ToME: the Tales of Maj'Eyal

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PostPosted: Sun Oct 15, 2017 6:04 am 
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Thalore

Joined: Mon Dec 05, 2011 8:25 pm
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This addon adds a new metaclass to the game, called the Mage Knight. The metaclass contains six classes: Phoenix Knight, Mind Knight, Storm Knight, Earth Knight, Sea Knight, and Mana Knight. All mage knights are skilled warriors capable of using pretty much any melee weapon with credit (although the different classes do have some slight synergistic preferences towards a certain style), and combining their physical attacks with supernatural powers.

Mage Knights use a new resource called Essence. Thematically, Essence is sort of a fusion of Stamina, Psi, and Mana - specifically, it's about taking a tiny spark of Mana and fueling it with both intense willpower and physical effort to spark supernatural effects. Essence is equal to 100 + 2*Willpower, and rejuvenates 1% of its maximum per turn. Passing a turn also lets a Mage Knight kinda "catch their breath" and restores 40 Essence. If Essence falls below half its maximum, it degrades the power of many Mage Knight talents, and the recovery for passing a turn, by a scaling percentage down to 50% at 0 Essence.

Mage Knight Trees

All Mage Knights have access to the following Generic talent trees, unlocked and at 1.3 mastery.

Combat Casting: In many ways the tree that makes a mage knight, this tree covers all the basics of combining magical and physical combat. Talents in this tree can all be purchased immediately, they don't have to be taken in order.

Eldritch Combat: To a large degree, this talent functions like Arcane Combat; each time the mage knight attacks, it has a chance to trigger a spell. However, Eldritch Combat has a somewhat smaller chance to trigger, and only checks for a trigger once per round in most cases, regardless of how many attacks the character makes. It also reduces the power of talents triggered to 2/3 normal. It has some boosts based on the weapon wielded, and it deals bonus damage on any hit that doesn't trigger a spell. While sustained, it also produces an aura that increases light radius. Triggering a spell with Eldritch Combat quarters its cooldown (unless fixed cooldown) rather than negating it, and also quarters the Essence cost. The most important difference, though, is that Eldritch Combat can trigger a much wider selection of talents. Most of the activated talents of the various mage knight class trees can be triggered by Eldritch Combat, and it uses a prioritizing system to weight which talents trigger, while still determining them randomly.

Eldritch Body: The primary function of this talent is essentially to allow Mage Knights to use any weapons or armor with more-or-less equivalent effectiveness. It lets them wear all armors, substitute Magic for Strength or Dexterity to equip items, substitute Magic for any other score for weapon damage, and it gives a static benefit based on the fighting style used to ensure that they're all balanced with each other - two weapons can both be one-handed but daggers have improved off-hand damage, two handed makes a second attack for 25% damage, weapon+shield bashes for 50% damage, and a single weapon or unarmed adds an unarmed strike for 50% damage, plus adds +25% to combat speed while fully unarmed. In addition, a portion of the normal ability score added to damage also applies, scaling with talent level.

Eldritch Body also offers a powerful damage reduction effect (generally ranging from 30-60%, capping at 66%). However, this effect is reduced the less damage is incoming, and the lower your current effective life. All damage mitigated is also returned as irresistible damage over the next five turns. In other words, it'll (usually) keep you from getting one-rounded and give you a chance to defend yourself in the face of sudden damage spikes, but it won't keep you from being worn down or taken out by enemies capable of persistent high damage.

Eldritch Surge: Provides a temporary boost to stats, applying to more stats as talent level increases, and while active you ignore the power reduction from low Essence. Can be triggered with Eldritch Combat.

Eldritch Guard: Gives a high bonus to all resistances and new effect reduction and +5% resist all cap any time you pass a turn, allowing you to recover Essence a bit more safely. At higher talent levels, will also provide life, detrimental effect reduction, and talent cooldown reduction when you pass a turn while at full Essence.

Flexible Combat Training: Mage Knights don't get the Combat Training tree. Instead, they get this one. The effects of these talents generally won't stack with similar effects from Combat Training talents, so like you can't just buy Combat Training and double up on passive bonuses. Talents in this tree can all be purchased immediately, they don't have to be taken in order.

Flexible Weapon Training: Provides 20 Physical Power, and a scaling boost to Accuracy and % weapon damage with any melee weapon. Benefits increased by 25% with two-handed weapons.

Flexible Armor Training: Provides scaling bonuses based on armor worn. Benefits increased by 25% with shield.
Cloth: Resist Cap, Resist All, reduced chance to take a physical crit.
Light: Reduced Fatigue, Defense, chance to negate a physical crit.
Massive: Armor Hardiness, Armor, reduced crit mult from physical crits.
Heavy: Receives all effects, but at 2/5 value.

To note, I am aware that the various "crit negation" abilities all only do one thing; I added code so this one actually does separate things.

Flexible Power Training: Provides bonuses to Accuracy, Physical Power, Spell Power, and Mind Power. Benefits increase by 25% with dual weapons.

Flexible Resistance Training: Provides bonuses to Defense, Physical Save, Spell Save, and Mind Save. Benefits increase by 25% with single weapon/unarmed.

Weapons Master: These talents provide special attacks that work with any weapon.

Focused Strike: Lets you leap to a chosen location and attack an enemy there, increasing the bonus your fighting style applies to Eldritch Combat by a scaling percentage. If this attack (including any procs off of it, though not any DoT effects it leaves behind) kills the enemy, its cooldown immediately resets and you recover 10 Essence. Always triggers a "bolt" talent when possible.

Sweeping Strike: Attacks all foes in front of you, and causes a status effect depending on the weapon wielded. Always triggers a "wave" talent when possible.

Whirlwind Strike: Attacks all foes around you, and gives a recovery effect that scales with targets hit depending on the weapon wielded. Always triggers a "burst" talent when possible.

Rapid Strike: Attacks the target twice, and provides some manner of defensive effect depending on the weapon wielded if both attacks hit. Always triggers a "blast" talent when possible.

Advanced Trees

Mage Knights have access to five locked trees (three class, two generic) available at level 10+.

Weapon Supremacy (Class): Since mage knights are proficient with any melee weapon, some choose to specialize in a style that emphasizes diversity. The weapon supremacy tree allows a mage knight to rapidly swap weapons in the heat of combat to keep its foes off-guard. Weapon Supremacy talents are not weakened due to a low Essence total.

