ToME: the Tales of Maj'Eyal

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PostPosted: Sun Jan 01, 2017 9:06 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 669
Hello again!
Let's break in the new year with a new class, available HERE!
I've been testing for bugs as much as possible, and I seem to have squished the major ones, although I have a couple of pieces of functionality I haven't yet got working. Still, I present to you the Highblade. Chock full of references, this class boasts eight new talent trees with which to execute the opposition.

The Highblade is considered a Mage class. It begins with +4 Dexterity and +5 Magic. It wields greatswords, and has a talent to make them deal damage based on those two stats. Its talent categories are:

Spell/Windblade (New)
Spell/Lightning Cutter (New)
Spell/Torrential Sword (New)
Technique/Tireless Combatant
Technique/Two-Handed Assault (This might be tricky to use if you don't use Alt Talent Requirements)
Spell/Air (Low Mastery)
Spell/Water (Low Mastery)
Wild-Gift/Petals (REQUIRES HEDGEKNIGHT ADDON, no error will occur without it. Requirements become best of Str/Dex.)
Technique/Mending (REQUIRES WHITE MONK ADDON, no error will occur without it. Requirements become best of Mag/Will.)

Spell/Soft Steel (New, High Level, Locked)
Spell/Hand Of Storms (New, High Level, Locked)
Technique/Bladedancer (New, High Level, Locked)
Spell/Storm (Low Mastery, High Level, Locked)
Spell/Ice (Low Mastery, High Level, Locked)

Technique/Swordmaster (New, Generic)
Technique/Precision (New, Generic)
Technique/Mobility (Generic, was designed using the Assassin rogue tweaks, so might be slightly odd until 1.5 comes out)
Technique/Inner Power (Generic, REQUIRES MONK ADDON, no error will occur without it. Requirements become best of Mag/Will, final talent will scale with spellpower.)
Cunning/Survival (Generic, see Mobility note)
Spell/Divination (Generic)
Spell/Conveyance (Generic)

Talent Details
Spell/Windblade (New)
Excalibur
Swing your sword, releasing a wave of wind that deals %d%% weapon damage to the first target hit.
The projectile will strike using your statistics at the time of impact and your talent level at the time of use.
Knowing this talent also serves as a prerequisite to the 'Windblade' prodigy, in place of the dual-weapon damage prereq.

Defenestrate
Your strike is buoyed with a lifting wind, dealing %d%% weapon damage and knocking the foe back %d tiles.
If the knockback makes it hit a wall, it will smash down the wall and suffer double damage.

Tornado Rising
Each time you launch an Excalibur attack, your attack speed will rise by %d%% for %d turn(s), to a maximum total bonus of %d%%.

Gale Slash
You release a powerful wave of cutting air, doing %d%% weapon damage in a cone of %d.
Against shocked foes, you will use up that effect and instead deal %d%% weapon damage.
Against wet foes, you will use up that effect and freeze the target in an iceblock with health equal to half the damage done.

Spell/Lightning Cutter (New)
Blade Arc
You strike as lightning, your assault sparking from one foe to another.
This deals %d%% weapon damage as lightning to one target, and then forks to hit up to %d targets up to 10 grids apart, and will never hit the same one twice; nor will it hit the caster.

Body of Lightning
Fill yourself with the essence of lightning.
This increases your general speed by %d%% and causes you to deal %0.2f lightning damage to anyone who strikes you in melee.
Both effects last for 5 turns, and the effects scale with spellpower.

Thunderclap
Lift your sword high, releasing a thundrous slash that deals %d%% weapon damage as physical damage to adjacent foes, shocking them and trying to knock them back %d spaces.

One Thousand Birds
You gather lightning on your palm and your blade, and then rush toward a target within %d with incredible speed.
If the spot is reached and occupied, you will score a guaranteed critical hit, with a base damage of %d%% weapon damage as lightning.
If the target is shocked, they instead take %d%% damage, and are dazed for three turns.
You must attack from at least 2 tiles away.

Spell/Torrential Sword (New)
Tsunami Strike --I'm really running out of water themed talent names at this point, not gonna lie
You cover your blade with a torrent of icy water, crashing forth as a wave that deals %d%% weapon damage, half as cold and half as physical, in a cone of %d.
The water also tries to knock the targets back two spaces.

