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PostPosted: Wed Nov 08, 2017 7:16 am 
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Thalore

Joined: Mon Dec 05, 2011 8:25 pm
Posts: 132
Yay data! :D

Arcvasti wrote:
-My mobility, on the other hand, is completely ridiculous. Storm Knight takes hit and run to a whole new level. I took on the vault full of overpowered dragons at the level I arrived there and won, with only one death[And I DID have the Blood of Life by that point]. Said death could easily have been avoided if I'd gotten Track instead of Heightened Senses and used Wanderer's Rest or a Psychoportation Torque. Storm Knight can Wind Stride in, drop a Zephyr Dance, melee until their shields break and then run away using Storm Charge or Lightning Ride. Against enemies without copious regeneration on a largeish level, this basically guarantees victory. Especially since Storm Knights have a good DoT in Hurricane/Storm Blast.

Yeah to be honest I'm still kinda unclear on how to balance less number-oriented options properly. Things like damage, defense, and healing, you can fiddle with the numbers until you get it right, but things like escapes, battlefield control, and senses tend to be more binary in practice. That said, I wonder if perhaps a way to go for some of those sorts of things might be something not dissimilar to Souls, Hate, or Feedback, a resource pool that needs to be built up actively by engaging enemies rather than being rested off. So you might have a panic button, but you can't just go in, fight while your defenses are up, panic button out, repeat until victory. At the very least you'd have to hunt down some other enemies to beat before going back in, or stay fighting long enough for the charge to build up, or whatever. I'll put some thought into that (and suggestions as always are welcome!)

Arcvasti wrote:
-The general Mage Knight resource situation reminds me somewhat of a Shadowblade's: You deal lots and lots of damage until your stamina runs out and then you're dead meat. It gets alleviated a lot once you have the leisure to max Willpower, but ending fights quickly is still essential. I quite like that kind of resource game, although the role of Eldritch Surge could stand to be clarified a bit.

I'll see what I can do to clear that up.

Arcvasti wrote:
-Mage Knights have a LOT of talent point sinks, to the point where I still haven't put any points in Mobility or unlocked any talent trees besides Storm. One disadvantage of Mage Knight talents not being one point wonders[Although Wind Stride comes pretty close] is that the vanilla talent trees Mage Knights have become less attractive in comparaison because of how well the talents in their unique talent trees scale. I'm not really against this, but I feel that including so many different valnilla categories in the class doesn't actually change how it plays at all.

Yeah, it's intentional that the unique trees alone should have enough value to take more-or-less all of your points and be worthwhile. That said, I don't think it would be inherently suboptimal to invest some in the other trees as well, so the option is there to allow a bit more build diversity.

Arcvasti wrote:
-Eldritch Body does weird things to the Dex and Str requirements on Prodigies and warrior talent categories. Sometimes they'd require Mag and sometimes they'd require Dex/Str. I suspect[But have not proved] that in a game session where you've learned at least one point of Eldritch Body, all talent Dex/Str requirements flip into Mag ones. Otherwise, they revert back into what they were.

Weird. I'll check it out.

Arcvasti wrote:
-Gemstone Shield is overpowered. You can get a shield stronger then a thousand hit points by level ten that lasts ten turns using Crystal Shield. Sapphire Shield is even worse and gives Gemstone Shield near 100% uptime, assuming that the shield lasts most of its duration. I understand that Earth Knights are supposed to be robust, but giving them nearly Aegis-tier shields isn't the best way to go about it. FAKEEDIT: Looking at the Gemstone Shield changes above, that doesn't really change the core problem: Its numbers are just too high. If the gem shields have different cooldowns, then it actively makes things worse, since you don't even have a two-turn window of vulnerability in between Gemstone Shields.

Yeah I noticed the shielding was going WAY too high WAY too early myself. The update should at least help with this, but more tuning will almost certainly still be required.

