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Topics - Thaecrasis

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Telepath Tactics Bugs / Bug with barricade and snare
« on: May 30, 2015, 08:41:33 PM »
I just recently noticed that if you place a barricade on top of a snare, they will stack, and if you attack the square, it does damage only to the barricade. Once the barricade is destroyed the snare is revealed again.

It seems like this could simply be a game mechanic, but I thought I'd note it here, just in case.
Log attached.

Edit: After destroying the snare, it becomes an impassable tile.

Note: the tile is passable by fliers.

I've noticed it once before but dismissed it, but now I've seen it happen again:

When certain classes get promoted (Mentalist->Puppeteer, Shadowling->Shadowheart, etc), it shows in their gained stats that they have a energy reductions to kinetic pull/gust, and shadowport, respectively, but the reductions in cost don't seem to actually apply.

When Louise became a Puppeteer, it said kinetic pull/gust were halved in cost, but remained costing 4 each, and shadow port was suppose to be reduced by 1 in cost, but remained at 6. I don't have the logs of these, but it should easily be reproducible to test.

Telepath Tactics / Reduce length of Frozen status
« on: May 15, 2015, 07:31:27 PM »
I think a simple reduction of 1-2 turns is needed, since at the current moment, I'm doing the battle with Archos, and one frost spriggat froze Rebecca(who's the only one who can undo Frozen) and Lakshmi and they remained frozen for 5 turns. Now while I get Ice element's ability is to freeze, it's a little overpowered at the moment, I find.

One attack should not be able to incapacitate 1 (or more) units for essentially the length of a whole battle with a group of enemies, or longer.

Edit: I suppose the same should be said for most other status effects, both good and bad. For example, I used Frost Armour on Harriet and with her iron helm, chain chest, and natural resistance + Hardened, she had 80% pierce resist and 100% slash resist for about 5 turns as well, which now is overpowered against the AI. In this case the AI simply never attacked Harriet because they they couldn't even inflict damage to her. In the heat of battle, having any status effect last for 4 or 5 turns seems just a bit too much imo.

Telepath Tactics Bugs / Duplicate of Sarn Kamina
« on: May 07, 2015, 08:38:52 PM »
After getting Sarn Kamina, I noticed there were two of her in my roster in the shop, and continued to appear twice in the next battle, and I was able to put her on the battlefield twice.

Screencaps showing both are the same character:,TvH7Nop
Screencap of the roster, with both of them:

Log unfortunately doesn't include the info during the merchant scene where the bug first occured.

Telepath Tactics Bugs / Weird spear/javelin bug
« on: May 07, 2015, 07:55:36 PM »
During this mission somewhere near the end, Harriet at some point had her weapon unequipped (In the log, I think it's at the point where it says "Harriet Glaive has 4 attacks total"),
And when I re-equipped her javelins, they now had a range of 6, and her spear had a range of 4. I'm not sure what caused this, but it seems like the game registered that she still had the range of her spear after it got de-equipped, and when she put on the javelins, it gave the base 4 range on top of the 2 she still had somehow.

I'm not sure what caused this, as nothing extraordinary happened between when she last attacked an enemy (roughly 7 or 8 turns prior to this), and when I noticed this.

I've never seen this happen before, so not sure how or why this occured.

Image of her extra range:

Edit: Also, un-equipping her spear, then re-equipping it, still has her have 4 range with it, and 6 with javelins when un-and-re-equipped again

Telepath Tactics Bugs / Game freezing during psy orb swapping
« on: May 04, 2015, 07:38:56 PM »
This has only happened twice now, but after a long strategic battle, ranging on the order of 30+ turns, the latest being defending the camp near the Vibra Mines; I had just spent about 2 hours and was just about to finish the mission in 1 or 2 turns, and it freezes. When this freeze happens I can't even retrieve a log, since the game is "not responding".

A rather annoying bug :/.... that's two hours of hard planning down the drain. Had no casualties, got all loot, killed every enemy except a group of 5 stranded on an island where I destroyed the bridges.

[Ironically the game freezed just as I'm about to use Cryo Cross... it's like the game has a sense of satirical humour]

Well, just in case it somehow unfreezes after an undetermined amount of time, I'm gonna leave that window open anyways
Edit: nope no luck, still frozen after a couple hours

I think I'm gonna wait until this bug is fixed before playing again, since I'd rather not spend another 2 hours then having the game crash ;-;

Telepath Tactics / "Jump into water" action suggestion
« on: May 04, 2015, 04:25:29 PM »
I think if your character(or AI's character) is next to water, they should get the option to willing jump into water at the cost of their own health/energy, since there are situations where you or them would be willing to sacrifice a little to get across some water.

Points in case:
-chests that are only reachable across water (If you happen to lack an engineer, a flier, a cryokineticist, or a thief/assassin)
-AI that don't know how to react if their main path across water is taken out (e.g. the city-defend mission against the Ebon Riders. After I took out the bridge to my immediate north, I could have simply left them there without harassing them (I couldn't resist though), and they wouldn't be able to get across to get to my tent to attack it, leaving me able to take all my troops left and up to Ebon Raban, without any defenders. If the AI had access to be able to swim, then I would have had to stay and deal with them first, or leave a pair of defenders.
-I'm sure there's other cases where this could come in handy too.

