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Messages - Liquidated

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1
Support / Fatal Error Disenchanting Trait from Artifact.
« on: June 25, 2017, 06:31:15 PM »
A one time crash trying to disenchant a trait on an artifact
version 2.4.0
Win7
Was a longish enchanting session after picking up the nether critter's rep, afterwards trying to remove the trait commandeer from a level 10 armor I crashed. I went back into the game and disenchanted all 5 artifacts that needed cleaning with no problem so this is not a recurring error.

Not repeatable so prolly not an important bug to fix.
___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of Key Press Event for E-key Key
for object obj_enchdisenchant:

Push :: Execution Error - Variable Index [0,3] out of range [1,3] - 107422.properties_value(100062,3)
at gml_Object_obj_enchdisenchant_KeyPress_69
############################################################################################

2
Suggestions / Thanks Zack
« on: January 14, 2017, 10:11:12 AM »
Thank you so much for the timely updates and bug fixes Zack. This game is awesome and your direct feedback is much appreciated. :)

3
Support / Suffocation Punishment Not Getting Along With Hounds
« on: January 13, 2017, 12:37:15 PM »
If I turn on suffocation punishment with my hounds setup, HP for the base hounds immediately gets wonky.

Always starts left to right, like this picture taken at the results screen.

https://gyazo.com/68631a7900d65ef26345d61d1f20ab43


Starts immediately, even before first fight, and the exact numbers are always a bit different.


2.3.0
Win 7

I understand the Thylacine setup is a special clause not, to my knowledge, duplicated anywhere else in game; I'm sort of shocked how well it behaves overall.

4
Support / Re: Another Combat Crash! Yup!
« on: January 11, 2017, 10:30:24 PM »
Ok let's see... only 3 gems that cast at start:

Guardian Force
Defy Light
Horrify


Oh right, guardian force would invoke

Star pact
Flame Enchantment
Frost armor
Nourish
Molten armor
Chaos Orbs
Chastise
Major Healing
Black Ice
Damnation
Dark Enchantment
Decay
Bone Armor
Wormrot
Vampirism
Rain of Blood
Night Swords
Blood Shield (yup, self cast -> self heal ez)


So all I know is the fight was crashing fast on fast forward, not enough time to really get going strong on the casting spam.

I do notice that the common theme in all my spell gem errors is that it notes 7 targets: The 6 hounds from Blood to Terror AND the resulting Thylacine. This might be something only for the forming of the uber puppy or maybe I am barking up the wrong tree. ^^   

5
General Discussion / Re: List of Gods and their Traits?
« on: January 11, 2017, 12:58:48 AM »
if you have Yseros's Avatar Wulfe, how does her ultimate spell (illusion) and trait impact your original Nether Creature's 3x traits?

My fear is that her Illusion spell (not to mention her custom trait 'The Truth') is going to overwrite the traits I have painstakingly placed on my nether Terror hound like a normal shapeshift spell would.


Edit: Actually I was wrong about shapeshifting erasing original traits I must accidentally miss read the text when I originally tested.

6
Support / Re: Another Combat Crash! Yup!
« on: January 11, 2017, 12:37:49 AM »
Would it be easier to upload the save so you can try? the crash was very rare (one time in about 5 hours) unlike before.

7
Support / Another Combat Crash! Yup!
« on: January 10, 2017, 10:10:14 PM »
Goofing off with my hound crowd and game crashed at roughly 80% artifact for task of course (PLEASE REMOVE THIS TASK FROM ELIZE'S TASKS - TOTAL WASTE OF TIME :'()

Since it's a hound squad, there are a metric ton of spells involved with many cast on start (where the crash happened)

Might be similar to the other crash report but might as well get new attention on it.

version 2.2.1

Win 7


___________________________________________
############################################################################################
FATAL ERROR in
action number 1
of  Step Event0
for object obj_battlecontroller:

Push :: Execution Error - Variable Index [0,6] out of range [1,2] - -7.targets(100002,6)
at gml_Script_bc_CreatureCast
############################################################################################
--------------------------------------------------------------------------------------------
stack frame is
gml_Script_bc_CreatureCast (line 0)
gml_Script_bc_CreatureCastSpellGem
gml_Script_bc_SpellsOnHit
gml_Script_bc_StartupEffects
gml_Object_obj_battlecontroller_Step_0


 

8
Support / Re: EXP cap at 2.14B
« on: January 04, 2017, 04:10:06 AM »
Thanks for taking the time for to explain even though clearly I'd have figured it out if I read the first post a bit more carefully.... I blame the phone!

