ToME: the Tales of Maj'Eyal

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 Post subject: Re: Werebeast class v1.3
PostPosted: Mon Sep 02, 2013 1:49 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 6009
I'm thinking some equilibrium reduction on kills.
That seems reasonably thematic.

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 Post subject: Re: Werebeast class v1.3
PostPosted: Sun Nov 24, 2013 4:52 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 6009
Updating this addon. Things done so far:
-1 equilibrium per kill.
Ram now rams through multiple targets.
Squeeze now does a Strangling Hold.
Various talents more powerful.

Any other requests/bugs?

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 Post subject: Re: Werebeast class v1.4
PostPosted: Sun Dec 01, 2013 2:30 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 6009
Updated:
You get 1 equilibrium point removed per kill.
Ram now rams through multiple targets.
Squeeze now does a Strangling Hold.
Various talents more powerful.

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 Post subject: Re: Werebeast class v1.4
PostPosted: Sun Dec 01, 2013 12:51 pm 
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Low Yeek

Joined: Fri Aug 24, 2012 2:16 am
Posts: 5
I seem to be having a bug involving the silent hunter tree.

When hovering over the third talent on the tree i get an error. then later ingame i cannot right click on any talents to activate auto usage because i will get error.

If i never hover over the third talent on silent hunter tree i do not get error right clicking on talents ingame.


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 Post subject: Re: Werebeast class v1.4
PostPosted: Sun Dec 01, 2013 10:29 pm 
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Archmage

Joined: Tue Nov 09, 2010 7:43 pm
Posts: 356
Thanks for adding that to ram :P


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 Post subject: Re: Werebeast class v1.4
PostPosted: Sun Dec 01, 2013 10:30 pm 
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Archmage

Joined: Tue Nov 09, 2010 7:43 pm
Posts: 356
Does it knock them to the side yet :P


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 Post subject: Re: Werebeast class v1.4
PostPosted: Mon Dec 02, 2013 1:48 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 6009
Knocks them everywhere.

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 Post subject: Re: Werebeast class v1.4
PostPosted: Tue Dec 03, 2013 3:30 pm 
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Joined: Mon Dec 02, 2013 4:55 pm
Posts: 1
Seems as though there is an error now in the class. Unless it's just a problem isolated to me.

The third skill in the Wild-curse / Silent hunter tree is throwing an
[engine/interface/ActorTalents.lua:77: bad arguments] error at this point when mouse overing it.


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 Post subject: Re: Werebeast class v1.4
PostPosted: Tue Dec 03, 2013 6:01 pm 
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Thalore

Joined: Mon Oct 24, 2011 8:05 pm
Posts: 151
yep..same


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 Post subject: Re: Werebeast class v1.4
PostPosted: Wed Dec 04, 2013 1:16 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 6009
Someone remind me tonight to fix this. :)

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PostPosted: Wed Dec 04, 2013 8:55 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 6009
Patched.

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PostPosted: Thu Dec 05, 2013 7:49 pm 
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Low Yeek

Joined: Wed Nov 20, 2013 8:48 pm
Posts: 6
Just here to report that Eagle Eye doesn't actually increase your accuracy at all, only the bonus to vision applies from the talent. Great work on this class though, it really is fun!


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PostPosted: Fri Dec 06, 2013 8:48 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 6009
Strange, how has that been broken for this long?

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PostPosted: Fri Dec 06, 2013 9:23 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 6009
Anyway, patched to fix that.

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PostPosted: Fri Dec 06, 2013 7:05 pm 
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Archmage

Joined: Tue Nov 09, 2010 7:43 pm
Posts: 356
Every skill in the silent hunter tree but the first throws up the error noted the png. EDITED it seems t5o only pop up on the middle 2 skills in the tree.


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tome-1.0.5-1386356409.png
tome-1.0.5-1386356409.png [ 163.17 KiB | Viewed 1229 times ]
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