Instant Draw: Zero-cooldown talent that swaps your weapon sets and makes an attack with the new set at the cost of some stamina. The change in tactics gives the attack a high (Perfect Strike-level) accuracy bonus, and at higher levels negates evasion and miss chances.

Aggressive Swap: Attack, swap weapons, and attack again. As talent levels increase, the attacks get a higher chance to trigger Eldritch Combat and will eventually both be able to.

Seamless Exchange: Swap weapons, removing disarm status, and take your Weapons Master talents off cooldown depending on talent level. This talent also allows Eldritch Combat to trigger talents that are currently cooling down.

Masterstroke: Close with a target and attack it multiple times, swapping weapons each attack. If you kill the target, you get a bonus attack (or multiple bonus attacks for high-rank targets) and immediately move on to the target with the lowest life within range to continue attacking, until you run out of either attacks or targets.

Wizard Knight (Class): This tree lets a mage knight specialize in direct spellcasting.

Knight Magery: Grants a low-cooldown, low-Essence beam attack, which at talent level 3 has a chance to carry the special effects of your class's "Wave" talent. In addition, passively recovers a percent of the Essence of any talent you manually trigger.

Knight Sorcery: Grants a low-cooldown, low-Essence beam attack, which at talent level 3 has a chance to carry the special effects of your class's "Burst" talent. In addition, passively increases spell and mind speed.

Knight Wizardry: Grants a low-cooldown, low-Essence beam attack, which at talent level 3 has a chance to carry the special effects of your class's "Blast" talent. In addition, passively increases spell cooldown reduction (Mind Knights also benefit from this).

Archmage Knight: Sustained talent that adds to penetration and a little to damage for your two main energy types, based on class. In addition, makes your class's "Beam" talent, as well as the beams from other talents in this tree, chain to additional targets.

Dancing Weapon (Class): Lets you wield an additional weapon at a distance.

Farwield: The basic talent of the tree, lets you equip and wield a weapon in the TK Weapon slot, like a Mindslayer. This weapon attacks each turn, targeting the lowest-life energy in a range based on this talent level, and forces them one square towards you. It only attacks in turns where you don't attempt to trigger Eldritch Combat and where you don't regain Essence from passing a turn (passing a turn at full Essence does allow an attack).

Farstrike: Make an attack with your Dancing Weapon at increased range, which pulls the target to you on a hit. If the target ends up in melee, you attack it regularly as well. For a few turns after use, your Dancing Weapon operates at the increased range.

Farlash: Attack a target at range with your Dancing Weapon while dealing energy damage in a line between you and your target. At level 3, the energy will cause a random special effect from one of your main offensive talents. For a few turns after use, you may trigger talents on cooldown with Eldritch Combat.

Farstorm: Attack all adjacent enemies with your wielded weapons, and all enemies within half your Dancing Weapon range with your Dancing Weapon. For a few turns afterwards, your Dancing Weapon will attempt to either parry some incoming damage from attacks against you, or if the attack is too weak to worry about, strike back at the attacker.

Tactical Strikes (Generic): Lets you learn a number of special attack talents. These talents have low Essence costs and no cooldown, but if you miss while using one, they all become unavailable for four turns. While normally mage knights are very bump-friendly classes, this tree rewards more actively picking and choosing what talent you attack with to suit the specialization (especially as you learn the higher-tier talents, so you have to keep in mind what to use to take advantage of Tactical Specialization, or which to use to finish off a foe with Tactical Mastery).

Tactical Proficiency: Teaches you the tactical strikes, one per level, in order based on how well they match your class's strengths (Phoenix Knights learn the offensive talent first and utility talent last, for example).
Savaing Strike (Offensive): Attack two random adjacent enemies before attacking the main target.
Snaring Strike (Utility): Attack at range 3 and pull the target to you.
Springing Strike (Mobility): Move two tiles before attacking.
Shielding Strike (Defensive): Grants a 50-point Damage Shield before attacking.
Surging Strike (Recovery): Grants a two-turn 25-point Rejuvenation effect before attacking.

Tactical Focus: Scales up the effects of your Tactical Strikes.

Tactical Specialization: Five turn cooldown, grants a special benefit when using a Tactical Strike while off cooldown:
Savaging Strike deals extra damage.
Snaring Strike imposes various hindrances on the target.
Springing Strike lets you move further.
Shielding Strike gives you resistance to all damage for one turn.
Surging Strike instantly heals you.

Tactical Mastery: Your Tactical Strikes cause a bonus effect if you kill the target.
Savaging Strike: Attack all adjacent foes.
Snaring Strike: Makes other foes hesitate, Dazing all in a radius.
Springing Strike: Gives you free moves.
Shielding Strike: Entirely blocks some attacks received during the next turn.
Surging Strike: Removes some negative effects.

Wild Magic (Generic): Embraces the randomness of Eldritch Combat to improve your spellcasting abilities with chaotic benefits.

Wildcast: Gives a chance to trigger Eldritch Combat when using a talent as well as when attacking (though as always you can only make one attempt to trigger per round).

Wildstorm: Any time you fail to trigger a Wildcast, you have an equal chance of hurling some small explosions at random enemies (can only trigger once per turn).

Skillful Luck: Get a bonus to Luck and increase the relative weight of situational factors in determining which Eldritch Combat spells trigger (so, for example, healing effects become even more likely when low on life, etc). In addition, you have a chance to trigger a Wildcast any time a talent fails for any reason. Finally, Wildstorm gets a chance to trigger when regular Eldritch Combat fails.

Wildsurge: Any time you use a talent in combat, you get a bonus to Mage Knight power - so anything that would normally get reduced by low Essence is improved. The bonuses stack up to +100%, and reset if you leave combat or make a physical attack. If the bonus is maxed out, you'll trigger an automatic Wildstorm instead.

Individual Class Trees

Each mage knight class has three class trees. The first is a tree of their main offensive talents - always a beam, cone, burst, and ranged blast of their primary energy type, which add a special effect at raw talent level 3. The second always contains four passive talents that scale with their secondary stats, the first of which always provides some resistances (as well as a minor weakness). The third tree contains most of the class's activated specialized talents. These are always unlocked class trees with 1.3 mastery.