Arcvasti wrote:
-Alter Terrain is a terrible, terrible ability. First off, it's incredibly overpowered. It's a better Stone Wall, which is an incredibly overpowered talent. It lasts longer, is more flexible, has a lower cooldown and affects a larger area. Second of all, it's incredibly boring. It doesn't give Earth Knight any new capabilities, but rather triples down on the ones it already has. Earth Knight already has digging[Pulverizing Augur/Earth Bolt] and wall creation[Stone Wall/Earth Blast] in spades, so a talent that can do both isn't really interesting. It should be removed in favour of a completely new ability. My vote goes for something that creates non-blocking terrain of some kind[Stone spikes, mud, boulder field].

This also ties into the above about utility powers, but yeah even discounting that you're right that it's a tool they already have. I'll fiddle with it some.

Arcvasti wrote:
-Tectonic Patience is a rather questionable, if thematic, ability. The first thing that came to mind was using it to get 100% uptime on Alter Terrain by using it while entombed in rock. However, the stipulation that there be an enemy in sight neuters that[Unless you can entomb a harmless enemy in with you or blind yourself intentionally]. Note however that you can totally do that with Ice Wall, since that lets you see enemies on the other side of it. Since Mage Knight talents are availible on Adventurers, you could make the cheesiest build possible and kill enemies using only Ice Wall + Tectonic Patience + maybe Raze for quicker damage. I'm not really sure how you could eliminate that kind of scummy behaviour while keeping the talent relevant to people playing fair while keeping the talent as is. My suggestion would be to make it stronger, but less spammable, probably while removing any interaction with cooldowns.

I'm not going to even pretend to try to balance anything for Adventurers. I know my limits. More playtesting is likely required, but I will say that it's spammability is something of its defining characteristic - it's meant to make passing a turn into a valid tactical option. So any rebalancing for it would probably go towards lessening the effects.

Arcvasti wrote:
-Somehow, I started with 5/5 in Psychic Combat[The capstone talent for one of the Mind Knight Trees] and Impassive Mountain, despite never unlocking those talent categories. Mousing over those talents in the skill screen brought up a lua error.

Yeah my understanding is that to calculate the format of talent descriptions for the next talent level, the talent gets a level added to it and then it gets removed immediately, but an error in the description breaks it before it gets removed, resulting in additional talent levels. I'll check for formatting errors in those talents.

Arcvasti wrote:
-Eldritch Combat decided which element to use based on which damage categories I had unlocked. Curious, I unlocked the straight-damage categories for all the Mage Knights and bopped some trolls. I got the passive damage for ALL of them combined, which was quite impressive at level 1.

That's actually intended! I decided to let them apply individually because it would only happen on already inherently-unbalanced characters (multiclass challenge addon, adventurers, randbosses) anyway and it'd be kinda an easter egg. Or just result in a randboss doing stupid damage, but whatever!

Thanks for the feedback!


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PostPosted: Thu Nov 09, 2017 4:58 am 
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Cornac

Joined: Sat Apr 29, 2017 9:39 pm
Posts: 44
When I hit things and Eldritch Combat triggers[On my Storm Knight], sometimes this error pops up.

