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Tinker classes should start with weapon crafting recipes
Posted: Sun Dec 17, 2017 8:05 pm
by Mel
Steamsaws for Sawbutchers, Steamguns for Gunslingers and probably Psyshots as well (I never play them so I don't know if they rely on Steamguns a lot). It would allow them to readily craft dedicated weapons from generic weapons they could buy from shops, and make their early game less annoying (obviously I'm thinking AoA there, since there are already Tinker weapon shops in Embers).
Re: Tinker classes should start with weapon crafting recipes
Posted: Tue Dec 19, 2017 3:20 am
by Chronosplit
Maybe? I mean it usually hasn't been terribly hard for me to find new guns and saws on the field even in the main campaign. Steamguns also require Explosives IIRC, which takes some time to get to.
It's always a great use for a purple or orange sling/sword though. I could certainly see the use in higher difficulties.
Re: Tinker classes should start with weapon crafting recipes
Posted: Mon Jan 01, 2018 4:28 am
by nsrr
I think this is a good idea. Hopefully the change will be made with a future update.
In the meantime, here's a little addon I whipped up that will do the job:
https://te4.org/games/addons/tome/weaponschematics.
Re: Tinker classes should start with weapon crafting recipes
Posted: Mon Jan 01, 2018 11:04 pm
by Zeyphor
i think that its fine as-is; you don't really gotta get those weapon recipes right away, and since they're low level, you're more likely to find the one you want earlygame anyway