Breath of Life
You breathe in some newly enchanted water, renewing your body.
This causes you to gain %0.1f health, mana, and stamina per turn for %d turns, for a total gain of %0.1f.
The regen rates scale with spellpower and level, the duration only with level.

Cleansing Downpour --oh hey an unmarked reference
You invoke a healing rain within radius %d, applying the wet effect for three turns.
You also heal for %d health, based on spellpower. Casting this spell is instant.

Glacial Force
You strike the enemy with a furious strike, imbued with hail and blizzards. You deal %d%% weapon damage as cold, and remove one negative status effect upon you.
If the target is wet, that status is removed, the target is frozen in an iceblock, and you cleanse an additional effect.

Spell/Soft Steel (New, High Level, Locked)
Dreamblade
Your attack aims not for the body, but strikes instead at the systems of chakra, mana, and energy that support it.
Sacrificing damage, you deal %d%% weapon damage as physical damage, but attempt to put the target to sleep for 3 turns, rendering it unable to act. Every %d points of damage the target suffers will reduce the effect duration by one turn.
When Slumber ends, the target will suffer from Insomnia for a number of turns equal to the amount of time it was asleep (up to ten turns max), granting it %d%% sleep immunity for each turn of the Insomnia effect.
The damage threshold will scale with your Spellpower.

Pinpoint Assault
Your pinpoint assault allows you to rapidly strike the pathways that carry energy through the body. You strike three times for physical damage. Every blow does %d%% damage.
Every two talent levels, you strike an additional time. (%d blows total, for %d%% weapon damage.)

Distant Cleave
Your attack damages the mana networks in the brain, doing %d%% weapon damage as physical damage in a cone of %d and dazing those struck for three turns.

Tenketsu Division
Your attack is powerful, yes, but it isn't their body they should worry about. You cut the networks that carry energy of all kinds.
As well as dealing %d%% weapon damage as physical damage, the target loses a proportionate amount of resources.

Spell/Hand Of Storms (New, High Level, Locked)
Storm's Eye Strike
You stand in the eye of the storm, slaying nearby foes with lightning and steel.
All creatures in radius one take %d%% weapon damage. Then, a crackling web of lightning deals %d%% weapon damage as lightning to all foes in radius %d.
Wet foes will be fried more effectively, taking %d%% lightning weapon damage and losing the wet status. All foes affected are shocked for three turns.

Flooding Edge --I lifted this wholesale from Verdant. SORRY HOUSEPET I LOVE YOU
Conjure a wave of water, riding it up to %d squares to crash into a foe at high speed. If the target is reached, you attack, dealing %d%% weapon damage.
The wave will also crash into enemies around where you end up, doing %0.2f physical and %0.2f cold damage.
You must start from at least 2 tiles away.
Damage scales with Spellpower. Affected foes are made Wet, and shocked foes may be dazed.

Monsoon
You conjure a powerful storm that follows you for %d rounds. While it lasts, it increases your life regen by %d, while increasing your cold, physical, and lightning resistance by %d%%, and reducing the same resists of enemies within %d by the same amount.
Finally, Wet enemies within range take %0.2f cold damage per turn, and Shocked enemies take %0.2f lightning damage per turn.
Resistance gain and loss, life regen and damage all scale with spellpower.

Divine Wind --Arguably this could be a Temeraire reference. that's what I was thinking of.
You unleash the Silver Tower's final technique, a tremendous sweeping strike accompanied by a kiai that magnifies the blow out to a tremendous range.
You deal %d%% weapon damage, half as cold and half as lightning, in a cone of %d.
Shocked foes will be dazed, wet foes will be knocked back, then foes will be shocked and wet.

Technique/Bladedancer (New, High Level, Locked)
Twirling Aria
When you would take a heavy blow (one dealing at least %d%% of your health), you dance out of the way.
Your evasion increases your resistances by %d%% for two turns. This effect has a cooldown.
The resistance gain increases with spellpower.

Blade Waltz
Teleport from foe to foe, slashing them to ribbons.
You strike one enemy for %d%% weapon damage, and then teleport to %d targets within %d range, striking each one for %d%% weapon damage.
The initial target can be chosen as a teleport target, but each target can be teleported to no more than once.

