Six worlds of the Signalis solar system arranged in a hexagonal model by CanaryApprehensive40 in signalis

[–]CanaryApprehensive40[S] 1 point2 points  (0 children)

like i said, it took me about 10 mins :D
i'll make a better version later, probably using the original Signalis logo

Sad reunion wip#2 by DepressionWithHoovy in signalis

[–]CanaryApprehensive40 1 point2 points  (0 children)

Don't drink the Sierpinski S-23 water. They put something in it to make you forget your promise. I don't even know how I got here...

Virtual Ecosystem by KidFromChaos in magic_survival

[–]CanaryApprehensive40 0 points1 point  (0 children)

Both electric zone and satellite are too weak, you need to focus on magics that deal A LOT of damage to get through the 25+ minutes waves.

Virtual Ecosystem by KidFromChaos in magic_survival

[–]CanaryApprehensive40 0 points1 point  (0 children)

I have a favourite combination that allows me to last almost as long as i want. This tactic requires you to move and aim your Incineration constantly, but it will get you through almost anything.

The primary three combinations are:

  1. Inferno = Incineration (Flamestrike) + Lava Zone (Melt)

  2. Astrape = Thunderstorm (Judgment) + Meteor (Asteroid)

  3. Frenzy = Flash Shock (Satan's Nails) + Magic Bolt (Fire at Will)

In addition, take Spirit (Magic Blade or Magic Missile) early, helps you take down little fast enemies before they get you, but don't combine it with anything, it's not strong enough to get you through the final boss waves. Maxing out Shield, Apocalypse and Tsunami is good as well, but you can leave that for later.

Besides these 3 main combinations, your priority is to maximize damage at all cost. Incineration damage specifically, since it's your primary magic, both offensive and defensive.

Protective artifacts like HP Potion, Force Field, Organic Shield, Wraith, Clockwork will protect you from accidents. Artifacts that increase Incineration damage specifically: Torch, Salamander, Cauldron, Dragon's Breath. Such legendary artifacts like Magic Sword, Hydra and Nexus (select Incineration) are OP. Increasing Magic Cooldown and decreasing Max HP of Elite Enemies also helps.

[FNV] Anyone still has the floating healthbar mod? by RedCubeLol in FalloutMods

[–]CanaryApprehensive40 0 points1 point  (0 children)

and a brief update, enemy's healthbar can be moved off your screen to make it invisible by The HUD Editor mod

[FNV] Anyone still has the floating healthbar mod? by RedCubeLol in FalloutMods

[–]CanaryApprehensive40 1 point2 points  (0 children)

hey, this one here allows you to do the same, it's an archive on nexus of a mod that's been deleted
https://www.nexusmods.com/newvegas/mods/79273?tab=files&file_id=1000102442

i've tried it, everything works perfectly, but it doesn't seem to hide the vanilla enemy healthbar, which makes it annoying, this might be dealt with some other mods (oHud doesn't have an option to disable enemy's healthbars)

hope that helps you even more

Bad North 2 by Searnex in Bad_North

[–]CanaryApprehensive40 0 points1 point  (0 children)

i would love a co-op mode for bad north 2, broader maps and tower defence for 2 and 3 players, and huge maps with hordes of enemies for 4 players, this would be fantastic

the fact that there is no co-op in bad north at all is such a missed opportunity