Worth noting, I'm not a huge fan of one-point wonders. If I've done my job right, pretty much all of these talents should scale and develop in such a way that they encourage filling the talent out.

Phonix Knight

The phoenix knight has the best offense of all the mage knights, and great recovery. However, it has limited mobility and poor utility.

Phoenix Fire:

Phoenix knights deal solar fire damage - their attacks will cause either fire or light damage, whichever will hit hardest (after taking into account the character's damage bonuses and penetration and the target's resistance and affinity). Solar fire attacks also illuminate all squares affected. This "best of two" form of attack helps keep them at the top of the heap when it comes to offense.

When manually using one of these talents with Eldritch Combat active, each tile affected will either burn or heal those within for a few turns. Tiles allies are in heal, tiles enemies are in burn, and empty tiles have it determined randomly.

Solar Bolt: Range 10 beam attack. At talent level 3, also causes burn damage.

Solar Wave: Cone attack. At talent level 3, also temporarily buffs the life of any allies in the area (including you).

Solar Burst: Point-blank area attack. At talent level 3, also removes detrimental effects from allies in the area.

Solar Blast: Ranged area attack. At talent level 3, also heals allies in the area.

Phoenix Ascendance:

Phoenix Heart: Provides Fire, Light, Blind, and Fear resistance, and a minor cold vulnerability.

Phoenix Blood: Provides life regen and healing modifier.

Phoenix Soul: Provides die_at, and also auto-heals a bit of damage from incoming attacks.

Glory Rising: Provides crit mult, Rejuvenation from overhealing, and causes some burst damage from Solar Fire attacks that overkill an enemy.

Phoenix Light:

Light of Healing: Targeted heal, overflow converts to regeneration. Instant use at level 3.

Shriek of Challenge: Leap into melee range of an enemy, draw other enemies into melee, and then attack some nearby targets. You get a temporary life boost for each target killed, scaling with rank.

Fires of Cleansing: Targeted multi-status removal, instant use at level 3.

Blaze of Glory: Attack all adjacent foes, and detonate an area blast of Solar Fire.

Mind Knight

The mind knight has the best utility of all the mage knights, and great mobility. However, it has limited recovery and poor defense.

Psychic Attack:

Mind knights deal either physical (telekinetic) or mental (telepathic) damage. By default they alternate each time they use a Psychic Attack talent, but they get two sustains they can use to lock it to one if they want.

When manually using one of these talents with Eldritch Combat active, will attempt to knock back (TK) or pull (TP) the targets.

Psychic Bolt: Range 10 beam attack. At talent level 3, also dazes (TK) or hypnotizes (TP; half speed, no defense or evasion, broken by damage, resisted as daze).

Psychic Wave: Cone attack. At talent level 3, also disarms (TK) or silences (TP).

Psychic Burst: Point-blank area attack. At talent level 3, also stuns (TK) or confuses (TP).

Psychic Blast: Ranged area attack. At talent level 3, also pins (TK) or sleeps (TP).

Psychic Body:

Fortress of Will: Grants Mind, Confusion, Disarm, and Sleep resistance, and a minor Arcane vulnerability.

Cerebral Stalker: Grants Stealth based on Mindpower, as well as a bonus to Mindpower, and lets you detect those around you in a radius. At talent level 3, resets Stealth when you teleport. At talent level 5, attempts to force enemies to cease targeting you when Stealth resets.

Cerebral Assassin: Attacks against opponents who aren't targeting you deal extra Physical damage and potentially stun, and now you also map terrain around yourself passively. At talent level 3, witnesses to your sneak attacks take Mind damage and may be Dazed. At talent level 5, Stealth resets when you kill an opponent.

Biokinesis: Boosts See Stealth and See Invisible, grants Blind Fight at level 5. Gives a chance to remove detrimental effects each turn, and in any turn you aren't damaged, also has a chance to restore some life.

Psychic Gifts:

Astral Jaunt: Short-range LOS teleport, targeted at level 2, multi-use (but only 1/target) at level 3, Dazes teleported opponents at level 4, Confuses at level 5. Instant use for single targets. Does a teleporting attack when triggered with Eldritch Combat.

Astral Ambush: Teleport into melee with an enemy (even through walls) and attack it, gaining a portion of a turn if you hit, more if the target dies. At higher talent levels, lets you psychically scan the area before teleporting.

Astral Blitz: Teleport among nearby foes attacking each one, possible multi-attacks with talent levels, and end in new location.

Astral Possession: Attempt to dominate a foe; while dominated it gets a bonus to damage and a penalty to resists. Also attempt to manipulate other enemies into targeting it. Target takes mind damage at end.

Storm Knight

The storm knight has the best mobility of all the mage knights, and great offense. However, it has limited defense and poor recovery.

Storm Invocation:

Storm knights deal lightning damage, allowing them to focus on a single damage type for solid offensive power.

When manually using one of these talents with Eldritch Combat active, will attempt to knock targets away from or pull them towards the origin point, depending on the talent.

Storm Bolt: Range 10 beam attack. At talent level 3, creates a lightning storm in affected tiles that damages enemies within each turn.

Storm Wave: Cone attack. At talent level 3, creates a rain storm in affected tiles that attempts to blind enemies within each turn.

Storm Burst: Point-blank area attack. At talent level 3, creates a wind storm in affected tiles that attempts to slow enemies within each turn.

Storm Blast: Ranged area attack. At talent level 3, creates a thunderstorm in affected tiles the attempts to stun enemies within each turn.

Storm Channeling:

Embrace the Storm: Grants Lightning, Stun, and Pin resist. Slows projectiles. Also imposes a very minor Physical weakness.

Storm Skirmisher: Grants crit chance and movement speed.

Lightning Dodge: Grants a substantial Defense boost. At level 2, a counter-attack chance. At level 3, a modest Evasion value (only in turns you move). At level 4, a chance to deflect projectiles and the ability to redirect melee attacks that miss. At level 5, a small damage avoidance chance (only in turns you move and end up adjacent to at least one enemy). Movement from talents and forced movement counts.

Whirlwind Dervish: When you move you attack all adjacent enemies with reduced weapon damage, up to once per turn per target, causing those hit to lose a portion of a turn. At level 3, you get free moves every time you kill an enemy in this way. At level 5, movement from talents and forced movement triggers the attack.

