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svn Armour Training niggles

Posted: Wed Dec 12, 2012 3:28 am
by aardvark
I see that darkgod changed Armour Training to a 5 point talent for b44 and rebalanced the skill levels of various NPCs. I think this is a great change, but there are a couple of things I'd like to see changed.

First, heavy mail armour now requires only 1 point of Armour Training just like helms, gauntlets, etc.. But, unlike helms, etc., it lists "Talent Armour Training (level 1)" as its requirement where the others show "Talent Armour Training". Changing this is easy:

Code: Select all

Index: game/modules/tome/data/general/objects/heavy-armors.lua
===================================================================
--- game/modules/tome/data/general/objects/heavy-armors.lua	(revision 6041)
+++ game/modules/tome/data/general/objects/heavy-armors.lua	(working copy)
@@ -26,7 +26,7 @@
 	moddable_tile = resolvers.moddable_tile("heavy"),
 	add_name = " (#ARMOR#)",
 	display = "[", color=colors.SLATE,
-	require = { talent = { {Talents.T_ARMOUR_TRAINING,1} }, },
+	require = { talent = { Talents.T_ARMOUR_TRAINING }, },
 	encumber = 14,
 	rarity = 5,
 	metallic = true,
Second (and lastly), while most of the NPC changes are to the good, Wrathroot's talent wasn't adjusted at all. While I certainly think he (it?) could stand to be a bit tougher, a max talent level of 15 seems excessive. Or am I missing something on this one?

Re: svn Armour Training niggles

Posted: Wed Dec 12, 2012 10:24 pm
by darkgod
i'ts for very late scaling, like in the ID, and it's meant to be :)

Re: svn Armour Training niggles

Posted: Thu Dec 13, 2012 3:26 am
by aardvark
darkgod wrote:i'ts for very late scaling, like in the ID, and it's meant to be :)
Yeah, I guessed that. I was thinking it came paired with a mastery bonus but I see it doesn't. It's not nearly as ridiculous as I was thinking.

Re: svn Armour Training niggles

Posted: Thu Dec 13, 2012 5:12 pm
by King Gainer
Honestly, I think Wrathroot needs the boost.