What now?

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PowerWyrm
Sher'Tul
Posts: 1106
Joined: Thu Nov 21, 2002 9:53 pm

What now?

#1 Post by PowerWyrm »

I guess I'll have to wait for beta 10... unless I missed some hidden quest :(

Note: as I said in the Bugs forum, killing the 4 orc bosses doesn't mark the "pride of orcs" quest finished... see the character dump below

Character dump:

Code: Select all

  [Tome 4.00 @ www.te4.org Character Dump]

Sex              : Male         STR:  31
Race             : Skeleton     DEX:  32
Class            : Archmage     MAG:  80
Level            : 30           WIL:  57
Exp              : 63%          CUN:  32
Gold             : 1596.89      CON:  38

Attack(Main Hand):  21          Life             :     745/745  Encumbrance      : 25.1/95
Damage(Main Hand): 112                                          Difficulty       : Normal
APR   (Main Hand):   5          Mana             :     408/408
Crit  (Main Hand):   3%         
Speed (Main Hand): 1.00         

Fatigue          : 4%           Spellpower       : 152
Armor            : 17           Spell Crit       : 12.1%
Defense          : 9.7          Spell Speed      : 1
Ranged Defense   : 9.7          

Physical damage  : 8%
Fire damage      : 10%
Blight damage    : 15%

Physical Save    : 14.125
Spell Save       : 31.125
Mental Save      : 19.125

All Resists:   0%
Fire Resist:  35%
Cold Resist:  40%
Nature Resist:  20%
Lightning Resist:  15%
Acid Resist:  15%

Number of NPC killed: 2166
Most killed NPC: uruk-hai (212)

  [Talents Chart]

 - Technique / Combat training        (mastery 1.00)
    Heavy Armour Training (class)     1/5
    Massive Armour Training (class)   0/5
    Health (class)                    2/5
    Weapon Combat (class)             0/10
    Sword Mastery (class)             0/10
    Axe Mastery (class)               0/10
    Mace Mastery (class)              0/10
    Knife Mastery (class)             0/10
 - Cunning / Survival                 (mastery 0.90)
    Trap Detection (class)            1/5
    Heightened Senses (class)         1/5
    Trap Disarm (class)               0/5
    Evasion (class)                   0/5
 - Spell / Arcane                     (mastery 1.30)
    Arcane Power (class)              5/5
    Manathrust (class)                5/5
    Manaflow (class)                  0/5
    Disruption Shield (class)         0/5
 - Spell / Fire                       (mastery 1.30)
    Flame (class)                     1/5
    Flameshock (class)                1/5
    Fireflash (class)                 1/5
    Inferno (class)                   5/5
 - Spell / Earth                      (mastery 1.30)
    Stone Skin (class)                1/5
    Dig (class)                       1/5
    Strike (class)                    0/5
    Stone Wall (class)                0/5
 - Spell / Water                      (mastery 1.30)
    Corrosive Vapour (class)          1/5
    Freeze (class)                    1/5
    Tidal Wave (class)                1/5
    Ice Storm (class)                 0/5
 - Spell / Air                        (mastery 1.30)
    Lightning (class)                 5/5
    Chain Lightning (class)           5/5
    Feather Wind (class)              0/5
    Thunderstorm (class)              0/5
 - Spell / Conveyance                 (mastery 1.30)
    Phase Door (class)                4/5
    Teleport (class)                  4/5
    Displacement Shield (class)       1/5
    Probability Travel (class)        1/5
 - Spell / Nature                     (mastery 1.30)
    Regeneration (class)              0/5
    Heal (class)                      0/5
    Restoration (class)               0/5
    Nature's Call (class)             0/5
 - Spell / Meta                       (mastery 1.30)
    Disperse Magic (class)            0/5
    Spell Shaping (class)             0/5
    Quicken Spells (class)            0/5
    Metaflow (class)                  0/5
 - Spell / Divination                 (mastery 1.30)
    Sense (class)                     4/5
    Identify (class)                  3/5
    Vision (class)                    3/5
    Telepathy (class)                 0/5
 - Spell / Temporal                   (mastery 1.30)
    Time Prison (class)               1/5
    Congeal Time (class)              0/5
    Essence of Speed (class)          0/5
    Time Shield (class)               0/5
 - Spell / Phantasm                   (mastery 1.30)
    Illuminate (class)                5/5
    Blur Sight (class)                1/5
    Phantasmal Shield (class)         1/5
    Invisibility (class)              0/5
 - Undead / Skeleton                  (mastery 1.10)
    Skeleton (class)                  2/5
    Sharp Bones (class)               0/5
    Bone Armour (class)               0/5
    Re-assemble (class)               0/5