Storm Walker:

Wind Stride: For a few turns, can move a certain number of times without spending time. At higher levels, can free you of pins, dazes, and slows. You also get a talent called Wind Whisk that lets you instant-move others at the cost of free moves.

Thunder Charge: Rush that comes with a stunning area thunderclap.

Zelphyr Dance: Melee attack on all foes in large area, which also allows you to reposition.

Lightning Ride: Long-range random teleport that can damage, surprise, and with levels, blind and daze in large radius at end point.

Earth Knight

The earth knight has the best defense of all the mage knights, and great utility. However, it has limited offense, and poor mobility.

Terrakinesis:

Earth knights deal half physical, half nature damage, and the physical portion is subject to armor. Between that and having to divide focus between two damage types, their offense is mediocre compared to other mage knights.

When manually using one of these talents with Eldritch Combat active, will either destroy walls in the area, or raise temporary walls in some affected tiles, depending on talent.

Earth Bolt: Range 10 beam attack. At talent level 3, produces verdant soil with blooming flowers in affected tiles; allies within are healed each turn, while enemies receive insidious poison.

Earth Wave: Cone attack. At talent level 3, fills the covers the ground with hardening mud, shielding allies and slowing opponents within.

Earth Burst: Point-blank area attack. At talent level 3, leaves covers affected tiles with rampant growth; allies within get bonuses to current and maximum life, enemies within are randomly blinded, disarmed, silenced, or pinned each round from grasping vines.

Earth Blast: Ranged area attack. At talent level 3, creates an earthquake that stuns foes on the ground while giving allies a chance to gain a damage block each turn.

Terramorphism:

Earthen Body: Grants Knockback, Teleport, Stun, and Physical resist, as well as a minor Acid weakness.

Steelskin: Grants armor, flat damage reduction, resist all, and hardiness.

Refine Ore: Lowers fatigue, raises max encumbrance, and grants accuracy, armor penetration, shield penetration, and physical and nature penetration - your raw offense isn't as good as some other mage knights, but you can punch through tough defenses.

Earthlink: Grants shield mod and raises strength of shields a little bit each round. Enemies you attack suffer reduced Heal Mod. Finally, passively detects creatures and maps terrain in a modest radius.

Terramancy:

Gemstone Shield: Creates a damage shield with one of several special effects (and pretty colors!) based on talent level. Generally determined randomly; at level three becomes instant use or allows choice of shield at cost of a turn.

Hammer and Anvil: Weapon attack that attempts to petrify the target, followed up by higher-damage second attack. Second attack deals Nature damage and is an auto-crit if target was petrified.

Impassive Mountain: Blocks X negative effects over Y turns. At first physical only, magical and mental with levels.

Barrier of Stone: Summon a wall of stone to section off the battlefield, while gaining some personal damage blocks.

Sea Knight

The sea knight has the best recovery of all the mage knights, and great defense. However, it has limited utility, and poor offense.

Riptide:

Sea knights deal half nature, half cold damage. Unless their base damage would be enough to kill a target (in which case it does), their damage gets spread out over time, with a stacking damage over time effect. Their attacks also have lower costs and cooldowns than most, and drain a small percentage of resources. So while they have absolutely the weakest offense in terms of alpha strike capability, they can wind up pretty deadly in a battle of attrition. It's just, against most foes, by the time they're starting to get some serious damage numbers, most other mage knights would have, you know, won already. But against foes with very tough defenses, a sea knight can eventually wear them down. These attacks all inflict Wet status on their targets.

When manually using one of these talents with Eldritch Combat active, it has a small chance to try to freeze adjacent enemies or frozen feet distant enemies.

Erosion Bolt: Range 10 beam attack. At talent level 3, heals allies in the area.

Erosion Wave: Cone attack. At talent level 3, removes negative effects from allies in the area.

Erosion Burst: Point-blank area attack. At talent level 3, grants free movement to allies in the area.

Erosion Blast: Ranged area attack. At talent level 3, grants a Providence effect to allies in the area.

One With the Sea:

Sea Knight sustains have half the costs of other mage knights, giving them proportionately more stamina and mana to work with.

Element of Life: Grants Cold, Nature, Poison, and Disease resist, as well as a minor Blight vulnerability. Water breathing at level 3.

As With The Tides: Grants a new resource called Flow. When it reaches maximum, it lowers to block damage. When it reaches 0, it heals you as it rejuvenates. Amount of flow and how much can be spent/gained each turn improve with talent level. Also makes the damage mitigation of Eldritch Body better.

Drink Deep: While at high tide, you have a chance to ignore detrimental effects. While at low tide, you have a chance to remove detrimental effects each turn.

Go With The Flow: Bonus to movement speed, and gain Flow each turn that you move.

Healing Waters:

Pure Waters: Immediate healing followed by lasting rejuvenation.

Flowing Waters: Immediate movement that attacks anyone you pass, followed by being able to make some free moves over a few turns.

Cleansing Waters: Removes some status effects, blocks others over time.

Rising Waters: Takes some talents off cooldown, speeds cooldowns for a short time.

Mana Knight

The mana knight is something of a jack-of-all-trades; it has no particular specialties, but also no glaring weaknesses.

Mana Flare:

Mana knights deal arcane damage, allowing them to focus on a single damage type for solid offense.

When manually using one of these talents with Eldritch Combat active, it will try to either purge terrain effects or destroy projectiles in the area, depending on the talent.

Mana Bolt: Range 10 beam attack. At talent level 3, also lowers arcane resources by a certain percentage.

Mana Wave: Cone attack. At talent level 3, also removes enemy beneficial effects (dealing additional damage for beneficial magical effects removed).

Mana Burst: Point-blank area attack. At talent level 3, also puts talents on cooldown, dealing additional damage for spells put on cooldown.

Mana Blast: Ranged area attack. At talent level 3, also ends sustains, dealing additional damage for spells ended.

Arcane Experimentation:

Experimental Safeguards: Provides Arcane, Blight, Temporal, and Silence resistance, as well as a minor Nature vulnerability.

Fiddling With Chance: Gain a large boost to Luck, and a bonus to accuracy, defense, crit chance, and chance to negate crits.

Practicing With Wards: Generate a persistent damage shield which refreshes every X turns.

Messing With Time: Every turn have a chance to gain a random temporal benefit (free moves, detrimental effect reduction, beneficial effect persistence, talent cooldown, or a portion of a bonus turn). Effect is weighted by need.