Code:
Lua Error: /engine/interface/ActorTalents.lua:322: /engine/interface/ActorTalents.lua:295: /engine/interface/ActorTalents.lua:162: /engine/interface/ActorTalents.lua:322: /engine/interface/ActorTalents.lua:295: /engine/interface/ActorTalents.lua:162: /data-mageknight/talents/storm.lua:94: attempt to index local 'actor' (a number value)
stack traceback:
   /data-mageknight/talents/storm.lua:94: in function </data-mageknight/talents/storm.lua:49>
   [C]: in function 'xpcall'
   /engine/interface/ActorTalents.lua:160: in function </engine/interface/ActorTalents.lua:149>
stack traceback:
   [C]: in function 'error'
   /engine/interface/ActorTalents.lua:322: in function 'useTalent'
   /engine/interface/ActorTalents.lua:411: in function 'forceUseTalent'
   /mod/class/Actor.lua:5565: in function 'forceUseTalent'
   /data-mageknight/talents/knight.lua:404: in function 'callTalent'
   /mod/class/Actor.lua:5199: in function 'fireTalentCheck'
   /mod/class/interface/Combat.lua:1127: in function 'attackTargetHitProcs'
   /mod/class/interface/Combat.lua:641: in function 'attackTargetWith'
   /mod/class/interface/Combat.lua:184: in function 'attackTarget'
   /data/talents/misc/misc.lua:75: in function </data/talents/misc/misc.lua:54>
   [C]: in function 'xpcall'
   /engine/interface/ActorTalents.lua:160: in function </engine/interface/ActorTalents.lua:149>
   At [C]:-1
   At [C]:-1 error
   At /engine/interface/ActorTalents.lua:322 useTalent
   At /mod/class/interface/Combat.lua:37 attack
   At /engine/interface/ActorLife.lua:42 check
   At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
   At /engine/Actor.lua:209 move
   At /mod/class/Actor.lua:1317 move
   At /mod/class/Player.lua:310 moveDir
   At /mod/class/Game.lua:1900
   At /engine/KeyBind.lua:230


When using Rapid Strike on an enemy[As Earth Knight], I got this error and Rapid Strike didn't go on cooldown.

Code:
##Use Talent Lua Error##   T_RAPID_STRIKE   Actor:   4709   rack
stack traceback:
   [C]: in function 'error'
   /engine/interface/ActorTalents.lua:162: in function </engine/interface/ActorTalents.lua:149>
Lua Error: /engine/interface/GameTargeting.lua:121: /engine/interface/ActorTalents.lua:162: /data/timed_effects/physical.lua:2252: attempt to index field 'properties' (a nil value)
stack traceback:
   /data/timed_effects/physical.lua:2252: in function 'activate'
   /engine/interface/ActorTemporaryEffects.lua:147: in function 'setEffect'
   /data-mageknight/talents/knight.lua:1170: in function </data-mageknight/talents/knight.lua:1140>
   [C]: in function 'xpcall'
   /engine/interface/ActorTalents.lua:160: in function </engine/interface/ActorTalents.lua:149>
   At [C]:-1
   At [C]:-1 error
   At /engine/interface/GameTargeting.lua:121 fct
   At /engine/interface/GameTargeting.lua:127 targetMode
   At /engine/interface/GameTargeting.lua:264 targetMouse
   At /mod/class/Game.lua:2316 fct
   At /engine/Mouse.lua:58


Out of curiousity, I then used Rapid Strike again and got the same error, as well as this one.

Code:
Lua Error: /data/timed_effects/physical.lua:2223: attempt to index field 'properties' (a nil value)
   At [C]:-1 __index
   At /data/timed_effects/physical.lua:2223 do_block
   At /data/damage_types.lua:187 defaultProjector
   At /data/damage_types.lua:742 projector
   At /data/timed_effects/physical.lua:440 on_timeout
   At /engine/interface/ActorTemporaryEffects.lua:85 timedEffects
   At /mod/class/Actor.lua:573 actBase
   At /mod/class/Player.lua:359 actBase
   At /engine/GameEnergyBased.lua:119 tickLevel
   At /engine/GameEnergyBased.lua:64 tick
   At /engine/GameTurnBased.lua:51 tick
   At /mod/class/Game.lua:1386


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PostPosted: Thu Nov 09, 2017 4:28 pm 
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Halfling

Joined: Tue Jan 03, 2017 7:12 pm
Posts: 91
MIND KNIGHT:

Am I just dumb or does Astral Jaunt's active effect not do anything at all? The passive (EC-triggered) version works just fine, although the tooltip says it does 1% weapon damage..... is that accurate? I've definitely killed things with it, so I don't think it is, but that's what it says. The active version doesn't do anything at all though, I can't teleport myself, nor can I teleport other people. The game log says something about "looking pale around the edges" like it should when you TP someone, and the little particle effect is even there, but nobody actually moves anywhere.