Dance of the Crescent Moon --it works with timeless. I put a lot of effort into making this class extra friendly with shaloren.
You move with such speed, you seem to be in three places at once.
Effectively, you summon two clones, existing for up to %d turns each.
The copies possess your exact talents and stats, have %d%% life and deal %d%% damage.

Dance of the Steel Seedlings
You rise spires of bone from the ground, shaping them to slash, pierce, and hold your foes in place.
This deals %0.2f physical damage in a radius of %d each turn for %d turns, and causes another %0.2f damage as bleeding over five turns.
They also have a %d%% chance to be pinned for two turns.
The damage will increase with your Spellpower.

Technique/Swordmaster (New, Generic)
Silver Swordsman --I carefully put all their unique/magical effects in this generic category...
Your training has prepared you to wield a greatsword with grace and precision.
Increases Physical Power by %d, and increases weapon damage by %d%% when using swords.
In addition, the damage modifier of greatswords becomes 70%% dexterity, 70%% magic.

Way of the Tower
The Highblades of the Silver Tower are armoured not in metal, but by their incredible reflexes and arcane power.
Similarly, the strength of their blows comes not from muscles, but from the precision of their strikes and the mana flowing through them.
Your global speed is increased by %d%% and your physical power by %d. These values are based on your Magic.
Your resistances are increased by %d%% and your defense by %d. These values are based on your Dexterity, and are lost when in armor heavier than cloth.

Blade Trance
The Silver Tower teaches superiority; the ability to wade into an army of lesser foes and walk out unharmed and untouched.
For the next %d turns, whenever you make a melee attack, if there is an adjacent foe who wasn't the target, you attack them for %d%% of the original attack's damage.

Never Cut Twice --this and Song of Eulogy might need nerfing tbh.
As befits an order of warriors as much arcane monks as supreme warriors, the Highblades of many maxims. One is simple - you should never need a second blow.
Whenever you strike a foe with at least %d%% of their max health remaining, you deal %d%% increased damage.
The bonus damage scales with spellpower.

Technique/Precision (New, Generic)
Song of Eulogy -- ...so this category could be generally available! Not sure who to, though.
Some martial orders, such as the Highblades, attempt to finish fights as quickly as possibly, and are superbly skilled at dispatching weakened foes.
Whenever you strike a foe, if increasing your damage by %d%% would cause it to deal more damage than the foe has remaining life, it is increased by that much.

Rise Above --not 100% sure the effect part works
You breathe evenly, rising above your currently circumstances and returning to your normal level of skill.
You automatically cleanse one status effect on use, and reduce the duration of incoming status effects by %d%% for the next %d rounds.

Blossom Step
In a flurry of cherry blossoms, you use your phenomenal speed to teleport up to %d tiles away, to a targeted location in line of sight.
In doing so, you increase your global speed by %d%% for the next %d turns.

Insightful Strike
You pay close attention to your foes, allowing you to strike optimally.
You increase your armor penetration and your accuracy by %d and your resistance penetration by %d%%, lasting for %d turns.
Then, you attack for %d%% weapon damage.

1.0.1
-Fixed sword prereqs
-Fixed typo in monsoon/defenestrate.
-Renamed a couple of watery talents courtesy of Jenx (No save incompatibility)
-Special cased whirlwind!
-Added Monk's Technique/Inner Power

1.0.2
-I've had this error Many times before I SHOULD KNOW BETTER. fixed traps erroring when they damage.

1.0.3
-Fixed some typos and misleading descriptions.
-Buffs to a bunch of stuff.
-Water/air now locked. use your gorramn sword.
-Silver Swordsman is now no-unlearn-last.

1.0.4
-Excalibur is now weaker at range 1.
-Swordmaster tree now gives accuracy.
-Blade Arc strikes with massive bonus accuracy.
-Swordmaster is mag/dex instead of str/dex.

To Do
-Make the bone spires show
-Make chidori play
-Make soft steel not wake you up
-Fix weird prodigy stuff

----

If anyone finds a bug, please tell me so I can try to squish it. Similarly, I did my best, but I cant guarantee all interactions (especially wet/shocked interactions) work.
Bonus points to the first person who spots all the references mentioned in the init file!


