ToME: the Tales of Maj'Eyal

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PostPosted: Thu Feb 15, 2018 7:18 pm 
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Halfling

Joined: Thu Jan 14, 2016 11:10 am
Posts: 114
PseudoLoneWolf: I agree melee enchanters are definitely valid, but why would you ever use a str-based weapon? Why wouldn't you use a staff, or maaaybe ritual dagger/sceptre?


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PostPosted: Thu Feb 15, 2018 8:11 pm 
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Higher

Joined: Sun Aug 23, 2015 5:49 pm
Posts: 79
I like the idea of a staff wielding enchanter that whacks enemies with their staff. Arcane blade already does the other weapons, why not make the enchanter more inclined to use staff?

Not that I'm against the option to use other weapons, the more the better.


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PostPosted: Thu Feb 15, 2018 11:05 pm 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5759
Enchanter is not supposed to be tied to staves. I have no idea where you got the idea that I'm forcing anyone into anything.
When I design my classes, I usually try to include three general 'build' options (which can be mixed and matched however you wish).
For Enchanter, these are Hedgemagic caster, staff combat fighter and enchanted weapon fighter.
Unfortunately, you can do the enchanted weapon fighter while using a staff, which gives you bigger range of choices.

I may have suggests Con as a primary stat, but you do get enough points to max over three stats, so the is nothing stopping anyone maxing Str as well.

I'm not sure that swapping accuracy for spellpower on Enchant Weapon will have the desired effect. Accuracy is of no use to blasting things with a staff, but spellpower is. So wouldn't this change just support people sticking with a staff?

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PostPosted: Fri Feb 16, 2018 12:47 am 
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Thalore

Joined: Tue Jan 03, 2017 7:12 pm
Posts: 174
The intention is that people will branch out OFF of staff because they no longer need the spellpower inherent to them in order to cast anything worth casting - because you can enchant it onto melee weapons instead. Although if you're going pure caster mode, yes, you can just extra-power-up the spellpower on your staff - which in turn supports the caster playstyle.

At least, I felt like it was a good idea.

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PostPosted: Fri Feb 16, 2018 9:23 am 
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Halfling

Joined: Thu Jan 14, 2016 11:10 am
Posts: 114
HousePet wrote:
Enchanter is not supposed to be tied to staves. I have no idea where you got the idea that I'm forcing anyone into anything.

Sorry, I'm not saying you're forcing anyone. I'm just saying that a class that *always* wants to max magic/has almost all their skills tied to magic, and have several talents tied to staves (two trees plus runestaff) but none tied to other weapon types, will inherently be inclined toward staves. You can always go with staves, while other weapons require a lot more effort and investment in another stat.

And when I asked why you'd ever would not use a staff/ritual dagger it wasn't rhetorical - it may very well be that there's an argument for be made for other weapons. I just can't see it myself so far.


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PostPosted: Fri Feb 16, 2018 7:20 pm 
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Halfling

Joined: Thu Jan 14, 2016 11:10 am
Posts: 114
A description/usefulness issue with Arcane Enchantments - Fortify Charms:
1. The name of the skill implies it's intended for charms, but the text could do with a refresher on exactly what charms are like the one in Device Mastery; I had to double check Survival to know why it wouldn't work for Eye of the Sleeping One.
2. The term charm is used quite losely in the game; it's both a type of ability and an item class. Device Mastery applies based on ability type, not item type, while Fortify Charms applies to the item class. This makes it kind of confusing, especially due to 1. It also makes it far more limited than device mastery, as many good charms (ability type) aren't charms (object class).

Personally, I think you could make it apply based on ability type like Device Mastery; there's only a handful of really powerful charm-type abilities, though granted those can be very powerful (evasion and global speed boost for example). Due to diminishing returns, I still think that would be ok. If it's to be restricted to item class, you might want to change the description from "the activation of an item" to "the activation of a torgue, totem or wand".


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PostPosted: Fri Feb 16, 2018 10:44 pm 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5759
Drat, I suspect I didn't test Fortify Charm extensively.

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PostPosted: Wed Apr 04, 2018 4:02 am 
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Joined: Wed Apr 04, 2018 2:12 am
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I'm trying out Enchanter, and I really don't get the generics... I wanted to try out a non-staff wielding, but I have basically nothing I can put generic points into that's useful to a non-staff user. The mana regen talent is essentially worthless, and most of the other trees rely on using a staff :\ I'd normally expect to see generic trees hold a lot of passive buffs, some utility, etc- but it feels to me more like the generic trees the Enchanter has are class trees that are just in a different category.

