I know it's supposedly a long/old bug but:
With the vor mages now regularly using phase door and teleport (or maybe they've always done that above normal), it's a real kick that immunity does nothing, and saves do jack.
Teleport Resistance
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Teleport Resistance
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Re: Teleport Resistance
You mean that teleport resistance isn't giving you whatever % resistance to those effects?
Please help with the ToME wiki!
Re: Teleport Resistance
Its work only against Dark Portal, not Phase Door.
English isn't my native language.
Re: Teleport Resistance
Pretty sure it is known that phase door and teleport both go right through teleport resistance 100%. At least folks were chattering as if it was long known in tomechat.ibanix wrote:You mean that teleport resistance isn't giving you whatever % resistance to those effects?
ToME Tips - auto-generated spoilers for ToME. - someone else made. I find super awesome, so spreading as well.
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- Archmage
- Posts: 366
- Joined: Sat Dec 13, 2014 3:38 pm
Re: Teleport Resistance
It is a bit funny that teleport other is not stopped by teleport resistance. I think it might make teleport resistance worthwhile building if it actually protected at least against all normal kinds of teleport other, including phase door.
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- Cornac
- Posts: 39
- Joined: Thu Feb 25, 2016 5:23 pm
Re: Teleport Resistance
It's a funny potential thing. Since playing a Temporal Warden, I wondered if teleport resistance works and if it is a two-sided sword. You'd expect it to be really bad to have if you regularly use teleports.
I doubt that would be popular, though.
But good to know that it's not currently working, if only for the game mechanics.
I doubt that would be popular, though.
But good to know that it's not currently working, if only for the game mechanics.
Re: Teleport Resistance
Looking at the code, the only thing teleport immunity does is removing any chance to save against enemy teleports.
It's a simple fix though, from Conveyance.lua the two instances of:
should be:
It's a simple fix though, from Conveyance.lua the two instances of:
Code: Select all
if target ~= self and target:canBe("teleport") then
local hit = self:checkHit(self:combatSpellpower(), target:combatSpellResist() + (target:attr("continuum_destabilization") or 0))
if not hit then
game.logSeen(target, "The spell fizzles!")
return true
end
end
Code: Select all
if target ~= self
if not target:canBe("teleport") or not self:checkHit(self:combatSpellpower(), target:combatSpellResist() + (target:attr("continuum_destabilization") or 0)) then
game.logSeen(target, "The spell fizzles!")
return true
end
end
Re: Teleport Resistance
fixed
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
