Demonologists and Tinker Talents

Where bugs go to lie down and rest

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Parcae2
Uruivellas
Posts: 709
Joined: Sat Jan 14, 2012 12:02 am

Demonologists and Tinker Talents

#1 Post by Parcae2 »

They...don't work well together.

Bug 1: Demon seeds use tinker slots

This seems to be intentional, but it doesn't make sense - why would it work that way? Why not make demon seeds use a separate thing?

Bug 2: Demonologists only see the regular demonologist tinker slots, even if they know tinker talents

This means that they can't unequip tinkers in (for example) the boot slots.

Now, I understand that demonologists aren't meant to be natural tinkers, lore-wise; but, if they have access to the talents at all, they should be able to use them properly.

ibanix
Wyrmic
Posts: 244
Joined: Thu May 23, 2013 12:25 am

Re: Demonologists and Tinker Talents

#2 Post by ibanix »

This is a known issue. DarkGod hasn't said if it will be fixed, or how, but for now: don't mix those two things =)
Please help with the ToME wiki!

0player
Uruivellas
Posts: 717
Joined: Fri May 24, 2013 4:27 pm

Re: Demonologists and Tinker Talents

#3 Post by 0player »

re: "why not make demon seeds use a separate thing": because implemeting tinkers was enough of a pain in the rear to abstain from any more separate things. Inter-class synergies aren't supposed to work well, in general, because no one balances around Adventurer.

twas Brillig
Wyrmic
Posts: 279
Joined: Sun Nov 30, 2014 9:06 pm

Re: Demonologists and Tinker Talents

#4 Post by twas Brillig »

It's not quite like Adventurer, though, since a demonologist can pick up tinkering from a shop or escort (supposedly). At minimum, could there be something to block demonologists from picking up trees they can't use? Or warn them, maybe?

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