9
General Discussion / Re: Your favourite Theme Teams
« on: January 04, 2017, 04:02:34 AM »
Nature Hounds with Lone Wolf is my first Theme Team and I have to say, it totally rocks.

I was playing the new Trials expansion as a new Nature Mage and moved from my mixed team centered around Ipis tanking around realm 36 after Misery was mutilated and one shot first round; that skill is REALLY too broken powerful - needs to be removed imo)

When I switched over to team Thylacine, with Lone Wolf active, my ability to kill things went though the roof not even minding the spell gems or using specialized artifacts. I was using some random artifact I found with wild stabs on it and then stuck every cast on defence death gem I found useful (sudden death was a bad idea lol) on to all the lesser hounds.

That stage was fine while I got the piety for nether terror hound picking up a death shield with Eye of the Thylacine and put it on a dark crystal smith as a test: it appears the critter with the trait to turn into Thylacine can be anything, it just goes from 7 effective hounds to 6.

So my Nether Terror Hound with Death Shield and the single innate trait wild stabs is tearing things apart as it is backed by every useful death gem set on hit, at start, on defend as well as possible (defy light on cast at start and on hit is keen). The terror hound itself is immune 100% to debuffs and debuffing the holy crap out of all the multistricken wild stabbed/fury stricken enemies all while largely invisible. I maxed out the gem slots on the terror for all the non death gems I want.

The build only gets more insane as I fill in the blanks.

Really not sure how safe it is go Avatar of Yseros (all runes really works well since I'm packing so many buffs) but that ultimate spell of hers would ruin my setup if random properties ever cast it.

10
Support / Re: EXP cap at 2.14B
« on: January 04, 2017, 02:28:44 AM »
dumplings give +50% to food buffs right? Am I missing something as to why you would use them?

11
Gameplay and Balance / Re: Simple, silly and kinda stupid teams.
« on: January 01, 2017, 06:51:34 PM »
I happened upon a death shield with the Eye of Thylacine so.....

I took your advice on the Black Crystal Smith set up winsomniak and replaced the terror hound with the shield wielding smith.

it appears by all means that the race/class of the host for the transformation (i.e. the wielder of the terror hound's trait) still forms Thylacine with full hound powers. Need to watch out for decay artifact status here I guess, but the old start with invisible ducks under the initial lead up for casting of Defy Light - even better that one of the other hounds can host the gem.

An interesting finding is that it is apparently fine to Avatar the stand in for terror hound - pick Yseros for the runic win!

Now if only my Sorcery gems were not total crap while I hunt for a wild stabs material.


This game has all manner of OP buids it appears, thanks for sharing winsomniak!

12
Gameplay and Balance / Re: Simple, silly and kinda stupid teams.
« on: January 01, 2017, 05:32:25 AM »
Well here's my silly stupid team....

Nature Mage Hounds with Lone Wolf Perk for insane boosts to hp, attack damage, damage mitigation, and complete debuff immunity.

Out of the box, the group is Solid, but if you find an artifact with wild stabs on it things get cray cray.

Load up on every useful death gem you find that has auto cast properties (with wild stabs, 'cast on defend' is a easy way to spam all those gems)  and debuff the holy heck out everything you hit with auto heal from the attack damage you inflict.

For the terror hound, putting 'start with invisible' on artifact will let you escape a full round of incoming hate if you do not go first.

So as the team grows shop for spell gems and load up all your from all schools that fit your bill because, when you find the right materials, you can go nether critter and use ALL the schools. Also, stat boosts from artifact are counted in the forming of Thylacine , so load up on the stat(s) you want most on every hound's toy.

Not sure how going avatar would work at all since that would erase the hound race completely now that I think about it.

13
Suggestions / Re: Faster "turbo" (different style)
« on: December 31, 2016, 07:01:50 AM »
No animations would be the bomb and should not even be a punishment but a basic option.

14
Suggestions / Re: Untriggerable Spells
« on: December 31, 2016, 06:53:54 AM »
The Spell Gem Equality comes to mind as a remodel in that it is severely restricted in terms of possible mods:
Decreased Mana
Casts
  • n Extra Target

Chance to Refund Mana

Makes sense to restrict the group rez spells like that.

Incidentally Zack, I just noticed that 'On' should be lowercase like 'to' is. 

-PedantLiq

15
Suggestions / Traits From Cores
« on: December 31, 2016, 06:41:19 AM »
It would be nice with there was a way to extract a trait material from a core, paid for via the way Elize hands out tasks for spell gem materials.

Just do not make it too easy is all.

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