On a related note, can Astral Jaunt trigger Eldritch Combat after being triggered by it? I'm guessing it can't, but that would be a pretty awesome combo. Bump -> EC triggers Astral Jaunt -> TP and hit someone for another EC trigger of Psychic Burst (for example) -> TP back. In fact, I'd quite happily trade the existing chance of brainlock for a half normal chance% to chain trigger EC. Maybe halve it after each consecutive trigger of EC via Jaunt so that you don't accidentally allow people to chain 30+ Jaunts because it keeps triggering itself with EC over and over again.

Also, how absurdly broken would it be to make 5/5 Psychic Combat give us a TK slot? I'm quite disappointed that Mind Knight doesn't have one.... might be a little overkill with the EC triggers though. You could even make the TK weapon not able to trigger EC and it would be worth it.

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PostPosted: Thu Nov 09, 2017 4:53 pm 
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Halfling

Joined: Mon Feb 13, 2017 4:43 pm
Posts: 105
EC trigger chance is already reduced when using BtF, iirc.


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PostPosted: Thu Nov 09, 2017 4:56 pm 
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Halfling

Joined: Tue Jan 03, 2017 7:12 pm
Posts: 91
Erenion wrote:
EC trigger chance is already reduced when using BtF, iirc.


So Mind Knight DOES get a TK slot? I couldn't find anywhere that gave me one.

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PostPosted: Thu Nov 09, 2017 5:33 pm 
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Halfling

Joined: Mon Feb 13, 2017 4:43 pm
Posts: 105
I don't think so, it's just for adventurers.


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PostPosted: Thu Nov 09, 2017 7:24 pm 
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Thalore

Joined: Mon Dec 05, 2011 8:25 pm
Posts: 132
Arcvasti wrote:
When I hit things and Eldritch Combat triggers[On my Storm Knight], sometimes this error pops up.

When using Rapid Strike on an enemy[As Earth Knight], I got this error and Rapid Strike didn't go on cooldown.

Out of curiousity, I then used Rapid Strike again and got the same error, as well as this one.

Got it, I'll see what's up with those, thanks!

PseudoLoneWolf wrote:
MIND KNIGHT:

Am I just dumb or does Astral Jaunt's active effect not do anything at all? The passive (EC-triggered) version works just fine, although the tooltip says it does 1% weapon damage..... is that accurate? I've definitely killed things with it, so I don't think it is, but that's what it says. The active version doesn't do anything at all though, I can't teleport myself, nor can I teleport other people. The game log says something about "looking pale around the edges" like it should when you TP someone, and the little particle effect is even there, but nobody actually moves anywhere.

On a related note, can Astral Jaunt trigger Eldritch Combat after being triggered by it? I'm guessing it can't, but that would be a pretty awesome combo. Bump -> EC triggers Astral Jaunt -> TP and hit someone for another EC trigger of Psychic Burst (for example) -> TP back. In fact, I'd quite happily trade the existing chance of brainlock for a half normal chance% to chain trigger EC. Maybe halve it after each consecutive trigger of EC via Jaunt so that you don't accidentally allow people to chain 30+ Jaunts because it keeps triggering itself with EC over and over again.

Also, how absurdly broken would it be to make 5/5 Psychic Combat give us a TK slot? I'm quite disappointed that Mind Knight doesn't have one.... might be a little overkill with the EC triggers though. You could even make the TK weapon not able to trigger EC and it would be worth it.

Well I know it was working last time I did a general talent test of the Mind Knight, but certainly not impossible I made some change and forgot to check if I broke it, so I'll take a look. Astral Jaunt can't trigger Eldritch Combat, and I'd be leery of allowing it to. There are some talents that allow multiple EC triggers in one turn, but they're fairly rare and generally powerful (and mind knights, tending to favor one-handed weapons, already can be likely to have the easiest). Astral Jaunt's also a pretty powerful talent (I mean, when it's working), being able to act as an instant, multiple, or panic-button teleport, so I don't want it to also provide powerhouse offense.

