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Making golem better

Posted: Sun Feb 27, 2011 1:01 am
by Graziel
few ideas since alchemist is nice class and since its currently very dependent on golem it would be great to give some attention to it.

1. Refit golem is nice but healing golem that has 1000+ hp with it is annoying, refit, rest, refit, rest, refit, rest... there should be talent that works like normal refit ( that takes ~20 turns ) but heals golem to full hp also after death it should come back with full HP

2. Golem can be magic oriented or physical its nice, but it should start with 1 class point instead of preselected "Knockback"

3. Golem doesnt have any stun immunity which is essential ( at least make it 40% so alchemist can fill it with quartz or bloodstone imbue )

4. "Create alchemist gem" should give more gems ( maybe compare level of "extract gem" with gem level when equal make max possible ) instead of random 40 - 80

5. If player is stunned control should go to golem ( without turn loss ) when player gets unstunned control should go back

6. Golem "arcane pull" shouldnt affect player.

also few bugs:

1. Golem wont blink if player didnt wear cloak of deception as undead at least once on current zone level

2. Attention golem gets in towns is annoying especially when NPC has something to say... ( also spoils merchant quest )

3. After going to far east golem is somewhere on the level but not next to alchemist

4. When controling golem you cant change shielding rune until you fill 3rd infusion slot ( it gives error )

Code: Select all

	/data/chats/player-inscription.lua:30: in function 'f'
	/engine/Chat.lua:39: in function 'init'
	/engine/class.lua:38: in function 'new'
	/mod/class/interface/ActorInscriptions.lua:56: in function 'setInscription'
	/data/general/objects/scrolls.lua:74: in function </data/general/objects/scrolls.lua:73>
	(tail call): ?
	(tail call): ?
	/mod/class/Player.lua:741: in function </mod/class/Player.lua:732>
Lua Error: /mod/class/Player.lua:771: /data/chats/player-inscription.lua:30: attempt to concatenate local 'name' (a nil value)
	At [C]:-1 
	At [C]:-1 error
	At /mod/class/Player.lua:771 action
	At /engine/dialogs/ShowEquipInven.lua:150 use
	At /engine/dialogs/ShowEquipInven.lua:47 fct
	At /engine/ui/ListColumns.lua:219 onUse
	At /engine/ui/ListColumns.lua:154 fct
	At /engine/Mouse.lua:42 receiveMouse
	At /engine/Mouse.lua:64 delegate
	At /engine/ui/Dialog.lua:359 mouseEvent
	At /engine/ui/Dialog.lua:216 fct
	At /engine/Mouse.lua:42 

Re: Making golem better

Posted: Sun Feb 27, 2011 3:26 am
by yufra
Graziel wrote: 1. Refit golem is nice but healing golem that has 1000+ hp with it is annoying, refit, rest, refit, rest, refit, rest... there should be talent that works like normal refit ( that takes ~20 turns ) but heals golem to full hp also after death it should come back with full HP
I agree, this should be updated but here is a quick trick: change control to your golem and rest. Resting increases your resource regeneration the longer you rest, so this is quite fast.
3. Golem doesnt have any stun immunity which is essential ( at least make it 40% so alchemist can fill it with quartz or bloodstone imbue )
The golem can wear armor which is the main source of stun immunity in the game. Did you not find that sufficient?
5. If player is stunned control should go to golem ( without turn loss ) when player gets unstunned control should go back
This could be interesting... not sure if I like it though. I think more thought and discussion are warranted.
6. Golem "arcane pull" shouldnt affect player.
Already fixed.
1. Golem wont blink if player didnt wear cloak of deception as undead at least once on current zone level
Not sure what you mean by this.
2. Attention golem gets in towns is annoying especially when NPC has something to say... ( also spoils merchant quest )

3. After going to far east golem is somewhere on the level but not next to alchemist
Yes this is known, but limited number of developers and a lot of work to do, etc etc :D
4. When controling golem you cant change shielding rune until you fill 3rd infusion slot ( it gives error )
How did you get this again? You put a shield rune in first, then two additional inscriptions and then when you tried to add another inscription you got this error?

Re: Making golem better

Posted: Sun Feb 27, 2011 3:50 am
by Graziel
1. Refit golem is nice but healing golem that has 1000+ hp with it is annoying, refit, rest, refit, rest, refit, rest... there should be talent that works like normal refit ( that takes ~20 turns ) but heals golem to full hp also after death it should come back with full HP

try to play with undead as master with same problem : P

3. Golem doesnt have any stun immunity which is essential ( at least make it 40% so alchemist can fill it with quartz or bloodstone imbue )

well the best armor can give is 70% but you have to find it first and have stats to wear it also golem was supposed to be made from stone so it should have at least some basic stun immunity and it has *very* limited body parts so no belts helmets etc.

5. If player is stunned control should go to golem ( without turn loss ) when player gets unstunned control should go back

i thought about some kind of healing by golem using wands, maybe even erasing stun/freeze/time prison effects

6. Golem "arcane pull" shouldnt affect player.

im playing SVN and this happend so i wouldnt be so sure.

1. Golem wont blink if player didnt wear cloak of deception as undead at least once on current zone level

start undead -> get CoD -> wear it ( golem changes from neutral to ally ) -> take off CoD -> change zone -> golem is neutral again

4. When controling golem you cant change shielding rune until you fill 3rd infusion slot ( it gives error )

use( in terms of wearing it ) shield rune -> use( same here ) 2nd shield rune -> try to change one of runes by using (again) another shield rune -> error

it works ok if you have 3 inscriptions on golem ( didnt tried that on player )

Re: Making golem better

Posted: Mon Feb 28, 2011 1:25 am
by yufra
I'll only address arcane pull for now. I personally think that it should affect the player, but the tactical AI adjustments in SVN causes the golem to not use it when the player is within range (I just tested this). Is that good enough?