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ToME: the Tales of Maj'Eyal • View topic - Beta testing for new class: Fated!

ToME: the Tales of Maj'Eyal

Everything about ToME
It is currently Tue Apr 13, 2021 12:45 pm

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PostPosted: Wed Apr 24, 2013 8:07 pm 
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Wayist

Joined: Fri Dec 31, 2010 11:08 pm
Posts: 22
I would like to share my thoughts about this. I am going to mostly post negative feedback, but I only do this because I like the idea so much. I want to see it really hit its stride. Please keep working at this class!

1) What does luck do? What does accident prone do? Is it worth trying to keep it up on a target? I feel like those concepts need to be better explained.

2) There seems to be very little stat scaling. About half of the skills are flat number increases. I feel this is a problem. This class has a 4 way tug of war with stats, between dex, cun, mag, and con. It feels like I have to put a bunch of points into magic for a tiny passive gain besides unlocking talents. I would like to see the magic stat interact more with talents. Cun is a little bit better, but I still don't feel don't feel like the unique fated talents gain enough from putting points into it.

3) Hit me. Having to target the same or different targets 5 times is pretty annoying. The concept of what card you got does not seem to matter till the 4th tier talent. For that matter, what does the 3rd tier talent do till the 4th tier talent? Maybe make each talent learned unlock one of the games when you put a point into it?

4) Roll the dice (or was it bones?). I despise the self damage mechanic. If I am under 120 hp (the average damage my current character seems to do), I can't use this talent. If am above 120 hp, I still need to consider my hp 120 lower before using this move. I would really like to see this mechanic go. The 2nd tier talent seems like a 1 point wonder. 1 point for 20% more damage off the first move, and another point for an additional 2 seems pretty harsh. The scaling also seems pretty low. 1 point in flurry out damages my 7 points in this tree.

5) Charmed life (I think this the name. 3rd tier in the positive luck tree) . I really dislike having that hp regen go negative. If you exit combat with a low luck score, you are have to play with a dot slowly eating you till you find some chump to eat. Not cool.

Keep going! This class is great!


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PostPosted: Thu Apr 25, 2013 1:45 pm 
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Thalore

Joined: Thu Jan 17, 2013 2:49 pm
Posts: 190
I am getting this error when walking over lava. Not sure if this is a result of loading the latest version of the addon on a character created with a previous one.

Lua Error: /hooks/fated/load.lua:331: attempt to call method 'hasEffect' (a nil value)
At [C]:-1 hasEffect
At /hooks/fated/load.lua:331
At [string "return function(l, self, data) local ok=false..."]:1 triggerHook
At /data/damage_types.lua:343 defaultProjector
At /data/damage_types.lua:553 projector
At /data/general/grids/lava.lua:34 check
At /engine/Map.lua:711 checkEntity
At /mod/class/Actor.lua:632 act
At /mod/class/NPC.lua:54 act
At /engine/GameEnergyBased.lua:131 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1042


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PostPosted: Thu Apr 25, 2013 4:43 pm 
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Wyrmic

Joined: Fri Jan 18, 2013 8:35 am
Posts: 261

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Proud father of and add-ons; proud mother of add-on


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PostPosted: Thu Apr 25, 2013 5:11 pm 
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Halfling

Joined: Wed Feb 06, 2013 6:04 pm
Posts: 85
Just popping in to say that the negative HP regen thing was not intended. It was an oversight in what I told nate to code. I apologize to everybody!


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PostPosted: Sat Apr 27, 2013 5:01 pm 
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Wayist

Joined: Fri Dec 31, 2010 11:08 pm
Posts: 22
The tool tip idea would go a long way. It makes a bunch of sense.

As for the hit me idea, I would suggest starting with hit me, and the game skill at level 1. Each new talent adds a game. The 4th tier talent should do some kind of card manipulation. My idea is to let the players pick up to talent point cards, and re deal them(talent level 5 throws the discarded cards as 1 attack!).


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PostPosted: Fri May 03, 2013 5:55 am 
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Wyrmic

Joined: Fri Jan 18, 2013 8:35 am
Posts: 261
Fated b14.

--New melee Fortune-based class: Agonist
--New graphic from rexorcorum for Sol Exorcismus
--Various bugfixes (incl walking on lava, sorry bout that)
--Fortune now decays when above neutral; fortune no longer starts at/near max
--Characters with a Fortune pool can now see their own and others' Luck attribute, and are given a little bonus info when looking at timed effects that debuff/increase Luck
--Decks now list their damage type in their description
--No more negative life regen from Charmed Life in Felicity

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PostPosted: Fri May 03, 2013 10:58 am 
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Low Yeek

Joined: Fri May 03, 2013 10:55 am
Posts: 8
Bugs on Agonist:
1) When you enter new area group after using Rod of Recall you get 0 Fortune. Than renders some builds unplayable (oriented on felicity)
2) Charmed life description says nothing about life regen


Nice class, but I cannot play it with the bug #1


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PostPosted: Fri May 03, 2013 11:54 am 
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Archmage

Joined: Tue Nov 11, 2003 10:54 am
Posts: 379
Location: Wroclaw/Poland
Interesting the new class.

I'm looking forward playing it.

Cheers:)


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PostPosted: Fri May 03, 2013 2:27 pm 
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Sher'Tul

Joined: Fri Sep 21, 2007 3:18 am
Posts: 1081
Location: Angolwen
Lets get some infos on Agonist!


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PostPosted: Fri May 03, 2013 2:57 pm 
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Wyrmic

Joined: Fri Jan 18, 2013 8:35 am
Posts: 261

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PostPosted: Sat May 04, 2013 1:25 am 
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Sher'Tul

Joined: Fri Sep 21, 2007 3:18 am
Posts: 1081
Location: Angolwen
Oooh. Lets use nemesis on dreadfell 9 and see what happens! :twisted:


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PostPosted: Sat May 04, 2013 4:15 pm 
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Thalore

Joined: Mon Feb 04, 2013 9:31 pm
Posts: 186
Is Agonist a renamed Champion or is the Champion still a planned class?

Either way keep up the good work, you guys are awesome! I'll give this class a whirl as soon as I beat the game(finally :D ).


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PostPosted: Sat May 04, 2013 4:34 pm 
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Wyrmic

Joined: Fri Jan 18, 2013 8:35 am
Posts: 261

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PostPosted: Wed May 08, 2013 1:30 am 
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Wayist

Joined: Tue Oct 12, 2010 5:44 am
Posts: 20
Fated seems interesting and unique. Would you give me permission to localize the addon for Japanese?


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PostPosted: Wed May 08, 2013 4:08 am 
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Halfling

Joined: Wed Feb 06, 2013 6:04 pm
Posts: 85
Nate, what do you say? I have no objections. What are your localization plans? (My fiance speaks Japanese and wrote her thesis on localization so this is something that intrigues me)


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