Back in the original addon, Mind Knights did get access to a TK slot by various means (and yeah I left the half EC chance in there for adventurers and such). If I'm honest probably the original inspiration for the mind knight was the combination of Eldritch Combat and telekinetic wielding, and it is incredibly thematic for them. But it always resulted in too big a boost to their damage, and since in the current version I'm trying to give them all clear strengths and weaknesses, and mind knights just have average raw offense, I cut it.


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PostPosted: Thu Nov 09, 2017 9:52 pm 
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Halfling

Joined: Tue Jan 03, 2017 7:12 pm
Posts: 91
Fair points on all counts, I know just how strong TK wielding is. It just seemed too thematically fitting to not at least bring up.

But yeah, Astral Jaunt definitely seems broken right now. I do have a moderately large number of addons, so I'll disable all those and try it again later tonight when I get a chance. I know some of my other addons conflict with each other on occasion in really weird, unexpected ways. I'll update you then, if you haven't already found the problem by that time.

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PostPosted: Fri Nov 10, 2017 5:05 am 
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Thalore

Joined: Mon Dec 05, 2011 8:25 pm
Posts: 132
Yeah it was me. Fix will be included in next update.


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PostPosted: Sat Nov 11, 2017 1:24 am 
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Spiderkin

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 520
Location: Middle of Nowhere
Had an error popping up every turn after encountering an Earth Knight rare. Not sure if the error was from him or my character (Sea Knight), but I'm leaning towards the NPC, because it stopped when I warped out of the zone. If it means anything, the rare had multiple effects, both detrimental and beneficial, that were listing negative durations.

The entire error is basically: timed_effects.lua line 614: bad argument.


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PostPosted: Sat Nov 11, 2017 2:17 am 
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Sher'Tul

Joined: Sat May 15, 2010 9:17 pm
Posts: 1456
So vis a vis mind knight and TK, any thought of that but... limited, somehow? Like, they can wield and it has talent interaction but they just don't have BtF or along those lines?

Perhaps make it so you replace one of your weapon slots with the psi-slot, if you want to use it? No tri-wield (unless you're an adventurer, anyway) but you'd have ogre shenanigans handedness wise (maybe with actual ogres reducing the penalty for the physical hand, or the MK version not mitigating it in relation to character size), assuming you leave the stat requirement bypass in place, and could maybe do some interesting things with what amounts to off-hand gems or somethin'. I'm not saying shinin- um. Psionic gem bomb finger should be a thing, but... there is the anime style talent...

Or have it explicitly talent only, almost cursed sentry style (or explicitly cursed sentry style and have some kind of summoning/pet tree based around TK animated weapons? Them occasionally going off and doing their own thing would kinda' fit the theme of the knight classes...), possibly with the equipped item just outright not giving stats outside whatever the individual talents do.

Offensive talent with a close-up physical melee/long range TK weapon hit mix could definitely be a distinct mechanic, things long those lines. Could even have some sort of possessor style setup for the class, where you have trees that work off exclusively non-psi-wield attacks, exclusively psi-wield attacks, and of course some with mixed... maybe even a locked tree that's explicitly about enabling talents to use both sets of effects (death knight soul forge style?)? That you can/would swap between fairly dynamically.

... basically, it (a third weapon slot) strikes me as something you could play with quite a lot without stepping on mindslayer toes or running into the normal BtF/psi-wield balance concerns, if the thematic bug really bit you.


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PostPosted: Sat Nov 11, 2017 9:34 am 
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Thalore

Joined: Mon Dec 05, 2011 8:25 pm
Posts: 132
nsrr wrote:
Had an error popping up every turn after encountering an Earth Knight rare. Not sure if the error was from him or my character (Sea Knight), but I'm leaning towards the NPC, because it stopped when I warped out of the zone. If it means anything, the rare had multiple effects, both detrimental and beneficial, that were listing negative durations.

The entire error is basically: timed_effects.lua line 614: bad argument.