Also, re:Channel Staff; why is it a lower damage multiplier than the Channel Staff in vanilla TOME? That one is already almost unused except by alchemists. The Enchanter class has too many basic/spammable abilities I think :\


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PostPosted: Thu Apr 05, 2018 4:57 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5759
Some classes have basically no good generic categories to start with, and Enchanter is one of them. But you can still acquire extra ones.

Possibly the original Channel Staff formula was changed, or I rescaled the new talent's formula which just turns out to be smaller for you at the moment.

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PostPosted: Fri Jul 13, 2018 11:37 am 
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Wayist

Joined: Thu Jul 12, 2018 1:43 am
Posts: 16
Bug reports:
1. Artifact mindstar, Stormpulse causes superload whenever the game tries to get its infos (mouse hovering & inventory check). Change T_BRAINSTORM in the lua to T_BRAIN_STORM. Fixed the bug for me.
2. It's just a pet peeve, make Arcanist's Nightfall talents to not refer anything related to undead minions, Arcanist doesn't have any talent that summons them. Please fork it to a similar tree that doesn't mention the undead minions :D


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PostPosted: Sat Jul 14, 2018 1:44 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5759
1: That is a wardstone, not a mindstar. and I was sure I had corrected that ages ago (Not to mention there is no way I could have failed to find the bug when I tested the thing originally). :x

2: No. You have no idea how much of a mess that would cause.

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PostPosted: Sat Jul 14, 2018 4:51 am 
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Wayist

Joined: Thu Jul 12, 2018 1:43 am
Posts: 16
HousePet wrote:
1: That is a wardstone, not a mindstar. and I was sure I had corrected that ages ago (Not to mention there is no way I could have failed to find the bug when I tested the thing originally). :x

2: No. You have no idea how much of a mess that would cause.


1. Oops, yep, wardstone :lol: Please check the world-artifacts.lua again. Compare Sparkstone and Stormpulse, you'll see a difference in "use_talent = " line. Latest version btw.

2. Okie


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PostPosted: Sat Jul 14, 2018 6:11 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5759
Oh, I have two with the same activate. I guess I typoed both of them and Sparkstone was reported quickly as its quite common.
Stormpulse on the other hand, is quite rare (but not as rare as the Shattered Shield).
Two Wardstones with the same activate is a bit lame. So I'm going to change Stormpulse to activate for Static Field, which fits the Nature powersource better.

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PostPosted: Sun Jul 22, 2018 5:16 am 
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Uruivellas

Joined: Mon Oct 09, 2006 7:47 pm
Posts: 615
There are from time to time lua errors at the level generation and the log mentions arcanum and verdant.

Code:
Lua Error: /engine/Entity.lua:927: unsupported temporary value type: function :=: function: 0x49e10230 (on key harmonious)
        At [C]:-1
        At [C]:-1 error
        At /engine/Entity.lua:927 recursive
        At /engine/Entity.lua:911 recursive
        At /engine/Entity.lua:933 addTemporaryValue
        At /mod/class/Actor.lua:3921 onWear
        At /mod/addons/orcs/superload/mod/class/Actor.lua:89 baseonWear
        At /mod/addons/verdant/superload/mod/class/Actor.lua:80 baseonWear
        At /mod/addons/arcanum/superload/mod/class/Actor.lua:110 onWear
        At /engine/interface/ActorInventory.lua:182 addObject
        At /engine/interface/ActorInventory.lua:518 wearObject
        At /mod/resolvers.lua:77
        At /engine/Entity.lua:744 resolve
        At /mod/class/Actor.lua:279 resolve
        At /engine/Zone.lua:676 finishEntity
        At /engine/Zone.lua:417 makeEntity
        At ...challenge/superload/mod/class/generator/actor/Random.lua:58 generateOne
        At /engine/generator/actor/Random.lua:127 regenFrom
        At /engine/generator/actor/Random.lua:49 generate
        At /engine/Zone.lua:1054 newLevel
        At /engine/Zone.lua:919 getLevel
        At /mod/class/Game.lua:1119 changeLevelReal
        At /mod/addons/cults/superload/mod/class/Game.lua:45 changeLevelReal
        At /mod/class/Game.lua:918 base_changeLevel
        At /mod/addons/zomnibus/superload/mod/class/Game.lua:104 changeLevel
        At /mod/class/Game.lua:2135
        At /engine/KeyBind.lua:242


Obviously, it comes form several superloads of onWear, but I looked at the code and it seems correct...


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PostPosted: Sun Jul 22, 2018 7:37 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5759
Its being caused by an item with a faulty property on it, which is being generated when the level is being generated.
What is the ...challenge mod?
I'm pretty sure I would have noticed by now if I had any faulty items, as I haven't changed them for ages.

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