Last edited by astralInferno on Tue Feb 07, 2017 9:11 am, edited 8 times in total.

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PostPosted: Sun Jan 01, 2017 9:56 pm 
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Sher'Tul Godslayer

Joined: Mon Feb 14, 2011 11:16 pm
Posts: 2257
Very creative and impressive design, well done.

Some other words for all things wet: drizzle, rain, shower, rain, damp, drench, soak, moist, aquatic, marine, irrigate, spray, stream, well, jet, cascade, torrent, gush, spill

you said you were running out of words ;-)

_________________
MADNESS rocks


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PostPosted: Sun Jan 01, 2017 10:15 pm 
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Low Yeek

Joined: Mon Dec 26, 2016 12:13 pm
Posts: 5
I want to try this out, but right now I'm trying to figure out why greatswords scale with Dex, but still require Strength to equip. Do I need to raise Strength to equip better swords? That feels so bad because equipping armor doesn't make a lot of sense here because of Way of the Tower...


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PostPosted: Mon Jan 02, 2017 3:41 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 669
jenx wrote:
Very creative and impressive design, well done.

Some other words for all things wet: drizzle, rain, shower, rain, damp, drench, soak, moist, aquatic, marine, irrigate, spray, stream, well, jet, cascade, torrent, gush, spill

you said you were running out of words ;-)

(Makes copious notes)

Quote:
I want to try this out, but right now I'm trying to figure out why greatswords scale with Dex, but still require Strength to equip. Do I need to raise Strength to equip better swords? That feels so bad because equipping armor doesn't make a lot of sense here because of Way of the Tower...

Now, see, I THINK I changed this. I THINK it will /say/ it needs strength, but actually work on dex. I'll go check. If this isn't the case, it's a big enough bug that I'll fix it asap.


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PostPosted: Mon Jan 02, 2017 5:28 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 669
1.0.1
-Fixed sword prereqs
-Fixed typo in monsoon/defenestrate.
-Renamed a couple of watery talents courtesy of Jenx (No save incompatibility)
-Special cased whirlwind!
-Added Monk's Technique/Inner Power


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PostPosted: Tue Jan 03, 2017 4:08 pm 
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Spiderkin

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 503
Location: Middle of Nowhere
I'm getting an error when stepping on traps. Addon is enabled, but I'm not actually playing a Highblade at the moment.

Code:
[LOG]   Digaz fails to disarm a trap (water siphon).
[LOG]   Digaz is caught by a water siphon!
Lua Error: /hooks/highblade/load.lua:70: attempt to call method 'knowTalent' (a nil value)
   At [C]:-1 knowTalent
   At /hooks/highblade/load.lua:70
   At [string "return function(l, self, data) local ok=false..."]:1 triggerHook
   At /data/damage_types.lua:119 defaultProjector
   At /data/damage_types.lua:667 projector
   At /data/damage_types.lua:2384 projector
   At /engine/interface/ActorProject.lua:219 project
   At /data/general/traps/water.lua:51 triggered
   At /engine/Trap.lua:140 trigger
   At /mod/class/Trap.lua:161 trigger
   At /engine/Trap.lua:154 check
   At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
   At /engine/Actor.lua:230 move
   At /mod/class/Actor.lua:1289 move
   At /mod/class/Player.lua:300 moveDir
   At /mod/class/Game.lua:1742
   At /engine/KeyBind.lua:230


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PostPosted: Tue Jan 03, 2017 5:50 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 669
1.0.2
-I've had this error Many times before I SHOULD KNOW BETTER. fixed traps erroring when they damage.

As a note, when I first started playtesting this, I got a mysterious error a few times that inexplicably lowered my damage by 90%. I think it might be to do with Way of the Tower, but I couldn't reproduce it when I picked it up again and finished bugfixing. If it hits you, please tell me /asap/ and give me as many details as possible.


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PostPosted: Wed Jan 04, 2017 3:28 pm 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 808
I think what this class needs is some knockback synergy to go with their numerous knockback talents. Perhaps an easy-applied debuff or aura that causes additional damage/effects each time a target is forcibly moved. And some sort of buff whenever the player moves, to go with the numerous mobility talents.


