Tempus Fugit v1.1.0

A place to post your add ons and ideas for them

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Zaive
Archmage
Posts: 313
Joined: Mon May 24, 2010 1:33 pm

Re: Tempus Fugit v1.0.1

#46 Post by Zaive »

Far strike appears to bypass stun resistance.

I haven't been able to find a 100% stun resistant monster to check it on, but after stunning dragon hatchlings and their 50% resistance a good 10 times in a row without it ever failing EVER...
And with the stun duration being longer than it's cooldown... Pretty powerful skill.

Also, flame shards has to be the most amusing spell ever. Don't know if this is intentional or not but each shard can crit on it's own making equipment with effects on crit pretty darn good.

(I still haven't unlocked the tree with ice shards in it...)

Confirmed the stun resistance bypass on a void horror.
Burb Lulls wrote:"FLURRYFLURRYFLURRYFLURRYFLURRYFLURRY"

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Tempus Fugit v1.0.1

#47 Post by HousePet »

Oops, well spotted.
My feedback meter decays into coding. Give me feedback and I make mods.

Tharsonius
Halfling
Posts: 103
Joined: Wed Dec 04, 2013 11:49 pm

Re: Tempus Fugit v1.0.1

#48 Post by Tharsonius »

hey, currently playing shalore anarchist as an easy comeback after a break on normal/adventure.

ive spotted another bug concerning timeshock/redux:

when having timeshock active, timeshock replaces the 2nd cast of the reduxed spell (i used to redux quantum spike, and after the second cast there is twice the line "casts time shock" and quantum spike doesnt get cast at all)

anyway i think im gonna play this through, and i can give u more feedback by PM or here in thread afterwards(tell me if/which u like). just be prepared ill address balance issues ;) (ill try to keep it structured)

the base idea of the melee skills is good, but currently im lvl ~ 30 and the spells / stun on all spells is so strong that im almost exclusively caster. im gonna try to use the melee skills endgame to gather info on this part too.

thx for coding

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Tempus Fugit v1.0.1

#49 Post by HousePet »

Hmmm not sure if I can do anything about naughty Redux.

The melee attacks have stuns too!
My feedback meter decays into coding. Give me feedback and I make mods.

Zifmia
Low Yeek
Posts: 6
Joined: Fri Feb 21, 2014 3:36 pm

Re: Tempus Fugit v1.0.1

#50 Post by Zifmia »

This addon seems to be causing a pretty big bug, it's making cauterise never run out so essentially anything with it becomes immortal. It could be a weird interaction but the only other addons not made by you are Null's class pack, Faeries and Draconians, all of which I disabled to test.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Tempus Fugit v1.0.1

#51 Post by HousePet »

Ah ha!
Well its good that the bug was narrowed down.
Bugger about it being narrowed down to me.
:oops:
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Tempus Fugit v1.0.1

#52 Post by HousePet »

Dug through the code, but I can't see anything in here that could do that.

More digging has located the error in Verdant. :oops:
My feedback meter decays into coding. Give me feedback and I make mods.

Zifmia
Low Yeek
Posts: 6
Joined: Fri Feb 21, 2014 3:36 pm

Re: Tempus Fugit v1.0.1

#53 Post by Zifmia »

Ah don't let it get to you, bugs will always happen now and then.

Just to clarify though, disabling Tempus Fugit does fix the bug. I'm not a programmer so there's not much more I can do to help I'm afraid, good luck with it buddy. :)

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Tempus Fugit v1.0.2

#54 Post by HousePet »

Updated.

Various bug fixes.
Items lost to time can now be found in the Unhallowed Morass. (eg. it now has loot)
More talents scale with Paradox.
My feedback meter decays into coding. Give me feedback and I make mods.

Spleenling
Higher
Posts: 45
Joined: Mon Jan 20, 2014 6:44 am

Re: Tempus Fugit v1.0.2

#55 Post by Spleenling »

Is this being updated to 1.3.0? This was one of my favorite addons and it crashes the game if i try and use it.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Tempus Fugit v1.0.2

#56 Post by HousePet »

Well yes, but I also have a huge list of things to fix and not enough time. :x
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Tempus Fugit v1.1.0

#57 Post by HousePet »

Updated to work with 1.3.
Its lost the non existent Paradox category, so I'll have to add some new options later.
My feedback meter decays into coding. Give me feedback and I make mods.

Einander
Cornac
Posts: 31
Joined: Tue Jul 22, 2014 3:40 am

Re: Tempus Fugit v1.1.0

#58 Post by Einander »

I'm getting a ParadoxBackfireChance error on the speed-stealing move.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Tempus Fugit v1.1.0

#59 Post by HousePet »

Bleh.
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
Perspiring Physicist
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Joined: Sun Sep 09, 2012 7:43 am

Re: Tempus Fugit v1.1.0

#60 Post by HousePet »

Patched.
My feedback meter decays into coding. Give me feedback and I make mods.

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