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Re: oegith crystals
Posted: Tue Jul 02, 2013 6:19 pm
by Antison
Mety wrote:Yes i had 8 and now i had 4 from that basket
I'll test this now.
EDIT: I was not able to reproduce this with 6. I placed 6 in the basket, slept, went back the basket and there was 6.
Re: Me again! Questions about 2x ShaF or 2x ChaR:
Posted: Tue Jul 02, 2013 6:22 pm
by Sarumar
SkrikRunkarN wrote:Heya, you people have probally seen me recently in kind "alot" of posts -I got so many thoughts!
I got the skill Rejuvenation that removes 1 magnitude each round by 20%, and I'm mostly wondering about Shaf:
Does the actor condition stacks from 2x ShaF? It's a 20% risk that when YOU attack enemies YOU get the curse Fatigue..
In other words:
-Will it be 40% risk that you get that actor condition?
-Or will it be just 20%.. because Fatigue really just got ONE magnitude
My second question is about ChaR, similar to the first question:
-Will the Chaotic grip (50% when hitting target) stack into 100%?
-Or will it be just 50%?....
Alternatively: will it be 50% + 50% of 50%? I mean: 75%..?
Thanks in advance.
Hi there,
Rejuvenation skill gives player a 20% chance (once in every round) that one of negative actor condition (if there is currently one or more affecting to player) will decreace one magnitude.
Re: Mysterious house below Fallha. + Feygard patrol by Charw
Posted: Tue Jul 02, 2013 6:32 pm
by Sarumar
SkrikRunkarN wrote:Is there a quest about this?
And the theifcamp right outside Charwood: I'm wondering about the boxes, is that a quest about that too?
I must say that I really enjoy the latest update, how ever, I reloaded my savefile from v0.6.9 (I think).
Because of the errors that might can occur with the savefiles (I havn't notice anything yet thou).
I cannot enter in to this house
Do you mean Agthor ? ... yes there is something what you need to do before ....
Re: Alpha test Andor's Trail v0.7.0
Posted: Tue Jul 02, 2013 6:45 pm
by Sarumar
sorrow wrote:So I know I was the one that said that the xul'viir was overpowered but I think we took to much off of it. I personally rather destroy it and have 3 extra crystals rather then spend the 3 and have this weapon.
... this weapons is completelly useless
Antison wrote:Man, when you said you were going to "nerf" the Xul'viir, you weren't kidding! This weapon went from a borderline "maybe I'll use it instead of dual wielding the DoSP and the blade of the defiler" to a "no way am I using this".
5 AP --> 6 AP That was enough for me to say no, but no, you went even further and nerfed its actor conditions and AC.
AC 32 --> 26%
25% Bleeding wounds to 5%
45% Dazed to 10%
In short, I think you took the nerfing to far.
IMO
AP bact to 5
Bleeding wounds to 25%
Dazed to 25%
and at least some CC %
and perhaps Fear fits in this weapon ?
Re: oegith crystals
Posted: Tue Jul 02, 2013 6:51 pm
by sorrow
When I get my 8 ill try this.
EDIT…………
Ok I tested this bug with 8 crystals rested and went back to the basket and there was 8 crystals.
Maybe what happened was you dropped 4 but thought u had 8.
Re: Alpha test Andor's Trail v0.7.0
Posted: Tue Jul 02, 2013 6:57 pm
by sorrow
Well it was to over powered I suggested they lower the AC and ad but I think went a wee bit to far lol
Re: Alpha test Andor's Trail v0.7.0
Posted: Tue Jul 02, 2013 7:01 pm
by Sarumar
sorrow wrote:Well it was to over powered I suggested they lower the AC and ad but I think went a wee bit to far lol
yes i understand but there are also;
Re: Alpha test Andor's Trail v0.7.0
Posted: Tue Jul 02, 2013 7:09 pm
by Sarumar
sorrow wrote:Looks like were gonna have to go there every weapon and every armour to find these bugs.
I hope that this is easy to fix... there are only few weapons in the rapier category..
Re: Alpha test Andor's Trail v0.7.0
Posted: Tue Jul 02, 2013 7:38 pm
by sorrow
Possible bug:
I'm in lodar tunnels and was attacked by 2 bats and 2 ghost. Meanwhile there were 3 ghost closing in on me. After killing the 2 ghost that were attacking me I noticed the the other 3 ghost stop there advancement. Is that because I killed the other 2 ghost?
Re: Alpha test Andor's Trail v0.7.0
Posted: Tue Jul 02, 2013 7:59 pm
by Antison
Oskar,
We are still having world map issues. I loaded a game from 0.6.12 for the first time that was east of the iqhan cave.
Most of the map was not filled (although it should have been, minus the green maze and other new maps). I walked to the crossroads guardhouse and the maps are not filling in. Every tile in that immediate area is failing to fill in.
Would my saved file help you?
Edit:
Before posting this and before exiting the game, I saved. After posting, I "continue current game", and low and behold the map around Loneford starts to fill-in.