Archer Improvement Thread.

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

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Doctornull
Sher'Tul Godslayer
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Re: Archer Improvement Thread.

#46 Post by Doctornull »

SageAcrin wrote:It's easy to miss, also, since the title for the commit is different, but Archers now have 1.2 category rating locked versions of both Poisons and Traps, in addition to the new tree. :)
So Archers are now a Rogue subtype, cool. ;-)
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

b0rsuk
Halfling
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Joined: Tue Feb 26, 2013 8:39 am

Re: Archer Improvement Thread.

#47 Post by b0rsuk »

SageAcrin wrote:It's easy to miss, also, since the title for the commit is different, but Archers now have 1.2 category rating locked versions of both Poisons and Traps, in addition to the new tree. :)
Can't wait to see the new archer rares!

SageAcrin
Sher'Tul Godslayer
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Re: Archer Improvement Thread.

#48 Post by SageAcrin »

Speaking of which, could we get some code that removes the base damage bonus of the monster from ranged attacks?

It doesn't really make sense(Sure, I can buy that a Bone Giant has a natural offensive bonus, and even buy that it augments a twohander, but a bow is a lot more questionable. Not entirely unbelievable, but questionable.), and unless you're spoiled, it can catch you off guard badly. It's dangerous enough for melee rares, but Archer rares end up with some really silly ranged damage out of it, often entirely out of proportion to the place and time they're found.

Given that they're getting buffed, it'd be a good time to finally change that. :)

Doctornull
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Re: Archer Improvement Thread.

#49 Post by Doctornull »

SageAcrin wrote:unless you're spoiled, it can catch you off guard badly. It's dangerous enough for melee rares, but Archer rares end up with some really silly ranged damage out of it, often entirely out of proportion to the place and time they're found.
Ooooooo.

That does explain how that one Red Drake Archer was kicking my ass all over the Daikara.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

SageAcrin
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Re: Archer Improvement Thread.

#50 Post by SageAcrin »

It does make sense, but apparently it's not accurate, after getting info on exactly how to test from DarkGod.

I'm not sure what's going on(if anything? But I've certainly noticed out of place figures...), but it's not that.

Wish I could figure it out...oh well.

Mewtarthio
Uruivellas
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Re: Archer Improvement Thread.

#51 Post by Mewtarthio »

SageAcrin wrote:It's easy to miss, also, since the title for the commit is different, but Archers now have 1.2 category rating locked versions of both Poisons and Traps, in addition to the new tree. :)
...So, any idea when 1.05 will finally come out?

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