Magical Fundamentals:

Foundations of Aegis: Heal and shield, instant at level 3, cooldown lowers with levels.

Foundations of Divination: Sense effect, detects objects and traps at level 3 and also maps at level 5. Then attack with bonus damage and accuracy, ignoring invisibility and evasion, and auto-critting at level 3.

Foundations of Conveyance: Targeted teleport effect, or long-range random teleport if cast with Eldritch Combat deactivated. Arrival stuns nearby foes.

Foundations of Evocation: Blast a number of random targets with random energy. Damage is fairly weak individually, but combined effect can be devastating against a clustered group.


Last edited by Phoenix1 on Mon Mar 23, 2020 3:18 am, edited 8 times in total.

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PostPosted: Sun Oct 15, 2017 8:38 am 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 888
- When Embers of Rage is not present, you get a LUA error from the last line in the birth file
- The mag>str substitution for equip requirements doesn't actually work. While the item tooltip is updated, the requirements are not. Prob missing something in object/combat/player as there's a few places you need to flag it.

Also, Mind Knights are a bit odd with how MAD they are compared to others. Perhaps add a talent that converts Wil>Mag in a class category or special case their damage conversion for Eldritch Body such as replacing Mag with Wil, or even adding a Psiblade-alike effect only for them. As it stands you can pick up Psiblades from Zigur which is probably their optimum build - Superpower/Arcane Might with Str/Mag/Wil would be incredibly powerful.
And I'd be a bit careful with MK. If I'm reading this right, with Psychic Burst, Sweeping Strike and Seamless Exchange you can (presuming you bypass saves) inflict 100% talent failure on a target for 10 turns. If they're sleep vulnerable, you can then sleep them, wait for CDs and then get a few more turns.
MK should also probably learn TK/TP Focus when they learn any talent in their main categories. If you start a character with auto-learn talents off, you can never learn these talents which is quite awkward.


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PostPosted: Sun Oct 15, 2017 6:07 pm 
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Archmage

Joined: Fri Oct 09, 2015 2:27 pm
Posts: 309
Beginning thoughts:
-Some new talent trees' descriptions aren't punctuated properly, some are. May want to double check these out.
-I don't really see the need to pump Willpower as a suggested stat outside of Mind Knight? Mana is important with this class, but other stats seem to want to take priority. Unlike say, Phoenix Knight's Strength, there are also no talents that I can see that scale with Willpower investment outside of Mind.
-At first I noticed just how similar some new talents are to the already existing spell tree, but it makes sense later with Eldritch Strength. There are still reasons to go through the vanilla trees if you wish when it comes to stuff like Thunderstorm.


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PostPosted: Sun Oct 15, 2017 6:29 pm 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 888
There's definitely a bug in knight.lua, line 300ish. Can't quite replicate it yet, it happens when fighting other mageknight rares.


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PostPosted: Sun Oct 15, 2017 7:22 pm 
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Thalore

Joined: Mon Dec 05, 2011 8:25 pm
Posts: 145
Razakai wrote:
- When Embers of Rage is not present, you get a LUA error from the last line in the birth file
- The mag>str substitution for equip requirements doesn't actually work. While the item tooltip is updated, the requirements are not. Prob missing something in object/combat/player as there's a few places you need to flag it.

...Hah. Thanks, will fix.

Razakai wrote:
Also, Mind Knights are a bit odd with how MAD they are compared to others. Perhaps add a talent that converts Wil>Mag in a class category or special case their damage conversion for Eldritch Body such as replacing Mag with Wil, or even adding a Psiblade-alike effect only for them. As it stands you can pick up Psiblades from Zigur which is probably their optimum build - Superpower/Arcane Might with Str/Mag/Wil would be incredibly powerful.

Mind knights should be one of the least MAD. They use Willpower for their talents and resources, Magic for their special scaling talent and the general mage knight talents, and everything else is gravy. I suppose Cunning has a slight step up since it fuels mind power and mind save to a degree, but the bonuses from Eldritch Aura should be plenty sufficient to live without it if you'd rather focus on something else. Unless I'm underestimating the importance of other abilities for them, which is entirely possible.

Razakai wrote:
And I'd be a bit careful with MK. If I'm reading this right, with Psychic Burst, Sweeping Strike and Seamless Exchange you can (presuming you bypass saves) inflict 100% talent failure on a target for 10 turns. If they're sleep vulnerable, you can then sleep them, wait for CDs and then get a few more turns.

Ah, I see. Yeah, will adjust that. Probably change Concussion for something else in Sweeping Strike.

Razakai wrote:
MK should also probably learn TK/TP Focus when they learn any talent in their main categories. If you start a character with auto-learn talents off, you can never learn these talents which is quite awkward.

Will do.

Chronosplit wrote:
Beginning thoughts:
-Some new talent trees' descriptions aren't punctuated properly, some are. May want to double check these out.

Yeah at some point I'm probably going to go through and do an overhaul on stuff like formatting, making sure those little tactical bits in the talents are sensible, etc.

Chronosplit wrote:
-I don't really see the need to pump Willpower as a suggested stat outside of Mind Knight? Mana is important with this class, but other stats seem to want to take priority. Unlike say, Phoenix Knight's Strength, there are also no talents that I can see that scale with Willpower investment outside of Mind.

Resources are pretty important to them, and Willpower fuels both their resources. But considering the above, this probably means I'm underestimate the value of other stats. I expect at least part of this is from the partial damage boosts from Str and Dex being too high? The intent there is to make sure phoenix knights (especially) and storm knights don't get the value of their secondary stats curtailed (and to reinforce them as having the best offense). But if the benefit is such that even other mage knights are wanting one of those stats high, I need to tone the bonus down. Maybe I'll also reinforce Willpower by making it a factor for things like the Manasurge and Eldritch Aura resource recovery.

Chronosplit wrote:
-At first I noticed just how similar some new talents are to the already existing spell tree, but it makes sense later with Eldritch Strength. There are still reasons to go through the vanilla trees if you wish when it comes to stuff like Thunderstorm.

Yeah for the most part the existing trees are there primarily as extra customization options, although I tried to add synergy where I could. A mage knight who wants to emphasize the "mage" side might focus more on those trees, giving them spells they can cast without burning Stamina and such.