Telepath Tactics Bugs / Possible AI bug
« on: May 04, 2015, 04:18:13 PM »
Similar to the bridge-attacking bug with AI, the AI will also always attack any planted charges you place down if it blocks their path, literally killing themselves if you continue to plant charges down. It's kindof funny, but unrealistic, when they should technically ignore charges and only try to attack barricades, or bridges.

On the city-defend mission against the ebon riders, I placed a charge and barricades along the immediate north bridge, and the riders came to attack it, then blew up with the bridge, then swam to shore. I then created my own bridge with a charge at the other side. They attacked it again and blew up once more. And again once more. Only one rider remained at that point and I took mercy on him and left him in his confusion, since the bridge was gone.

Telepath Tactics Bugs / Decoy ability
« on: May 03, 2015, 06:54:32 PM »

When I have Harynx use the decoy ability, it just adds an invisible tile that can't be walked on, and enemies won't target it even if it's in their attack range. (the only evidence that it exists other than you can't move on the tile; it has 0/0 health)

Screencap with enemy's movement range:

Edit: And when I attack the 'decoy' to try and remove it, I get this message:

Telepath Tactics Bugs / Apparition with absurd psy defence?
« on: May 03, 2015, 06:40:47 PM »

Apparition is essentially immune to all physical attacks, is 'weak' to mental attacks, but has 4294967292 psy defence o.O

Though the other apparition only has 0 psy defence

Edit: it turns out psy attacks still hit it for normal damage, so not sure what's going on.

Telepath Tactics / Lack of forum activity
« on: May 02, 2015, 06:56:35 PM »
I can count the number of active people on this forum on one hand. You'd think with a lot more activity from the reviews the game is getting that a lot more people would be playing. And you'd think that at least a decent percent of all the people playing would use the forums here, so any idea what's going on?

Telepath Tactics / Suggestion for ranged attacks
« on: May 01, 2015, 07:30:24 PM »
Ranged attacks (bow or spell) that have to pass over small obstacles or characters, or arced shots passing over large obstacles will have slightly reduced accuracies depending on how many obstacles/characters the attack has to pass over. This would be a basic Cover mechanic, to entice firing positions behind cover for archers or psy users, and would add further use for engineers in doing so, by placing barricades for cover.


Telepath Tactics / Question, Re: Retreating from Igor's Castle
« on: April 27, 2015, 10:27:19 PM »
Has anyone ever tried killing every enemy on the map where you're helping Emma et al. escape from Igor's Castle? I was thinking that it might be possible, even including Fera and Gulch on the map.

My theory is:
- First create a bridge of 2 barricades, with one ice block in the middle for easy collapse with fire after everyone from the castle escapes.
- Use the engineer to create barricades in front of the upcoming bridge so you can't get swarmed
- Deal with all the reinforcements from the west
- Rest/Build more barricades as they get damaged to further block the bridge
- Use psy/bow attacks to whittle down the forces on the other side of the bridge while healing your troops if they get hit by archers
- When all that remains is Gulch (and his personal guard which stays with him until you get close to him) and Fera, lure Fera closer to you by shooting her with an arced shot, then in comination with multiple pushes and kinetic gust/pulls, have it so Fera is placed into the water.
- Using bridges/ice, create platforms around Fera in the water, holding her in place with kinetic pulls, and surround her with other troops.
- Wait until she's near death as she drowns, then drag her out of the water and finish her off, and take her OP loot.
- Go finish off gulch and his lackeys.

Think this plan could work if done properly?
And what would happen script-wise if this did happen, since both Gulch and Fera are in the next cut-scene?

Telepath Tactics / Telepath Trolling
« on: April 27, 2015, 04:20:07 PM »
I kind of feel bad for this, but not really at the same time, since they did want to charge me 100 aura to get passed when I spent all I had on the store in the previous caravan shop event... they asked for it. I'm not an evil person, I swear

After I killed all the psy's, I froze the golem then kinetic pulled it into the water, then surrounded it, preventing it from doing anything, while I stood around it, healed it to keep it from dying, then farmed exp with psy attacks and shoving my own teammates and it xD

Telepath Tactics / Anyone else use this cheap tactic?
« on: April 24, 2015, 08:48:28 PM »
I try not to use it too often, but it's fun and very useful for safe leveling of troops as well as getting map loot:
[Works best if the enemy is an archer or psy, but works with melee units too]

When you're down to the last enemy of the map , surround the enemy completely (either with 4 units or 3 units and an obstacle) and proceed to do the following:

Step 1)Have your units Shove the enemy for exp, and/or have one unit attack them with a weak weapon (Exp for fighting/shoving)
Step 2)When the enemy gets to low health, use Mind Shield to heal them back up (Exp for healing)
Step 3)When the unit the enemy is attacking gets to low-ish health, use Mind Shield to heal them
Step 4)On alternating turns, Rest, to regain the energy for Mind Shield.
Step 5)Repeat, and continue to be a troll to the poor last enemy
Step 6)This strategy of surrounding/healing/resting also allows you unlimited time on any map to secure any loot you missed :)

[Exp Farming Intensifies]

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