  [Current Effects]

- Phantasmal Shield
- Arcane Power

  [Completed Quests]

 -- The Island of Dread
You have heard that in the bay of Belfalas, far to the south of Bree, lies the ruined tower of Tol Falas.
There are disturbing rumors of greater undeads and nobody who reached it ever returned.
Prehaps you should explore it and find the truth, and the treasures, for yourself!
 -- Important news

 -- An apprentice task
You met a novice mage who was tasked to collect many staves or jewelry.
He asked for your help should you collect some that you do not use.
   * 15/15   
 -- A mysterious staff
Deep in the tower of Tol Falas you fought and destroyed the Master, a powerful vampire.
On your way out of Tol Falas you were ambushed by a band of orcs.
They asked about the staff.
 -- Into the darkness
It is time to explore some new places dark, forgotten and dangerous ones.
The Old Forest is just south-west of the town of Bree.
The Maze is west of Bree.
The Sandworm is to the far west of Bree, near the sea.
Carn D?m is to the north of Amon S?l.
   * You have explored the Old Forest and vanquished the Old Man Willow.   
   * You have explored the Maze and vanquished the Minotaur.   
   * You have explored the Sandworm Lair and vanquished their Queen.   
   * You have explored Carn D?m and vanquished the Dragon.   
 -- The Doom of the World!
You were sent to Mount Doom, in the ancient land of Mordor, where the One Ring was once forged by Sauron and destroyed by Frodo Baggins.
This place is still full of the power of the ring and the orcs intend to absorb this power using the Staff of Absorption!
Whatever their plan may be, they must be stopped at all cost.
The volcano is attacked by orcs, a few Sun Paladins made it there with you, they will hold the line at the cost of their lives to buy you some time.
Honor their sacrifice, do not let the orcs finish their work!

You arrived in time and interrupted the ritual, the blue wizards have departed.
Use the portal to go back to the Far East, you *MUST* stop them, no matter the cost.
 -- Eight legs of wonder
Enter the caverns of Ardhungol and clear the source of the spider infestation there.
But be careful, those are not small spiders...
 -- Of trolls and damp caves
Explore the caves below the tower of Amon S?l and the trollshaws in search of treasure and glory!

   * You have explored Amon S?l and vanquished the Shade of Angmar.   
   * You have explored the Trollshaws and vanquished the Bill the Stone Troll.   
 -- Trapped!
You heard a plea for help and decided to investigate...
Only to find yourself trapped inside an unknown tunnel complex.
 -- Let's hunt some Orc
The elder in Minas Tirith sent you to the mines of Moria, deep under the misty mountains, to investigate the orc presence.
Find out if they are in any way linked to the lost staff.
But be careful, even the dwarves did not venture in the old halls for many years.
 -- The Guardian of the Sea
Ukllmswwik asked you to take his portal to the caverns of Ossë and kill Maglor who has turned mad.
   * You have sided with Ukllmswwik and killed Maglor.   
 -- The wild wild east
There must be a way to go into the far east from the lair of Golbug, find it and explore the unknown far east, looking for clues.

  [Active Quests]

 -- The many Prides of the Orcs
Investigate the bastions of the Pride.
   * You have destroyed Rak'shor.   
   * You have destroyed Vor.   
   * You have destroyed Grushnak.   
   * You have destroyed Gorbat.   

