Tempus Fugit v1.1.0

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xnd
Archmage
Posts: 307
Joined: Sat Mar 21, 2015 7:33 pm

Re: Tempus Fugit v1.1.0

#61 Post by xnd »

tried it, and the following bug made it so the game could not play at all so i removed the addon and bug went away. added addon, bug came back, removed, it went away.

on entering ID after adding but not using the class of the addon. so i didnt actually use it, it just existed and that gave this error completely breaks game black game screen after error.
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MisiuPysiu
Archmage
Posts: 379
Joined: Tue Nov 11, 2003 10:54 am
Location: Wroclaw/Poland

Re: Tempus Fugit v1.1.0

#62 Post by MisiuPysiu »

this class looks very promising.
I'm looking forward trying it out.
thanks for the great work!

Cheers.

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

Re: Tempus Fugit v1.1.0

#63 Post by HousePet »

Interesting bug.
I guess one of the not used NPCs in the not used zone has an old talent.
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 v1.1.2

#64 Post by HousePet »

Patched:
Should no longer explode in the Infinite Dungeon.
My feedback meter decays into coding. Give me feedback and I make mods.

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: Tempus Fugit v1.1.0

#65 Post by astralInferno »

I got an error when a rare elf mage of some kind tried to use something from this addon in the Dark Crypt.
Image

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

Re: Tempus Fugit v1.1.0

#66 Post by HousePet »

Solution: Kill all rare elf mages. :twisted:
My feedback meter decays into coding. Give me feedback and I make mods.

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: Tempus Fugit v1.1.0

#67 Post by astralInferno »

Oh, I did. :3
(...do addons update automatically? Cause if not then this might be an old version or something. idk.)

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

Re: Tempus Fugit v1.1.0

#68 Post by HousePet »

Can confirm that your version is out of date.
My feedback meter decays into coding. Give me feedback and I make mods.

Chronosplit
Archmage
Posts: 318
Joined: Fri Oct 09, 2015 2:27 pm

Re: Tempus Fugit v1.1.0

#69 Post by Chronosplit »

How does this interact with 1.3.3, since some things were adjusted a bit with Chronomancers in general?

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

Re: Tempus Fugit v1.1.0

#70 Post by HousePet »

I'm not aware of any generic chronomancer changes in 1.3.3?
It should still work fine.
My feedback meter decays into coding. Give me feedback and I make mods.

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: Tempus Fugit v1.1.0

#71 Post by astralInferno »

There is the change that chronomancy runs on magic now, while this is still based on Willpower. Makes adventurers sad, if nothing else.

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

Re: Tempus Fugit v1.1.0

#72 Post by HousePet »

Well Adventurers can just take points in Harden Up then... :P
My feedback meter decays into coding. Give me feedback and I make mods.

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