Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Kletian999

Pages: 1 [2] 3 4
Yeah, I later realized why it's working the way it was, but if you can resolve it to the highest altitude (since who would ever build a bridge under things) it'll probably meet most expectations.  Using the 3 line bridge and underlapping an undestroyed segment of the stone bridge caused some visual weirdness as well. 

Is there's any plans for a "Stair" contraption that's 1 altitude higher than than the land it's placed on?

Just finished Coria Bridge.  After the bridge itself was clear I decided to engineer my way up to Ebon's location.  When I got close I realized he was already "dead" with all his stuff in a bag.  I'm guessing after the engineer blew up the charge he was programmed to retreat, but it seemed odd to get all that free stuff out of the deal.

Some of the paths over the wooden or stone bridge refused to show the blue movement range despite letting me walk on/across them if I clicked.  At least this time around I ensured the elevations were all the same.

While i had the two Striders walking up my giant bridge to Ebon's cliff, I moved Sabrina, did not attack with her, then moved Emma to her and Casted Motivate.  I was expecting Motivate to give Sabrina back full movement range, but since she was not in "post attack" state it did nothing.

I get a lot more logs than the ones I generate by pressing L.  What triggers their automatic creation?

Plated Boots have Durability?  Most armor doesn't.

Inventory weirdness is still happening.  When shopping in town before the Dogs fight I ran into multiple instances of equipping armor unequipping weapons, equipping boots unequipping helmets (but letting me equip both boot and helmet a second later), and multiple weapons (Lances on Scarlet) all appeared equipped at once.  Some consumables were even marked equipped with the tooltip "Equip to triggered".

Using f12 to generate screenshots tends not to set a file extension (needs .jpg on end) during the manual location save popup. 

Telepath Tactics Bugs / Re: Continually slowing animations
« on: May 24, 2015, 07:58:56 PM »
I had it happen on the Coria Bridge level.  Despite their being barely any enemies by the end my own turns took forever.

In Ebon Raban's bridge fight, I blasted a hole in the bridge by the spike barriers, then had my engineer place new bridges while flying with the hoverpack.  This made the bridges height 0 instead of height 3 to connect to the ground it was adjacent too.  This caused the aforementioned weird movements.

Telepath Tactics (2015) / Re: Modder's Q&A thread
« on: May 20, 2015, 06:40:01 AM »
Haha wow, that makes the attack much more fun to use.  Can't believe I missed that.

Telepath Tactics (2015) / Re: Modder's Q&A thread
« on: May 19, 2015, 06:59:05 PM »
Feedback doesn't heal the user though (or does it and I've been dumb?)

Telepath Tactics (2015) / Re: Modder's Q&A thread
« on: May 19, 2015, 09:39:41 AM »
So if I understand, an Attack with the "life drain" property but 0% self heal coefficient becomes an non-healing attack that's damage capped to how much you lost?

Telepath Tactics (2015) / Modder's Q&A thread
« on: May 19, 2015, 06:46:31 AM »
I was thinking it'd be great to have a resource thread for questions future modders might have that haven't been covered in tutorials yet.

The Feedback attack does damage based on lost HP, but I don't see where in the XML file for attacks that logic exists.  Can you explain that?

Telepath Tactics Bugs / Re: Equipment switcheroo bug
« on: May 17, 2015, 11:25:40 PM »
I suffered from inability to equip last item because consumables were in the middle for the first time tonight.  It also made it so, from using just 1 usage of a bandage (not even removing stuff from inv), there were times where it said I had no sword equipped, yet still had all my sword moves.

Meridian had the same problem for me when I first rescued her.

Telepath Tactics (2015) / Re: Comments on equipment limits
« on: May 15, 2015, 07:19:45 AM »
Teresa seems to be a magnet for ranged attacks from the AI in my experience so far.  Thankfully it's never been lethal.

Telepath Tactics Bugs / Re: cloch mission and cave blockage
« on: May 14, 2015, 01:29:55 PM »
Maybe in the future it'll be programmed so both work?

Telepath Tactics (2015) / Comments on equipment limits
« on: May 14, 2015, 01:28:55 PM »
Now the great thing about this game is I can change the below if I really don't like it; but I thought I'd bring up a discussion anyway:

Bandits- Axe wielding Heavy Melee, cannot wear Helmets or Chain Mail, just Leather Armor.
Crossbowers- can wear helmets and leather armor- more than Bowman (buy design) who can wear Leather armor but no helmet.
Psychic mages- can wear leather armor, no helmets
Assassins and Engineers- cannot wear any armor.

Let's just say I'm surprised Bandits and Assassins don't get more defense being so in the thick of things, and am surprised Engineers are sitting ducks defense wise compared to "everyone".  You'd think they'd at least wear some Kevler-like vests versus arrows. 

Telepath Tactics (2015) / Re: Assasin in main campaign OP?
« on: May 14, 2015, 12:55:19 PM »
He's already nerfed repeatable actions so each invidual action can only XP once per round.  A bit of a bummer for bridge building engineer.

Telepath Tactics (2015) / Re: Main Campaign Strat guide
« on: May 14, 2015, 11:15:18 AM »
Is it still the case that regular walking doesn't work on water boulders?

Pages: 1 [2] 3 4