  [Character Equipment]

 In main hand
a) blighted elven-wood staff of power (25.5-30.6 power, 5 apr, nature damage)
   Type: weapon / staff
    25 Power [Range 1.20] (+100% Magic), 0 Attack, 5 Armor Penetration, Crit 4%
    Damage type: nature
    
    Increases damage type: 15% blight.
    Spellpower 25, Spell Crit 4%
   Dropped by orc pyromancer
 In off hand
 On fingers
b) Glory of the Pride
   Type: jewelry / ring
    Attack 10, Armor Penetration 0, Physical Crit 0%, Physical power 10
    Armor 10, Defense 5
    Fatigue -15%
    Increases damage type: 8% physical.
    Reduces talent cooldowns: Rush (15).
    Increases confusion immunity: 100%.
    Increases stun immunity: 100%.
    Maximum mana -40
    Maximum stamina 40
   Dropped by Grushnak, Battlemaster of the Pride
c) Ring of Ulmo
   Type: jewelry / ring
    Increases stats: 4 Willpower,3 Constitution.
    Increases resistances: 25% cold,10% nature.
    Maximum mana 20
    Maximum stamina 20
    It can be used to summon a tidal wave, costing 60 power out of 60/60.
 Around neck
d) Fiery Choker
   Type: jewelry / amulet
    Increases stats: 5 Magic,4 Willpower,3 Cunning.
    Increases resistances: 20% fire,-20% cold.
    Increases damage type: 10% fire,-5% cold.
    Increases blindness immunity: 100%.
    Spellpower 7, Spell Crit 8%
   Dropped by Fyrk, Faeros High Guard
 Light source
e) The Water Silmaril
   Type: lite / lite
    Attack 0, Armor Penetration 0, Physical Crit 0%, Physical power 12
    Increases stats: 4 Strength,4 Dexterity,4 Magic,4 Willpower,4 Cunning,4 Constitution,-25 Luck.
    Spellpower 12, Spell Crit 0%
    Light radius 6
    It can be used to activate talent: Tidal Wave (level 4), costing 80 power out of 150/150.
   Dropped by Maglor, Last Son of Fëanor the Maker
 Main armor
f) Black Robe (6 def, 0 armor)
   Type: armor / cloth
    Attack 0, Armor Penetration 0, Physical Crit 0%, Physical power 10
    Armor 0, Defense 6
    Increases stats: 5 Magic,4 Willpower,3 Cunning.
    Increases blindness immunity: 100%.
    Spellpower 10, Spell Crit 0%
    See invisible: 10
   Dropped by Rak'shor, Grand Necromancer of the Pride
 On head
g) Crown of the Elements (0 def, 5 armor)
   Type: armor / head
    Armor 5, Defense 0
    Fatigue 5%
    Increases stats: 5 Constitution,3 Willpower.
    Damage on hit(melee): 10 fire,10 acid,10 lightning,10 cold.
    Increases resistances: 15% fire,15% acid,15% lightning,15% cold.
    See invisible: 15
   Dropped by Vor, Grand Geomancer of the Pride
 On hands
 On feet
h) Frost Treads (1 def, 2 armor)
   Type: armor / feet
    Armor 2, Defense 1
    Fatigue 14%
    Increases stats: 4 Strength,4 Dexterity,4 Cunning.
    Increases resistances: 20% cold,10% nature.
    Increases damage type: 5% cold.
    Light radius 1
   Dropped by Rantha the Worm
 Tool
 Quiver

  [Player Achievments]

Level 20 Was Achieved for Got a character to level 20. At 2010-08-25 20:04:15
Destroyer's bane Was Achieved for Killed Golbug the Destroyer. At 2010-08-23 23:58:28
Treasure Hunter Was Achieved for Amass 1000 gold pieces. At 2010-08-29 17:54:49
A dangerous secret Was Achieved for Found the mysterious staff and told Minas Tirith about it. At 2010-08-23 20:19:12
Level 30 Was Achieved for Got a character to level 30. At 2010-08-29 17:35:19
Vampire crusher Was Achieved for Destroyed the Master in its lair of Tol Falas. At 2010-08-23 20:05:19
Level 10 Was Achieved for Got a character to level 10. At 2010-08-21 19:40:27
Sliders Was Achieved for Activated a portal using the Orb of Many Ways. At 2010-08-24 00:21:53
Exterminator Was Achieved for Killed 1000 creatures At 2010-08-24 22:17:31

