Cursed WoMents/Arcane Oddities (Part 2)

I think the thing that makes this even better is that while being in the insanity 3 area of the dark sea and drinking 30 insanity 3 potions, I had no insanity effects.
I was completely fine, no warding either

One time I was in range 4 I think, my warding potion wore off, so I only had 3 warding at that point from armor. I was good, nothing bad happened.

Yeah I believe you there, mine was caused by warding potions wearing off while I did have warding gear on before. Except for me I took the warding gear off first because I was about to fight the atlanteans on the island in an attempt to have a cool death (I was stranded on the island), it didn’t go to plan and I killed them all, claiming the island as my home since insanity had no effect on me anymore.

In short, I literally defeated my inner demons (and outer demons) in a fight

Who’s the stranded insanity-immune monster now?!

Well you know what they say: you are what you eat

classic
image

So guess what I just found out that Thane Armor can do.

Thane armor is male equivelent of Siren Bra
:thinking:

honestly not as funny as
"Earned the “Welcome to Arcane Odyssey” badge
“Earned the “Struck by Lightning” Badge”
“left the game”

i miss it

he died from exhaustion

he killed you like 20 billion times and you keep coming back what’s he supposed to do

underwater dark sea island



Not much of a Cursed WoMent or Arcane Oddity. That’s just technical limitations.

I use a crystalline cape though, and I like to imagine it’s stiff as a rock.

Not technical limitations, just lazy metallic mapping. Learn Roblox Studio before assuming what its limits are.

Okay, I said that assuming you didn’t know if that was a limitation or not. It’s not easy though, and I didn’t feel like explaining. Clearly I don’t have to though.
Mapping lighting to textures is hard.
My solution would have been to separate the two pieces of the mesh, but I don’t think the game is built for that.

Oh, well that sounds pretty easy, more of a visual bug than “cursed” though.

I actually know blender and studio, so let me explain how simple it would be.

Step 1: Get the original texture.
Step 2: Find which parts are leather and which are metal.
Step 3: Color the leather black and color the metal white (or the opposite, I kinda forgor).
Step 4: Upload the new texture as a decal.
Step 5: Use the decal as the MetallicMap property of the SurfaceAppearace instance.

It’s not a bug. It’s being lazy.

Well it would’ve looked pretty normal if it wasn’t for the rest of it not being metallic.

Eh, I can see that. Much of a technical explanation for “leather is rock hard”, threw me off a bit.