Razakai wrote:
There's definitely a bug in knight.lua, line 300ish. Can't quite replicate it yet, it happens when fighting other mageknight rares.

I'll check it out.

Thanks for the input guys!


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PostPosted: Sun Oct 15, 2017 7:44 pm 
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Sher'Tul Godslayer

Joined: Sat May 15, 2010 9:17 pm
Posts: 1517
Heeeyy. Good to see this updated. Always did like the things (sorta' remind me of playing pre-nerf mindslayers, ehehe).

Tooltip desc wise, sea knight's drink deep could probably stand to have its reference to minimum life standardized with... whatever the base game's normal term for die_at is. Current phrasing's definitely more compact, but the first time my HP hit zero my current runthrough I was very confused when I didn't die, heh. Took me a couple looks over what talents I had until I noticed the amount was the same as on drink deep and it clicked that minimum meant die_at.

Curiosity wise... how does the handedness thing work with ogres, if at all? Still need to get to 5/5 grisly on this'un to start playing around, but it'd be nice to know in advance what happens (if anything, or at least if there's some kind of priority order) when you're dual wielding two handers or double staves or summat.

That said, might be interesting if getting grisly to 5/5 for an ogre knight opened up some kind of toggle so you could one-hand a two-hander; take the penalty in order to double dip the one one-hand and two-hander(/staff) effect on various junk, if you want to.

e: ... that, and I'm morbidly curious if you have some kind of check if the class runs into a race that happens to be able to one-hand 2h weapons and has more than two arms. Could you actually have some kind of mess that was triggering everything except the solo 1hand, at the same time? Maybe that, too, if it works off extra unarmed attacks ala flexible combat, too...


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PostPosted: Sun Oct 15, 2017 7:58 pm 
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Thalore

Joined: Mon Dec 05, 2011 8:25 pm
Posts: 145
Frumple wrote:
Heeeyy. Good to see this updated. Always did like the things (sorta' remind me of playing pre-nerf mindslayers, ehehe).

:)

Frumple wrote:
Tooltip desc wise, sea knight's drink deep could probably stand to have its reference to minimum life standardized with... whatever the base game's normal term for die_at is. Current phrasing's definitely more compact, but the first time my HP hit zero my current runthrough I was very confused when I didn't die, heh. Took me a couple looks over what talents I had until I noticed the amount was the same as on drink deep and it clicked that minimum meant die_at.

Will do.

Frumple wrote:
Curiosity wise... how does the handedness thing work with ogres, if at all? Still need to get to 5/5 grisly on this'un to start playing around, but it'd be nice to know in advance what happens (if anything, or at least if there's some kind of priority order) when you're dual wielding two handers or double staves or summat.

That said, might be interesting if getting grisly to 5/5 for an ogre knight opened up some kind of toggle so you could one-hand a two-hander; take the penalty in order to double dip the one one-hand and two-hander(/staff) effect on various junk, if you want to.

e: ... that, and I'm morbidly curious if you have some kind of check if the class runs into a race that happens to be able to one-hand 2h weapons and has more than two arms. Could you actually have some kind of mess that was triggering everything except the solo 1hand, at the same time? Maybe that, too, if it works off extra unarmed attacks ala flexible combat, too...

I had at one point before I started reworking these guys in earnest had a phoenix knight with one of the two-handed steamsaws that was getting the two-handed, dual-wield, and shield effects, because I had them all in separate if statements rather than an elseif. That was kinda hilarious.

...That's fixed in this version.

For the most part, the priority is dual wielding -> two hander -> shield -> one handed (which is really just "none of the above"). I notice I had a different priority in the Eldritch Combat passive damage, so changing that to the above for consistency.


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PostPosted: Sun Oct 15, 2017 10:16 pm 
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Thalore

Joined: Mon Dec 05, 2011 8:25 pm
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Okay, loaded a new version. Changes:

-Fixed infinite loop stuff for certain kinds of gemstone shields. I wish I knew how that little no_martyr tag works so I could do it properly but I think my method should still get the job done.
-Fixed a typo causing beam attacks to not extend to full range when triggered by Eldritch Combat.
-Fixed the error when EoR isn't present.
-Magic requirement substitution now actually lets you equip the stuff rather than just telling you you can.
-Expanded the magic requirement substitution to talents as well, after realizing that earth knights (well, everyone but phoenix knights, really, but most egregiously earth knights) would have trouble qualifying for things like Armor Training and Shield Offense.
-Reduced the Str and Dex damage bonus from Eldritch Body from 20-60% to 10-35%.
-Changed the resource regen from Eldritch Aura and Eldritch Surge to scale with Willpower rather than Magic.
-Changed the Sweeping Strike condition for a two-handed weapon from Concussion to Disarm.
-Added TK/TP Focus on_learn to the first talents of each Mind Knight class tree.
-Clarified Drink Deep's die_at bonus.

I looked over the Eldritch Combat code for that line 300ish bug but nothing jumped out at me as potentially troublesome, so that'll have to wait until I see it for myself and can figure out the fix.

EDIT: ...And uploaded a second patch because I forgot something I wanted to do.

-Removed the physical power bonus from Eldritch Body, since Eldritch Aura already gives enough of one.


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PostPosted: Sun Oct 15, 2017 11:08 pm 
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Sher'Tul Godslayer

Joined: Sat May 15, 2010 9:17 pm
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Cheers, heh.

Idle thought, though. Possibly let manually activated block have a chance to trigger (non-weapon requiring?) eldritch combat if something hostile's in line of sight? Possibly with a greater chance to trigger, but lower/no effectiveness bonus and no bash.

Quick poke at earth knight very quickly had me thinking manually blocking ever was a poor idea, since attacking can do it anyway. Far from necessary, but it'd be nice to have a better reason to do something with block other than unbind it so you don't accidentally waste a turn by pressing the key :V

E: ... also, is it just me, or is sapphire shield hands down the best gem one? It's real hard to beat always up damage shield in attractiveness.


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PostPosted: Sun Oct 15, 2017 11:42 pm 
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Thalore

Joined: Mon Dec 05, 2011 8:25 pm
Posts: 145
Yeah I don't know that blocking manually is really worth it. I want to keep overloading to a minimum, but I'll keep it in mind and see if I can implement something for it. If not, eh, they can just use their EC triggers.