  [Character Inventory]

a) Ever-Refilling Potion of Healing
   Type: potion / potion
    It can be used to heal, costing 80 power out of 100/100.
b) acid-proof potion of see invisible
   Type: potion / potion
    It can be used to sense invisible for a while.
   Dropped by Rak'shor, Grand Necromancer of the Pride
c) 2 giant potion of mana
   Type: potion / potion
    It can be used to restore a good part of your mana.
d) giant potion of see invisible
   Type: potion / potion
    It can be used to sense invisible for a while.
   Dropped by Maglor, Last Son of Fëanor the Maker
e) 3 potion of greater healing
   Type: potion / potion
    It can be used to heal a lot.
f) 6 potion of greater mana
   Type: potion / potion
    It can be used to restore a lot of mana.
g) 7 potion of healing
   Type: potion / potion
    It can be used to heal a good part of your life.
h) 3 potion of invisibility
   Type: potion / potion
    It can be used to become invisible for a while.
i) 9 potion of lesser healing
   Type: potion / potion
    It can be used to heal some life.
j) 2 potion of lesser mana
   Type: potion / potion
    It can be used to restore some mana.
k) 2 potion of mana
   Type: potion / potion
    It can be used to restore a good part of your mana.
l) 2 potion of see invisible
   Type: potion / potion
    It can be used to sense invisible for a while.
m) 4 potion of speed
   Type: potion / potion
    It can be used to increase your speed for a while.
n) fire-proof scroll of magic mapping
   Type: scroll / scroll
    It can be used to map the area directly around you.
   Dropped by Fyrk, Faeros High Guard
o) fire-proof scroll of shielding
   Type: scroll / scroll
    It can be used to create a temporary shield that absorbs damage.
   Dropped by Ungolë
p) Dragon Orb (Orb of Command)
   Type: jewelry / orb
   Dropped by Gorbat, Supreme Wyrmic of the Pride
q) Elemental Orb (Orb of Command)
   Type: jewelry / orb
   Dropped by Vor, Grand Geomancer of the Pride
r) Orb of Many Ways
   Type: jewelry / orb
    It can be used to activate a portal, costing 25 power out of 50/50.
   Dropped by Golbug the Destroyer
s) Orb of Undeath (Orb of Command)
   Type: jewelry / orb
   Dropped by Rak'shor, Grand Necromancer of the Pride
t) galvorn ring of invisibility
   Type: jewelry / ring
    Regenerates -11.00 hitpoints each turn.
    Invisibility: 10
   Dropped by Grushnak, Battlemaster of the Pride
u) Rod of Spydric Poison
   Type: wand / wand
    It can be used to shoot a bolt of spyric poison, costing 25 power out of 75/75.
   Dropped by Ungolë

  [Last Messages]

Middle-earth.
The time is 00:23.
Today is the 36th Tuilë of the 124th year of the Fourth Age of
Middle-earth.
The time is 04:18.
Today is the 37th Tuilë of the 124th year of the Fourth Age of
Middle-earth.
The time is 05:26.
Today is the 38th Tuilë of the 124th year of the Fourth Age of
Middle-earth.
The time is 01:01.
Today is the 39th Tuilë of the 124th year of the Fourth Age of
Middle-earth.
The time is 02:13.
Today is the 40th Tuilë of the 124th year of the Fourth Age of
Middle-earth.
The time is 00:40.
Today is the 41th Tuilë of the 124th year of the Fourth Age of
Middle-earth.
The time is 01:53.
Today is the 42th Tuilë of the 124th year of the Fourth Age of
Middle-earth.
The time is 00:16.
Today is the 43th Tuilë of the 124th year of the Fourth Age of
Middle-earth.
The time is 04:13.
Today is the 44th Tuilë of the 124th year of the Fourth Age of
Middle-earth.
The time is 02:36.
Today is the 45th Tuilë of the 124th year of the Fourth Age of
Middle-earth.
The time is 03:46.
Today is the 46th Tuilë of the 124th year of the Fourth Age of
Middle-earth.
The time is 02:08.
Bones deactivates Probability Travel.
Resting starts...
   Talent Probability Travel is ready to use.
Rested for 96 turns (stop reason: all resources and life at
maximum).

darkgod
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: What now?

#2 Post by darkgod »

Yeah :)

Nice, how were the caverns of osse ?
What were the hard times, ... ?
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

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

Re: What now?

#3 Post by Zaive »

Why does that say all the talents are class talents?
Burb Lulls wrote:"FLURRYFLURRYFLURRYFLURRYFLURRYFLURRY"

darkgod
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: What now?