Hrm, weird. I added something that may or may not fix that, but I'll keep an eye out.

Frumple wrote:
So vis a vis mind knight and TK, any thought of that but... limited, somehow? Like, they can wield and it has talent interaction but they just don't have BtF or along those lines?

Perhaps make it so you replace one of your weapon slots with the psi-slot, if you want to use it? No tri-wield (unless you're an adventurer, anyway) but you'd have ogre shenanigans handedness wise (maybe with actual ogres reducing the penalty for the physical hand, or the MK version not mitigating it in relation to character size), assuming you leave the stat requirement bypass in place, and could maybe do some interesting things with what amounts to off-hand gems or somethin'. I'm not saying shinin- um. Psionic gem bomb finger should be a thing, but... there is the anime style talent...

Or have it explicitly talent only, almost cursed sentry style (or explicitly cursed sentry style and have some kind of summoning/pet tree based around TK animated weapons? Them occasionally going off and doing their own thing would kinda' fit the theme of the knight classes...), possibly with the equipped item just outright not giving stats outside whatever the individual talents do.

Offensive talent with a close-up physical melee/long range TK weapon hit mix could definitely be a distinct mechanic, things long those lines. Could even have some sort of possessor style setup for the class, where you have trees that work off exclusively non-psi-wield attacks, exclusively psi-wield attacks, and of course some with mixed... maybe even a locked tree that's explicitly about enabling talents to use both sets of effects (death knight soul forge style?)? That you can/would swap between fairly dynamically.

... basically, it (a third weapon slot) strikes me as something you could play with quite a lot without stepping on mindslayer toes or running into the normal BtF/psi-wield balance concerns, if the thematic bug really bit you.

I do recall at one point having the TK slot but not Beyond the Flesh, and it gave them an instant-cooldown talent that let them attack with the TK weapon at range, as it happens.

I'll put some thought into it. One concern with it is that just by its nature, a telekinetic weapon slot is likely to be an offensive buff, which really shouldn't be going to the mind knight. That said, their strong suit is "utility", which includes imposing conditions, so maybe I could come at it from that angle. Like the weapon imposes a random enemy with some sort of "engaged" status effect or something. The trick there would be making sure it doesn't cross too far over into the "defense" area since it'd be a passive effect, and defense is supposed to be the mind knight's weakest suit.

--

In other news, new update posted.

-Bugfixes.
-Nerfed some of the Gemstone Shield values some.
-Lowered shield value of Gemstone Shield and Foundations of Aegis (though the latter's heal value was increased).
-Earth Blast now stuns rather than creating stone walls.
-Removed Alter Terrain, moved Tectonic Patience to tier 2, and added new talent Entomb, which encases a number of targeted opponents in a wall of stone for several rounds, effectively removing them from play if they fail to avoid (kinda like Time Skip, but multi-target, dealing more damage and leaving a wall of stone while they're gone). The spell affects a certain number of ranks worth of targets, so you need more talent levels to affect higher-rank targets, and you probably won't be able to get more than one or two.
-Lightning Ride now only causes the lightning flash at the endpoint.
-Ensured Eldritch Surge won't auto-trigger when low on stamina.
-The Free Movement buff for Wind Stride and Flowing Waters now lets you move freely fewer times, but resets the number each round. Duration is higher, but each free movement also lowers duration by 1. This should make it work better for short-range tactical movement than mid-range closing and escaping, since enemies will still be able to take action every few moves. Both number of moves and duration scale with movement speed.
-Zephyr Dance no longer provides Free Movement when triggered by Eldritch Combat.
-Foundations of Divination now gives sense at level 1, a bonus turn at level 3, and mapping at level 5. Its cost has also been lowered.
-Foundations of Conveyance is now a standard short-range teleport that stuns enemies in a radius around the arrival point. At raw talent level 3 it can pass terrain.


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PostPosted: Tue Nov 14, 2017 5:26 pm 
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Halfling

Joined: Tue Jan 03, 2017 7:12 pm
Posts: 91
Alright, I've got some more info about that bug that makes non-EKs require MAG for equip requirements.

