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Hallo!
The closest thing I can find to this is
You should get this error message when you try to activate one of the Mindslayer class's three Aura talents - Kinetic Aura, Thermal Aura, Charged Aura - while the other two are active. As the error says, you can only have two sustained at once.
I note that these trees are also used by the Psion class, included in the wonderful nsrr's Naloren pack - Psions are allowed to use all three effects at once, so shouldn't be getting this error message at all.
If you weren't playing one of those classes, you probably got the message because an enemy tried to use the talent. That WOULD be a bug, but I'm not sure where - I don't think I've ever altered those talents, so it's probably not my fault.
Not entirely sure why this was posted under Harriers, but I hope this answers your question? :)
Thanks, that helped. Actually I'm not on steam, but gog version also has 32bit version.
One new note - it seems some troubles with old lua jit may be the reason.
if you are using steam, try the 32bit version, swap the t-engine64 with t-engine
hi,in The Game Later period,i discover this log"you may only sustain two auras at once,Aura activation cancelled."
Maybe you know what's going on?
Thanks for the report! I tested creating items, and it seems to be working for me. Could you give me some more information on what kind of item you were trying to make and what components you were using to make the item?
Duplicate COmment
I've tried this add-on on Four different systems and it throughs an error when I try to enable it then breaks the game making it so that my characters levels go up but I don't get talents/stat points anymore or a prompt to level up
Update: No longer breaks leveling up but dual classes is causing an error. Have no tried this with 4 different computers. One Intel and 3 AMD Zen4 systems, one is a steamdeck (I realize that this system is probably not supported)
How's that beta coming along? *crickets*
I note with interest that you made no attempt to counter any of my refutations of your "facts". It's kinda like if you had difficulty understanding the difference between "challenge" and "pointless annoyance", and then made a great show of knocking down a straw man instead of addressing what my addon actually does.
Yea, unsurprisingly facts are not really that hard to "guess". It's kinda like if you made an addon that just makes the player invincible and wrote "But wääh, now there's no challenge in the game as the player can't lose" as one of the "objections"
Let's put it this way then: Unless you use the item vault (which is a topic of completely different discussion), then doing Nur reduces your chances of winning as you gain almost nothing and the place is considerably more dangerous (due to the basetypes spawning in dry nur) than other relevant dungeons
…wow. I think you managed to hit every single one of the objections I anticipated in my initial write-up:
Objection #2: "Oh, but you don't need to do Nur. You can always just carry around 200 pounds of potential swap-in gear in your pack for the entire game. I mean, what did you think the I Can Carry the World prodigy was there for?" Storage is what you need the fortress for.
Objection #3: "Water breathing? Pfft. Wimp. You're supposed to just hold your breath really hard and hope you get lucky and find the down stairs before you asphyxiate." Water bubbles run out, especially in a protracted fight. A resource (air in this case) that's finite and non-renewable is useless.
Objection #1: "Aww, but where's the fun if you can't randomly miss out on vitally important gear?" If I can't sit in that water buble and rest my life and resources all the way back to full and my cooldowns down to zero, as many times as I need to, then no, water breathing gear is not optional in Nur.
Water levels as "challenge" is the most boring approach known to man. (And for the record, water breathing gear is an in-game tool; all I'm doing is arranging for that tool to be available when the player needs it.)
Not working at the moment of creating an item
Completely is accurate. You don't need to do it, and I'm really curious what you might think a player gains from it that will help them progress in the game. You can access the item vault there if you are a donator, but using vaulted items is expressly not the way the game is intended to be played and if anyone feels they need vaulted items to succeed, they really should spend more time mastering the basics (how to engage tactically, which tools are available universally and when they are useful, when to abandon a fight as a lost cause, which talents and effects to look for when inspecting an enemy and whether they are particularly debilitating to your current character, how and when to prioritize certain stats on gear, etc.).
To the original point of the post, playing on Adventure mode is fine, but if your aspiration is to beat the game on rougelike, then you should play on rougelike to reinforce the habits that will actually make that possible. Learning which zones are worth skipping would be a good one, for a start.
It's optional, though calling it "completely" optional is a bit of a stretch. It's possible to win the game without doing Nur, afaik, but it's a somewhat more difficult task, probably beyond the abilities like the frustrated OP above until they get much more experienced in playing. For now, they're best off completing the Sher'tul Fortress quest.
Whenever i use the scorpions stealth skill and the turn it off the stealth never goes away and can be toggled to stack infinite stealth
Yeah, I'm going to have to revert the map back to the original, I was messing around with making the map bigger but, I need to plan it out better. I'll try to get it pushed out soon (I dont have much free time lately) The bit about Mulfar can be ignored, just a debug menu option for myself while mod testing, it wont be there in the full release.
Ok, I pushed out an update that reverts the map back to the original, if you're playing a game that still has the new forest sections I added, you will need to enable developer mode in the main menu and when in game press ctrl+a and select r) Reload/regenerate zone and level. This will update the map removing my forest areas. I apologize for the inconvenience!
Nur is a completely optional zone + it spawns water bubbles you can use to replenish air. You don't need a waterbreathing tool for it (also modding out a problem instead of using ingame tools to solve it is the most boring approach known to men)
Well, it tells me that you should be using my Nur Kit addon, created out of precisely the sort of frustration you describe.
Loving the concept of this mod, but I'm having a big issue and a small one.
For the big issue: Made a Sun Paladin, and when I left the starting city in the Far East, a forest has replaced half of the mountain range, including the city, so there's no way to go back in. I don't know if this is only occurring when starting on that continent, but I don't really have enough skill/knowledge to speedrun a character to the Far East to see if characters that start in the west have the same problem.
The small issue: Mulfar (IIRC, the shadowy guy with hands) has his final option as ?lua_error FORCE RESTART or something along those lines.
I am running other addons, but ran it with only this one (and official DLC/addons) and still had the same errors. I also tried unsubscribing, deleting, and resubbing to see if maybe the download was corrupted with no luck.
Posting this here and on the Steam workshop for visibility. I'll definitely be keeping subbed for use in the future, though!
No right way to play. Enjoy yourself.
I play Insane Roguelike, but it takes me months between wins, trying flat out.
I think I just like watching myself suffer.
Scaling is a bit of a work in progress. Hopefully the next version will be somewhat better? Where are you noticing a problem?
More of this game? Count me in, where do I sign up?
Portable font should be possible then!
Very excited for everything announced here, great to see this game still going.