#4 Post by darkgod »

Bug ;) Fixed in beta10
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

PowerWyrm
Sher'Tul
Posts: 1106
Joined: Thu Nov 21, 2002 9:53 pm

Re: What now?

#5 Post by PowerWyrm »

IIRC I've been as low as 4/600-700 hps twice in the Far East.

My thoughts about beta9 mages:
* Arcane Power: should be a % of spellpower, not a fixed value; having +18 spellpower at level 10 is overpowered, having +18 spellpower at level 30 is marginal
* "Phase Door/Spell while standing behind a wall" tactics to kill all the bosses: this makes mages a joke to play and should be balanced; I'd be in favour of adding some "teleportation resistance" to all bosses as a chance of resisting targeted Phase Door/Teleport
* Mount Doom: fun layout, limited time makes you use your life/mana pots; the boss is a joke though because you can use the layout of the final room at your advantage (see previous tactics)
* Eight legs of wonder: this dungeon is not hard enough, it should be a transition between Moria and the other dungeons in the Far East
* The Guardian of the Sea: the Caverns of Osse should be toned down, especially the Naga Myrmidons; one of those monsters is IMHO more powerful than any boss currently in the game (they are almost impossible to spot, have almost unlimited vision range and can rush from anywhere on the level, automatically landing critical hits doing around 700 hps of damage)... this makes surviving the first level of the Caverns a pure matter of luck (taking the stairs from the Flooded Level and landing in a room with 3 myrmidons is instant death, no matter how powerful your character is)
* Artifact Staves: buff them again, especially the Staff of Destruction; most ego staves "of power" or "of wizardry" you find in the Far East are much better than those

darkgod
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: What now?

#6 Post by darkgod »

What's your teleport tactic ? the boss should still be able to pathfind to you no ?

The staves: na not really but I'll add more staves as world artifacts, feel free to suggest some in the corresponding thread :)
Although I also have nothing against people using good egos.

The eight kegs of wonder: yeah .. any opinion on what should be done ?

About myrmidons, they have no special cheats, they see as far as most other monsters. They can rush from a bit further yes, and obviously they do a lot of damage. The caverns are a side quest too I dont have much problems making it a hard place ;=)
You feared myrmidons more than psyrens ?
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

PowerWyrm
Sher'Tul
Posts: 1106
Joined: Thu Nov 21, 2002 9:53 pm

Re: What now?

#7 Post by PowerWyrm »

Phase/spell tactics (P = player, B = <insert name of any boss here>):

Step 1: cast a spell for damage (even more effective with an area spell)

_B_____
_#####
P#

Step 2: cast phase door, move boss to location X

______X
B#####
P#

Step 3: wait for boss to come back to spot X, repeat step 1

_X____B
_#####
P#

In fact, this is the same tactics you used as a mage in Angband (using the Rift spell to phase your opponent)... until the dev team decided to make monsters having a saving throw against teleport. I'm for adding the same thing in Tome4 to make killing bosses less trivial.

Eight legs of wonder: simply buff the spiders a bit and add some new spiders that can appear in groups (or have escorts)

Psyrens? Never saw one of those...
Just saying about myrmidons that the layout of the first level of the Caverns of Osse is a coin flip: upon arrival, your chance of surviving your first turn decreases exponentially with the number of myrmidons generated on the right side of the level (the character with the dump above had only one generated... so he survived and clearing the rest of the Caverns was quite trivial after that).

darkgod
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: What now?

#8 Post by darkgod »

Oh pitty you'd have just *LOVED* psyrens ..

Asfor the tactic I see .. I have not enough patience to do it though ;)
Maybe instaed of a simple resist I could add a progressive resist: The more you teleport a boss the more it is likely to resist. Call it continuum destabilization or something.
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: What now?

#9 Post by edge2054 »

Time Prison can be used to similar effect when used with Dig. Same with Essence of Speed.

Would it work to have elites just use their spell save vs Time Prison and Teleport? Or would that mess with the player's ability to use these spells on himself?

Feanor.81
Wyrmic
Posts: 239
Joined: Mon Aug 23, 2010 12:52 pm
Location: Poggibonsi (Siena), Italy

Re: What now?