As we know, anything with a STR or DEX requirement is swapped for Magic with Eldritch Body (I think that is the right one? I don't have an EK open right now to check, but it doesn't matter, we can figure out which one it is).

This also applies to non-EK characters, but sporadically. They start the game having STR/DEX requirements, but at some undisclosed, seemingly random point, swap that to MAG.

Saving and quitting to the main menu and reloading the save changes the requirements from MAG back to STR/DEX, but this is reversed upon next levelup. You can theoretically maintain STR/DEX requirements by saving and quitting every time you level up before you spend any points, but that's a gigantic pain.

I haven't yet confirmed this 100% but I believe that the problem starts upon your first sighting of an enemy EK rare. I had no problems before then and at some point afterward, possibly at my next levelup (since that was the next time I looked at my talents screen), I had MAG requirements. This makes sense as the culprit to me. It seems that Eldritch Body applies to all actors somehow rather than just the player/NPC user of this talent.

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PostPosted: Wed Nov 15, 2017 12:22 am 
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Halfling

Joined: Mon Feb 13, 2017 4:43 pm
Posts: 105
Can you please replace self.mk_power with (self.mk_power or 0) in the code?
Currently, whenever you hover over a talent that uses mk_power while on an character that does not have the mk_power field (read: adventurers), two things happen:
- You get a harmless error
- You get a completely free skill point in that talent.

This is a) annoying and b) pretty exploitable.

Also, can we maybe talk about Mana Blast? It can remove any type of sustain - and quite a large number at once at higher levels. Apart from the bug, this (and Mana Burst, but to a way lesser extent) is the reason I don't like keeping Mage Knight switched on when playing a non-MK character.


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PostPosted: Wed Nov 15, 2017 6:39 am 
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Thalore

Joined: Mon Dec 05, 2011 8:25 pm
Posts: 132
PseudoLoneWolf wrote:
Alright, I've got some more info about that bug that makes non-EKs require MAG for equip requirements.

As we know, anything with a STR or DEX requirement is swapped for Magic with Eldritch Body (I think that is the right one? I don't have an EK open right now to check, but it doesn't matter, we can figure out which one it is).

This also applies to non-EK characters, but sporadically. They start the game having STR/DEX requirements, but at some undisclosed, seemingly random point, swap that to MAG.

Saving and quitting to the main menu and reloading the save changes the requirements from MAG back to STR/DEX, but this is reversed upon next levelup. You can theoretically maintain STR/DEX requirements by saving and quitting every time you level up before you spend any points, but that's a gigantic pain.

I haven't yet confirmed this 100% but I believe that the problem starts upon your first sighting of an enemy EK rare. I had no problems before then and at some point afterward, possibly at my next levelup (since that was the next time I looked at my talents screen), I had MAG requirements. This makes sense as the culprit to me. It seems that Eldritch Body applies to all actors somehow rather than just the player/NPC user of this talent.

And here I thought I had fixed that one. Okay, I'll look into that, thanks!

Erenion wrote:
Can you please replace self.mk_power with (self.mk_power or 0) in the code?
Currently, whenever you hover over a talent that uses mk_power while on an character that does not have the mk_power field (read: adventurers), two things happen:
- You get a harmless error
- You get a completely free skill point in that talent.

This is a) annoying and b) pretty exploitable.

I have that in most places I think, but there might be some I missed. I'll go back and check.

Erenion wrote:
Also, can we maybe talk about Mana Blast? It can remove any type of sustain - and quite a large number at once at higher levels. Apart from the bug, this (and Mana Burst, but to a way lesser extent) is the reason I don't like keeping Mage Knight switched on when playing a non-MK character.

...Right, because in doing all my recent testing with mage knights, whose sustains are costless, I would never actually notice if those abilities wind up too powerful and/or annoying on NPCs. I'll review them, and I am of course open to suggestions on possible adjustments!


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