I haven't done any thorough competitive testing for the gemstone shields, although I will note that the on break effects only happen when the shield is broken by damage, not just if duration expires, and the refresh isn't like sun paladin stuff - it doesn't keep the duration going. In theory, either sapphire should be broken through early, lowering the cooldown but you didn't get the full duration, or should outlast the attackers but not do any cooldown reduction. Eldritch Combat trigger will of course have a much shorter cooldown, but then you have the random factor in play so you may or may not get it when you need it.

'Course, that's all in theory. I'll keep an eye on it and lower the cooldown reduction if need be.


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PostPosted: Mon Oct 16, 2017 6:56 am 
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Thalore

Joined: Mon Dec 05, 2011 8:25 pm
Posts: 145
And a few more tweaks and bugfixes.

-I think I found that Eldritch Combat bug. Or at least I found a bug that was triggered by NPC mage knights around line 300 of knight.lua, so hopefully there was only one. It was checking talents for Eldritch Combat before checking if the talents could be used with Eldritch Combat. So that should be fixed.
-Fixed an error causing Mana Bolt manaburn damage to be based on the talent's damage rather than the target's resources.
-Earth Blast stone walls will now correctly block movement. Although this means I still don't know why Genius Loci burrowing doesn't work on them.
-Added to Earthen Body something to make Stoneskin's cooldown reduction apply to Terrakinesis talents.
-Gave mind knight telepathic damage a small chance to trigger the Night Terrors talent on a kill, even against non-sleeping targets (2-10%, scaling with Night Terror talent level, doubled if randomizing psychic damage so people don't feel obligated to leave telekinesis completely off).
-Went back and clarified in the first talent descriptions the synergies the Mage Knight offensive trees have with their foundational "casting" trees where they hadn't been (Phoenix Fire lays down Wildfire, Psychic Attack can summon Night Terrors, Storm Invocation can Daze from Tempest, Terrakinesis gets cooled down by Stoneskin, Riptide applies Wet, and Mana Flare can be used in Aether Avatar).

EDIT: And a few more because playtesting is important apparently!

-Removed outdated mention of silence in Mana Bolt.
-Fixed Eldritch Combat multiplying power by a boost (thereby gravely weakening the next trigger) rather than adding the boost.
-Moved the spot where automatic Eldritch Combat is reset so an EC trigger of Fiddling with Chance doesn't immediately lose it.
-Tightened up Foundations of Conveyance.
-Fixed Eldritch Body setting weapons that already use magic to 0%.
-Toned down Foundations of Aegis some.


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PostPosted: Mon Oct 16, 2017 8:50 am 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 888
Being unable to burrow through summoned walls is a known issue. I believe the Stoneshaper addon had a discussion about this which had a solution.
Also, take a look at the Bastion addon for examples of altering talents and block effects if you wanted to update it. There's also some examples of updating individual talent descriptions without overloading, in case you wanted to do something like updating Wildfire's description directly to refer to PK talents, might look cleaner.

On a balance/design note - I think the T1 resist talents are a bit overtuned. Being able to easily get 100% resall in 1 or more resistances is very powerful. For example, consider how deadly Dark Crypt is. Now if you went there as a Mage Knight, you'd be basically immune to the majority of the threats. Or a Phoenix Knight being immune to fire wyrms, orc pyromancers, luminous horrors, everything in charred scar, a bunch of common and threatening class abilities like ritch summon etc.
If you compare it to other resist talents like Nature's Defiance, that gives you 50% resist all in a fairly uncommon element, plus some other smaller bonuses. Or Juggernaut giving you 40% physical resistance and crit reduction, but being a temporary (albeit instant and high duration) buff.
I think aiming for stuff more along the lines of Shield Wall, Relentless etc would be better. Drop the resistances a lot, and if necessary shift some of the power into secondary effects. Things like the Storm Knight's secondary effects are a good thing to aim for as they're strong immunities.

Also, Phoenix Wings should prob get some sort of scaling bonus, as currently it's just +range?


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PostPosted: Mon Oct 16, 2017 11:41 am 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
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Six classes? Where am I going to find the time to give them all a proper go? Quite an ambitious project! :)

At first glance, from reading the class descriptions, I really like how each class has intentionally varried strengths in regard to offense, defense, restoration, utility and so on. Should make each one different enough that the use of the same mechanic doesn't get dull.

I started with Sea Knight and, while I haven't gotten too far yet, I'm having quite a lot of fun with it.

Anime Style is great, both for amusement factor and for calling your attention to talent procs.

I don't have much specific feed back at this point, but if anything jumps out at me, I'll let you know.

I was going to mention the wall-walking fix used by Stoneshaper, but Raz beat me to it :p The exact same callback should work for you, though, as I said to Erenion, it might not be the 'best' solution. Likely the same could be achieved by fiddling with something in the code where the check for passable terrain occurs when moved but, errr... I couldn't figure out where that was :oops: Using the callback does have the advantage of avoiding possible conflict with anything else that potentially messes with that bit of the engine, though.


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PostPosted: Mon Oct 16, 2017 12:31 pm 
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Sher'Tul Godslayer

Joined: Sat May 15, 2010 9:17 pm
Posts: 1517
Razakai wrote:
On a balance/design note - I think the T1 resist talents are a bit overtuned. Being able to easily get 100% resall in 1 or more resistances is very powerful. For example, consider how deadly Dark Crypt is. Now if you went there as a Mage Knight, you'd be basically immune to the majority of the threats. Or a Phoenix Knight being immune to fire wyrms, orc pyromancers, luminous horrors, everything in charred scar, a bunch of common and threatening class abilities like ritch summon etc.
If you compare it to other resist talents like Nature's Defiance, that gives you 50% resist all in a fairly uncommon element, plus some other smaller bonuses. Or Juggernaut giving you 40% physical resistance and crit reduction, but being a temporary (albeit instant and high duration) buff.
I think aiming for stuff more along the lines of Shield Wall, Relentless etc would be better. Drop the resistances a lot, and if necessary shift some of the power into secondary effects. Things like the Storm Knight's secondary effects are a good thing to aim for as they're strong immunities.
I'unno... the full resistance things are very strong, but at least t'me they're also about as (meta) class defining as the class talent scheme and eldritch combat and whatnot are. It's something really unusual so far as overall talent design goes in the game, moreso than most other aspects of the class; most everything else has at least some resemblance to preexisting talents, but basically nothing gives you a sustained/effectively passive full resistance to anything damage wise.