#10 Post by Feanor.81 »

It seems more like a specific resist: physical, fire, cold, acid... temporal/warp resist, affecting a chance and not a damage; i. e., +75% temporal resist => odds to succesfully teleport a creature 1 to 3
Don't fear the eyes of the Dark Lord / Morgoth I cry
All hope is gone, but I swear revenge / Hear my oath
I will take part in your damned fate

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: What now?

#11 Post by edge2054 »

Chronomancy effects will deal mostly temporal damage. Time Prison and Teleport could be lumped into temporal resist.

Feanor.81
Wyrmic
Posts: 239
Joined: Mon Aug 23, 2010 12:52 pm
Location: Poggibonsi (Siena), Italy

Re: What now?

#12 Post by Feanor.81 »

Oh, very well, so if there are means of dealing temporal damage, resists could be merged together, and temporal resist would affect damage as usual for damage calculation, or odds of success for teleport spells.

After all, space and time are tightly coupled ;)
Don't fear the eyes of the Dark Lord / Morgoth I cry
All hope is gone, but I swear revenge / Hear my oath
I will take part in your damned fate

yufra
Perspiring Physicist
Posts: 1332
Joined: Tue Jul 13, 2010 2:53 pm

Re: What now?

#13 Post by yufra »

I like the idea of a progressive resistance, but I believe a base resistance is already in place (conveyance lines 44-47) against non-player targets. It doesn't have the limits passed to most spells of a 5% miss chance no matter the difference in spell power and spell saves, which could be added. EDIT: Actually in testing the code below I realized that this only gets called when the target can not be teleported, and then it tries to teleport it again by sheer force of spell power. If this is the intended behavior then the code below will have to be edited slightly to.

In regards to a "continuum destabilization" how about adding a temporary effect by the same name and checking for it in Phase Door/Teleport? Something like...

Code: Select all

Index: data/timed_effects.lua
===================================================================
--- data/timed_effects.lua	(revision 1096)
+++ data/timed_effects.lua	(working copy)
@@ -993,3 +993,31 @@
 		self:removeTemporaryValue("resists", eff.tmpid)
 	end,
 }
+
+newEffect{
+	name = "CONTINUUM_DESTABILIZATION",
+	desc = "Continuum Destabilization",
+	type = "magical",
+	status = "beneficial",
+	parameters = { power=10 },
+	on_gain = function(self, err) return "#Target# looks a little pale around the edges.", "+Destabilized" end,
+	on_lose = function(self, err) return "#Target# is firmly planted in reality.", "-Destabilized" end,
+	on_merge = function(self, old_eff, new_eff)
+		-- Merge the continuum_destabilization
+		local olddam = old_eff.power * old_eff.dur
+		local newdam = new_eff.power * new_eff.dur
+		local dur = math.ceil((old_eff.dur + new_eff.dur) / 2)
+		old_eff.dur = dur
+		old_eff.power = (olddam + newdam) / dur
+		-- Need to remove and re-add the continuum_destabilization
+		self:removeTemporaryValue("continuum_destabilization", old_eff.effid)
+		old_eff.effid = self:addTemporaryValue("continuum_destabilization", old_eff.power)
+		return old_eff
+	end,
+	activate = function(self, eff)
+		eff.effid = self:addTemporaryValue("continuum_destabilization", eff.power)
+	end,
+	deactivate = function(self, eff)
+		self:removeTemporaryValue("continuum_destabilization", eff.effid)
+	end,
+}
Index: data/talents/spells/conveyance.lua
===================================================================
--- data/talents/spells/conveyance.lua	(revision 1096)
+++ data/talents/spells/conveyance.lua	(working copy)
@@ -41,9 +41,13 @@
 			end
 		end
 
-		if target ~= self and (not target:canBe("teleport") or not self:checkHit(self:combatSpellpower(), target:combatSpellResist())) then
-			game.logSeen(target, "The spell fizzles!")
-			return true
+		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
+			target:setEffect(target.EFF_CONTINUUM_DESTABILIZATION, 100 , {power=20 - self:getTalentLevel(t)})
 		end
 		-- Annoy them!
 		if target ~= self and target:reactionToward(self) < 0 then target:setTarget(self) end
I don't really like how the "on_merge" code ended up working, since the activate function is not called after the merge. It works, though!
<DarkGod> lets say it's intended

darkgod
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
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Re: What now?

#14 Post by darkgod »

Done !
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

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