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PostPosted: Tue Jan 10, 2017 9:39 am 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 669
Not a bad idea. I'll think about it.

In the meantime...

1.0.3
-Fixed some typos and misleading descriptions.
-Buffs to a bunch of stuff.
-Water/air now locked. use your gorramn sword.
-Silver Swordsman is now no-unlearn-last.


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PostPosted: Tue Jan 10, 2017 10:36 pm 
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Sher'Tul

Joined: Mon Jun 23, 2014 11:50 am
Posts: 1439
has anyone seen this class on an npc? because yesterda, i forgot to disable the addon, spasnwed on a villager in dearth, and shat out like 10 errors every move.

i will try to track the error report, but there were like 10 of them not sure which was relevant.
brand new install (W10-T1.4.9) so all of them should be from the same time.

as for other mods, i don't think there was any that would interfere with it.


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PostPosted: Fri Jan 13, 2017 6:58 am 
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Joined: Fri Jan 13, 2017 6:22 am
Posts: 1
Conceptually a really great addon, but it throws an error when opening the character sheet dialog.

After a bit of trial and error I found that it was an addon compatibility issue caused by "swordmaster/silver swordsman". Strangely enough, the addon that it is incompatible with is Recaiden's Parallel Inventory. While this is not really a big issue as I wasn't using Parallel Inventory for anything anyways, you might want to look into it if there are more compatibility issues.

Whether or not there are other issues, I have yet to find out. I look forward to more releases.


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PostPosted: Sat Jan 14, 2017 8:25 am 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 669
Given parallel inventory is made to work with another class I started making, I really need to make sure it works. Thanks for the report!

Edit: On checking, I get an error trying to open the character sheet with parallel inventory /anyway/. I think it might occur either always, or from anything that tries to alter equip requirements.

Radon, show me the first error if you can. Any others are useful, but first is most important. Did you see what talents it knew?


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PostPosted: Sat Jan 14, 2017 12:25 pm 
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Sher'Tul

Joined: Mon Jun 23, 2014 11:50 am
Posts: 1439
there are 4 in my report folder

Code:
error = "Lua Error: /engine/interface/ActorTalents.lua:279: /engine/interface/ActorTalents.lua:256: /engine/interface/ActorTalents.lua:150: ...ddons/highblade/superload/mod/class/interface/Combat.lua:36: attempt to perform arithmetic on a nil value\
stack traceback:\
\9...ddons/highblade/superload/mod/class/interface/Combat.lua:36: in function 'sub1'\
\9...ddons/highblade/superload/mod/class/interface/Combat.lua:42: in function 'getDammod'\
\9/mod/class/interface/Combat.lua:1605: in function 'combatDamage'\
\9/mod/class/interface/Combat.lua:433: in function 'attackTargetWith'\
\9/data/talents/techniques/2h-assault.lua:143: in function 'damtype'\
\9/engine/interface/ActorProject.lua:218: in function 'project'\
\9/data/talents/techniques/2h-assault.lua:139: in function </data/talents/techniques/2h-assault.lua:126>\
\9[C]: in function 'xpcall'\
\9/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:140>\
  At [C]:-1 \
  At [C]:-1 error\
  At /engine/interface/ActorTalents.lua:279 useTalent\
  At /mod/ai//tactical.lua:418 runAI\
  At /mod/ai//tactical.lua:446 doAI\
  At /mod/class/NPC.lua:72 act\
  At /engine/GameEnergyBased.lua:129 tickLevel\
  At /engine/GameEnergyBased.lua:64 tick\
  At /engine/GameTurnBased.lua:51 tick\
  At /mod/class/Game.lua:1271 "
seen = true
reported = false

