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Another weapon type expertise
Posted: Fri Sep 17, 2010 6:57 pm
by Charlatan73
Hey, we now have sword, mace, and axe, but one of the first 'good' items you get in the game is a maul. Is it possible to change mace to 'bludgeons' to include, or create a category for a similar damage enhancement for maul type weapons?
Re: Another weapon type expertise
Posted: Fri Sep 17, 2010 7:04 pm
by yufra
The maul is technically (in-game) a two-handed mace so it is already covered. Maybe this should be more obvious to the user though?
Re: Another weapon type expertise
Posted: Tue Sep 28, 2010 4:48 am
by Final Master
ARE (great)maults maces? And what of the hidden weapon talent you may find? Is there going to be a different way to learn it, along with more weapons that require/benefit from that talent? And, why do only alchemists get staff mastery?
Re: Another weapon type expertise
Posted: Tue Sep 28, 2010 5:09 am
by yufra
Greatmauls have combat.talented set to "mace", and the mod.class.interface.Combat.combatCheckTraining function checks the Mace Mastery talent, so as far as I can tell greatmauls are considered as maces. Now if I am reading the code right the damage that shows up in the Character Sheet should reflect the mastery, so you can check this for yourself. Hope that helps.

Re: Another weapon type expertise
Posted: Tue Sep 28, 2010 8:34 am
by darkgod
Yeah mauls are all maces.
I'll probably add which mastery affects a weapon in their descriptions.
As for the exotic mastery it's for weird stuff you can find along the way. For now it's mainly tridents and whips