What I'd probably recommend if you want to tone 'em down is to have some kind of detriment to getting hit with a (fully) resisted damage type. Maybe getting hit more than a few turns in a row causes things to go haywire and eldritch combat to randomly proc (reduced tlvl) offensive/class attack tree spells from other knight classes. Maybe weird things starts happening with the body talent itself; storm knights could ramp up a % chance per turn to randomly speed up/slow down nearby projectiles, your own included, ferex, earth knights start splitting off random walls (or maybe barricades/chasms ala the EoR bridge zone or last level of the ritch map) when hit.

Stuff like that, that builds upon the immunity rather than just diluting it. Reducing the values would obviously be easier and less involved both for developer and player, but...

E: Unrelated, it's hella' minor, but it might be nice if the +/- shield flyover text was (if possible) squelched when no enemies are in LoS when you have biokinesis. Kinda' weird/very mildly annoying to have it constantly spamming while you're moving around a level due to the passive shield thing.


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PostPosted: Mon Oct 16, 2017 7:49 pm 
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Thalore

Joined: Mon Dec 05, 2011 8:25 pm
Posts: 145
Razakai wrote:
Being unable to burrow through summoned walls is a known issue. I believe the Stoneshaper addon had a discussion about this which had a solution.
Also, take a look at the Bastion addon for examples of altering talents and block effects if you wanted to update it. There's also some examples of updating individual talent descriptions without overloading, in case you wanted to do something like updating Wildfire's description directly to refer to PK talents, might look cleaner.

Ah cool, will check those out. Thanks!

Razakai wrote:
On a balance/design note - I think the T1 resist talents are a bit overtuned. Being able to easily get 100% resall in 1 or more resistances is very powerful. For example, consider how deadly Dark Crypt is. Now if you went there as a Mage Knight, you'd be basically immune to the majority of the threats. Or a Phoenix Knight being immune to fire wyrms, orc pyromancers, luminous horrors, everything in charred scar, a bunch of common and threatening class abilities like ritch summon etc.
If you compare it to other resist talents like Nature's Defiance, that gives you 50% resist all in a fairly uncommon element, plus some other smaller bonuses. Or Juggernaut giving you 40% physical resistance and crit reduction, but being a temporary (albeit instant and high duration) buff.
I think aiming for stuff more along the lines of Shield Wall, Relentless etc would be better. Drop the resistances a lot, and if necessary shift some of the power into secondary effects. Things like the Storm Knight's secondary effects are a good thing to aim for as they're strong immunities.

Frumple wrote:
I'unno... the full resistance things are very strong, but at least t'me they're also about as (meta) class defining as the class talent scheme and eldritch combat and whatnot are. It's something really unusual so far as overall talent design goes in the game, moreso than most other aspects of the class; most everything else has at least some resemblance to preexisting talents, but basically nothing gives you a sustained/effectively passive full resistance to anything damage wise.

What I'd probably recommend if you want to tone 'em down is to have some kind of detriment to getting hit with a (fully) resisted damage type. Maybe getting hit more than a few turns in a row causes things to go haywire and eldritch combat to randomly proc (reduced tlvl) offensive/class attack tree spells from other knight classes. Maybe weird things starts happening with the body talent itself; storm knights could ramp up a % chance per turn to randomly speed up/slow down nearby projectiles, your own included, ferex, earth knights start splitting off random walls (or maybe barricades/chasms ala the EoR bridge zone or last level of the ritch map) when hit.

Stuff like that, that builds upon the immunity rather than just diluting it. Reducing the values would obviously be easier and less involved both for developer and player, but...

Hmm...I do like the immunities thematically, though I also see the point about how it can trivialize certain enemies. I recall in an older version I had phoenix knights taking a weakness to cold and darkness damage, could possibly institute something like that again. Make it a lesser but still noticeable weakness (like -6% per talent level, and -4% per level to the cap). Phoenix knights to cold (maybe also darkness since fire is pretty common and they get full immunity to blind, which is a serious status effect), mind knights to arcane, storm knights to physical (but a lower penalty since physical is super-common), sea knights to blight, earth knights to acid (also probably a lower penalty since they don't get a full damage immunity out of the box and, like, c'mon, they're earth knights), mana knights to nature. So while you can become nigh-invulnerable to certain classes of enemies, by doing so you're also opening yourself up to more damage from certain types.

Problem with that is that it kinda further exacerbates the issue of the class power varying based on where you are and who you're fighting. I could lower the immunities but keep the caps so the talents themselves don't grant full immunity out of the box, but do make it possible to achieve such with additional investment. I'll mull on it some.

Razakai wrote:
Also, Phoenix Wings should prob get some sort of scaling bonus, as currently it's just +range?

Come to think of it, I believe I had set that up before I had done EC boosting stuff for the mana knight. Could change the guaranteed EC trigger there to a scaling boost to the chance. Actually weakens the talent some, but makes levels more important, which is probably good.

nsrr wrote:
Six classes? Where am I going to find the time to give them all a proper go? Quite an ambitious project! :)

At first glance, from reading the class descriptions, I really like how each class has intentionally varried strengths in regard to offense, defense, restoration, utility and so on. Should make each one different enough that the use of the same mechanic doesn't get dull.

I started with Sea Knight and, while I haven't gotten too far yet, I'm having quite a lot of fun with it.

Anime Style is great, both for amusement factor and for calling your attention to talent procs.

I don't have much specific feed back at this point, but if anything jumps out at me, I'll let you know.

I was going to mention the wall-walking fix used by Stoneshaper, but Raz beat me to it :p The exact same callback should work for you, though, as I said to Erenion, it might not be the 'best' solution. Likely the same could be achieved by fiddling with something in the code where the check for passable terrain occurs when moved but, errr... I couldn't figure out where that was :oops: Using the callback does have the advantage of avoiding possible conflict with anything else that potentially messes with that bit of the engine, though.

:)

Frumple wrote:
E: Unrelated, it's hella' minor, but it might be nice if the +/- shield flyover text was (if possible) squelched when no enemies are in LoS when you have biokinesis. Kinda' weird/very mildly annoying to have it constantly spamming while you're moving around a level due to the passive shield thing.

I'll see what I can figure out.


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