---

error = "Lua Error: ...ddons/highblade/superload/mod/class/interface/Combat.lua:36: attempt to perform arithmetic on a nil value\
  At [C]:-1 __mul\
  At ...ddons/highblade/superload/mod/class/interface/Combat.lua:36 sub1\
  At ...ddons/highblade/superload/mod/class/interface/Combat.lua:42 getDammod\
  At /mod/class/interface/Combat.lua:1605 combatDamage\
  At /mod/class/interface/Combat.lua:433 attackTargetWith\
  At /data/talents/psionic/other.lua:126 do_tk_strike\
  At /data/talents/psionic/other.lua:205 callTalent\
  At /mod/class/Actor.lua:4989 fireTalentCheck\
  At /mod/class/Actor.lua:570 actBase\
  At /engine/GameEnergyBased.lua:119 tickLevel\
  At /engine/GameEnergyBased.lua:64 tick\
  At /engine/GameTurnBased.lua:51 tick\
  At /mod/class/Game.lua:1271 "
seen = true
reported = false

---

error = "Lua Error: /engine/interface/ActorTalents.lua:279: /engine/interface/ActorTalents.lua:256: /engine/interface/ActorTalents.lua:150: ...ddons/highblade/superload/mod/class/interface/Combat.lua:36: attempt to perform arithmetic on a nil value\
stack traceback:\
\9...ddons/highblade/superload/mod/class/interface/Combat.lua:36: in function 'sub1'\
\9...ddons/highblade/superload/mod/class/interface/Combat.lua:42: in function 'getDammod'\
\9/mod/class/interface/Combat.lua:1605: in function 'combatDamage'\
\9/mod/class/interface/Combat.lua:433: in function 'attackTargetWith'\
\9/mod/class/interface/Combat.lua:183: in function 'attackTarget'\
\9/data-highblade/talents/torrential-sword.lua:162: in function </data-highblade/talents/torrential-sword.lua:157>\
\9[C]: in function 'xpcall'\
\9/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:140>\
  At [C]:-1 \
  At [C]:-1 error\
  At /engine/interface/ActorTalents.lua:279 useTalent\
  At /mod/ai//tactical.lua:418 runAI\
  At /mod/ai//tactical.lua:446 doAI\
  At /mod/class/NPC.lua:72 act\
  At /engine/GameEnergyBased.lua:129 tickLevel\
  At /engine/GameEnergyBased.lua:64 tick\
  At /engine/GameTurnBased.lua:51 tick\
  At /mod/class/Game.lua:1271 "
seen = true
reported = false

---

error = "Lua Error: ...ddons/highblade/superload/mod/class/interface/Combat.lua:36: attempt to perform arithmetic on a nil value\
  At [C]:-1 __mul\
  At ...ddons/highblade/superload/mod/class/interface/Combat.lua:36 sub1\
  At ...ddons/highblade/superload/mod/class/interface/Combat.lua:42 getDammod\
  At /mod/class/interface/Combat.lua:1605 combatDamage\
  At /mod/class/interface/Combat.lua:433 attackTargetWith\
  At /mod/class/interface/Combat.lua:183 attackTarget\
  At /data-highblade/damage_types.lua:32 projector\
  At /engine/interface/ActorProject.lua:420 projectDoAct\
  At /engine/interface/ActorProject.lua:508 projectDoStop\
  At /engine/Projectile.lua:230 act\
  At /engine/GameEnergyBased.lua:129 tickLevel\
  At /engine/GameEnergyBased.lua:64 tick\
  At /engine/GameTurnBased.lua:51 tick\
  At /mod/class/Game.lua:1271 "
seen = true
reported = false


as for which talents... i was playing multiclass challange, so i couldn't just find him by looking for border.


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PostPosted: Tue Jan 17, 2017 7:34 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 669
Hm. Something's going wrong when it tries to change the damage mod from strength to dex.
Tactical nuclear option is to just make the talent no_npc, since I'm not sure why this would fail.


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PostPosted: Wed Jan 18, 2017 5:11 am 
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Sher'Tul

Joined: Sat May 15, 2010 9:17 pm
Posts: 1451
Huh. Just to make sure I'm not missing something, is there really no starting accuracy boosting talent, nor anything (damaging, anyway) in the initial accessible talents that doesn't involve accuracy tests? Not sure if I'm failing a reading check or you're actually intended to be missing a lot until you can dredge up the gold for combat training/invest enough in dex (and/or accuracy kit) it stops being quite so... starting adventurer-y. Except without the probably auto-hit stuff to ease the transition, heh.


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