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  1. Aug 10, 2011
    • dg's avatar
      Two new high level talent trees: Psi-archery and Grip. · 9a0c0c48
      dg authored
      The Psi resource now regenerates naturally like mana and stamina
      Mindslayers start knowing the Shoot talent
      Conduit applies to shots fired from telekinetically-wielded bows
      Conduit applies to Mindlash when telekinetically wielding a gem
      Matter is Energy benefits more from increased talent levels
      Buffed Focused Channeling
      
      
      git-svn-id: http://svn.net-core.org/repos/t-engine4@4099 51575b47-30f0-44d4-a5cc-537603b46e54
      9a0c0c48
  2. May 27, 2011
  3. May 14, 2011
    • dg's avatar
      Eight new high level monsters · 9bbf8328
      dg authored
      Fixed problem with Shattering Charge
      Greatly improved Mindlash. Focus mindslayers should be much more fun.
      Removed much of the moat around the bandit fortress vault to make navigating around it less of a pain.
      
      
      git-svn-id: http://svn.net-core.org/repos/t-engine4@3363 51575b47-30f0-44d4-a5cc-537603b46e54
      9bbf8328
  4. Mar 28, 2011
  5. Mar 19, 2011
    • dg's avatar
      Psionic focus slot now has a quickslot version, and switches with 'X' · f5b778a6
      dg authored
      Aura spike damage nerfed to not scale so ridiculously with willpower
      Thermal aura spike damage reduced to balance the huge area of effect
      Reshaping something that already has negative fatigue no longer sets it to zero
      Charged Leech now properly returns energy when it strikes the killing blow
      Superhuman leap renamed and no longer causes problems when you land directly on somebody
      Damage from auras and Beyond the Flesh attacks will now break Wild Speed
      Leech cooldowns reduced
      
      
      git-svn-id: http://svn.net-core.org/repos/t-engine4@3030 51575b47-30f0-44d4-a5cc-537603b46e54
      f5b778a6
  6. Feb 28, 2011
  7. Feb 24, 2011
    • dg's avatar
      Rearranged the Mental Discipline tree · 28069f18
      dg authored
      Buffed Highly Trained Mind
      Made Mindslayer auras less costly to sustain
      Use on_pre_use for disallowing Mindslayer shields and auras
      Shields now apply their reduction to incoming damage before resists
      Mindhook cooldown reduced, and reduces further with talent level
      Telos's Staff Crystal has wielder properties that match its imbue properties
      
      
      git-svn-id: http://svn.net-core.org/repos/t-engine4@2829 51575b47-30f0-44d4-a5cc-537603b46e54
      28069f18
  8. Feb 09, 2011
    • dg's avatar
      Kinetic Aura spikes are now beams, and Thermal Aura spikes are now cones · 88485acb
      dg authored
      All auras can be deactivated without triggering a spike by targeting yourself
      Boosted Conduit damage multiplier given by additional talent points
      Increased crit boost from Perfect Control
      Telekinetic Smash applies Conduit damage if Conduit is sustained.
      Will and cunning affect damage and accuracy of Telekinetic Smash
      No more than two shields and two auras can be sustained at once.
      Highly Trained Mind info text changed
      Conduit only affects the telekinetically wielded weapon
      Leeches talents get reduced cooldowns with additional talent points.
      Mindslayers get less health per level
      Reshaping talents nerfed
      Shattering Charge automatically spikes Kinetic Shield
      Nerfed shield spikes and shield efficiency.
      Clarified shield talent info texts.
      Matter is Energy regens energy every turn for X turns
      Mindhook now cancels and explains why if you use it on a target out of range
      
      
      git-svn-id: http://svn.net-core.org/repos/t-engine4@2697 51575b47-30f0-44d4-a5cc-537603b46e54
      88485acb
  9. Feb 02, 2011
  10. Feb 01, 2011
    • dg's avatar
      60% of will and cunning now used to determine Beyond the Flesh damage · 60427106
      dg authored
      Swapped Shield Discipline effect with Absorption mastery effect
      Swapped Aura Discipline effect with Projection mastery effect
      Augmentation tooltip fixed, nerfed slightly
      Base shields don't absorb as much energy per point of damage. Spiked shields absorb much more.
      Auras drain less energy
      Base shields nerfed, spikes buffed
      Base shields absorb lower percentage of incoming damage
      Spiked shields apply to 100% of incoming damage
      Nerf Reshape Weapon slightly
      Reshape Weapon and Reshape Armor have 0 cost
      Shields don't use turn
      Auras do more damage
      
      
      git-svn-id: http://svn.net-core.org/repos/t-engine4@2598 51575b47-30f0-44d4-a5cc-537603b46e54
      60427106
  11. Jan 25, 2011
  12. Jan 24, 2011
  13. Jan 19, 2011
  14. Jan 17, 2011
  15. Jan 16, 2011
  16. Dec 31, 2010
  17. Dec 27, 2010
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