Since I had to hard close it the save goes to the level entrance. Probably repeatable since I left gloom and went to norgos and got the same error but worse and had to hardclose.nogglebeak wrote:I started a new game already so the log isn't in there. I did report it the first time when I could report it. I still have the save file, I think for when I had to hardquit out since I couldn't do anything else.twas Brillig wrote:Can you go to te4_log.txt and find the exact error?nogglebeak wrote:as TW with 3 in the slow aura, I kept getting a lua error on a sling using rare that popped up, i'd close it, it would get a free attack, repeat til dead. (happened twice.) So I respawned elsewhere and went to a different dungeon where a bug with a different rare just spammed a similar lua error until I had to hardkill the program. Couldn't escape it.
Playtesters needed! (1.3 Chronomancers)
Moderator: Moderator
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- Wayist
- Posts: 20
- Joined: Tue Aug 21, 2012 10:32 pm
Re: Playtesters needed! (1.3 Chronomancers)
Re: Playtesters needed! (1.3 Chronomancers)
The slow aura has been gone from TWs for awhile now.
I thought I could use the Fireflash too but the bolts on both of these spells pass through targets and only explode when they hit their destination.Thasero wrote:For the targeting on Singularity Arrow, the Corruptor's Darkfire works the same way, so you can copy the targeter from that.
Re: Playtesters needed! (1.3 Chronomancers)
Debating what to do about out of phase arrows and the Assassin Lord quest.
I could make it a toggle. Basically a talent that TWs learn that lets you open a dialogue box to turn phased arrows on or off.
Is it a big enough annoyance that you guys would appreciate something like that?
I could make it a toggle. Basically a talent that TWs learn that lets you open a dialogue box to turn phased arrows on or off.
Is it a big enough annoyance that you guys would appreciate something like that?
Re: Playtesters needed! (1.3 Chronomancers)
edge, am I just misreading it?IejirIsk wrote:Umm... arrowstitching.
L1 : i do 71% summon 2 wardens that do 74%
L2: I do 83% summon 2 wardens that do 57%
???
Re: Playtesters needed! (1.3 Chronomancers)
Oh sorry. I'll check the language on the talents but they have a damage penalty equal to that percentage. So at tl 1 they're dealing 29% damage, tl 2 43%, etc. etc
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- Wyrmic
- Posts: 279
- Joined: Sun Nov 30, 2014 9:06 pm
Re: Playtesters needed! (1.3 Chronomancers)
(on normal at least) It's not the biggest problem once you know what's going on. You can always bump them if you don't have any blade talents, then teleport out of the way. The other guys are slow enough that you can get Dimensional Step off cooldown by the time you might need it to evade or clear status effects. I'd personally worry about forgetting to turn it back on and sucking myself into a singularity, or else angering the merchant. How hard would it be to add a dialog when you directly target someone with a friendly fire effect? That'd also save on adding yet another button to TW.edge2054 wrote:Is it a big enough annoyance that you guys would appreciate something like that?
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- Wayist
- Posts: 20
- Joined: Tue Aug 21, 2012 10:32 pm
Re: Playtesters needed! (1.3 Chronomancers)
korpul vault acid traps and arcane traps also bug very hard and spam a ton of lua errors.
Re: Playtesters needed! (1.3 Chronomancers)
Found a very favorable bug for the player.
If you get the Temporal Clone anomaly on a unique mob, the loot drops will roll for each one killed. I got two Orbs of Undeath and some sweet randarts from this.
If you get the Temporal Clone anomaly on a unique mob, the loot drops will roll for each one killed. I got two Orbs of Undeath and some sweet randarts from this.
Re: Playtesters needed! (1.3 Chronomancers)
woops
and, does repulsion blast actually damage enemys hit with other enemies? i see one take extra damage, but not the other?
edit1: Oh god... just saw a temporal elemental in the morass... glad i didnt go pure temp this run...
edit2: ok, saw repulsion hit & damage an enemy outside the range.

and, does repulsion blast actually damage enemys hit with other enemies? i see one take extra damage, but not the other?
edit1: Oh god... just saw a temporal elemental in the morass... glad i didnt go pure temp this run...
edit2: ok, saw repulsion hit & damage an enemy outside the range.
Re: Playtesters needed! (1.3 Chronomancers)
Played a temporal build (Matter/Timetravel/Stasis/Threading) up to mid teens on NM, just running through T2. The range nerfs aren't quite as terrible as I imagined mostly thanks to Temporal Bolt, but I'm still unsure about it. Even 7 range average might feel a bit better as that's on par with Anorithil (although even they end up sniping with Moonlight Ray a lot of the time).
I think if the entire game ended up having ranged classes brought down to 6-7 range with some spells giving more/less it'd be great, but that'd be a wider change that I doubt DG would be willing to make.
I'm planning on running this guy to the east, once I've dealt with some of the tougher stuff like Dreadfell and RoD I'll be able to get a better idea of it. On the bright side, I expect Gravity is still fine as technically you're R10 thanks to the AoE on Spike/Well. Might have to be careful to not Spike yourself before 8 now though.
I think if the entire game ended up having ranged classes brought down to 6-7 range with some spells giving more/less it'd be great, but that'd be a wider change that I doubt DG would be willing to make.
I'm planning on running this guy to the east, once I've dealt with some of the tougher stuff like Dreadfell and RoD I'll be able to get a better idea of it. On the bright side, I expect Gravity is still fine as technically you're R10 thanks to the AoE on Spike/Well. Might have to be careful to not Spike yourself before 8 now though.
Re: Playtesters needed! (1.3 Chronomancers)
I really can't reproduce this clone bug. They have no inventory access and shouldn't drop loot at allelboyo wrote:Found a very favorable bug for the player.
If you get the Temporal Clone anomaly on a unique mob, the loot drops will roll for each one killed. I got two Orbs of Undeath and some sweet randarts from this.

Re: Playtesters needed! (1.3 Chronomancers)
edge2054 wrote:I really can't reproduce this clone bug. They have no inventory access and shouldn't drop loot at allelboyo wrote:Found a very favorable bug for the player.
If you get the Temporal Clone anomaly on a unique mob, the loot drops will roll for each one killed. I got two Orbs of Undeath and some sweet randarts from this.
I was using See The Threads at the time so that I could loot scum, if that makes a difference. The Temporal Clone was created after I split the timeline, but before it reverted.
Re: Playtesters needed! (1.3 Chronomancers)
Is there anything that Rak'Shor can do that may have messed with it?
Re: Playtesters needed! (1.3 Chronomancers)
I don't think so. I grepped no_inventory_access to see if anything turned it off. Razakai saw something similar with the chronotwins when one still had Temporal Fugue and I couldn't reproduce that either.