on enemies in later zones when the player has more options, but as the very first dungeon, it doesn't add any strategy, just random deaths.
Should be fixed. Thanks. No idea on the shadows thing. I'll have to look at the summon code.donkatsu wrote:Bugs:
In the damage log, the Braided effect damages and kills things that are already dead.
Probably not. If I take it off I'll probably make trim threads back into a dot.With -resist all back and so many other temporal damage options, I don't think Cease to Exist needs a DoT component anymore.
I kinda like Singularity Arrow though the class doesn't have a lot of synergy for it. I'll probably let it go live though I may replace it at some point.I'm not super fond of Singularity Arrow, and you want to make Warp Mines TW-only to fit in with the ranger concept, so how about replacing Singularity Arrow with an arrow that drops warp mines when it reaches its destination? And then you can keep Warp as the Warp tree tier 1 for PMs to have a good disable.
The issue I see with % chance to activate on this and Phase Shift is really the same. It sucks to pop a buff and have it not do anything. But all detrimental effects by one turn might still work if I make the percentage chance scale well enough with talent level.Can Seal Fate have a greatly reduced chance of activation, but increase the duration of ALL detrimental effects by 1? I would be okay with the cap being reduced, or even not scaling at all past 1 or 2, and instead just having the activation chance scale with talent level.
I think disentangle is sometimes failing outright but still going on cooldown. I'm sure it's something in the anomaly function. The fact that it's also not reducing paradox might give me a clue into where this is happening. It's really intermittent though so hopefully I can track it down.Edit: Oh also Disentangle sometimes doesn't restore any paradox; I think it's certain anomalies that are doing it.