Spell maintenance question

Discussion in 'Arcanum Hints & Tips' started by Vyme, Oct 8, 2001.

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  1. Vyme

    Vyme New Member

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    Ever notice in turn based combat spells that have a fatigue cost per 10 seconds do not drain any fatigue no matter how many rounds combat lasts?

    Is this a bug? I have the patch btw.

    I went into combat against 2 wolves and cast 2 stasis spells (I had no followers) and just end my combat turn for like 50 turns in a row and my fatigue did not go up, or down.

    Given that monsters/npcs dont ever seem to make their saving throws no matter how high their level or stats (only time they escape my stasis is if they have magic resistance and it fizzles) you can destroy just about anything if you lock them in stasis and never have to pay to keep them locked in it.

    I know one thing. Spells with fatigue cost per 10 seconds sure as HELL cost you if you play in real time. No way can you keep 2 stasis going in RT. Turn based fatigue loss from spells just seems to be broken. Thoughts?
     
  2. Milo

    Milo New Member

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    Well, no first hand experience, but I'm not surprised. This game is definately quirky, no doubt.

    Just out of curiousity, what's your constitution and heal rate? That might have something to do with it.
     
  3. Vyme

    Vyme New Member

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    Sigh. This game has a great many broken things to it :sad:

    Con stats and heal rate don't have anything to do with it. Higher con stat will give you more fatigue back per 10 seconds. I believe it was something like 8-10 con = 3 fatigue per 10 sec, 11-13 = 4 fatigue per 10 sec, 14-16 = 5 fatigue per 10 sec, and 17+ is 6 fatigue back per 10 seconds.

    You notice you gain 1 fatigue more per 3 con, but 17, 18, 19 gives 6 fat, you would think hitting the magic 20 would give you more, but it doesn't. You still only gain 6 fatigue back per 10 seconds with 20 con.

    The fatigue drain definitely works in Real Time, as I tried to maintain 2 demons which cost 6 fat. per 10 seconds each and I quickly ran out of stamina. Do the same thing in turn based, and I could keep my demons forever so long as I was in combat mode.

    Definitely looks messed up to me.
     
  4. Milo

    Milo New Member

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    Ah... So it's yet another exploit that makes mages overpowered.
     
  5. Vyme

    Vyme New Member

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    Sadly, yes.

    Though, tech has a few exploits going for it, like the zero ap molotovs :p

    Not that tech even comes close to what magic can do, but..

    If mages can teleport, I want to build a time machine damnit :p
     
  6. Milo

    Milo New Member

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    That's not really much of an exploit, though. At least not on my piece of shit computer...

    The animation for explosives lags my comp so badly that I can't really use them anyway. So, they're "free" in terms of Action Points, but in real life time, they take for ever. I click the button to throw a molotov, right? The stopwatch appears, my hard drive spins and makes death groans, I wait for a few minutes, and then the animation FINALLY pops up. :lol:
     
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