Assassin Lord and archers/temporal wardens

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MalReynolds
Halfling
Posts: 98
Joined: Thu Aug 08, 2013 3:02 am

Assassin Lord and archers/temporal wardens

#1 Post by MalReynolds »

So: I am about to unlock Paradox Mage, but I'm having more fun with my TW than I remembered having with the class.

Anyway, I recall that archers now get poisons in 1.05. Great! And that they can be applied to arrows. Great!

If I am a Temporal Warden, and I side with the Assassin Lord, will I get poisons unlocked?

From the code, it would seem not:

Code: Select all

if p.descriptor.subclass == "Rogue" then
		if p:knowTalentType("cunning/poisons") == nil then
			p:learnTalentType("cunning/poisons", false)
			p:setTalentTypeMastery("cunning/poisons", 1.3)
		end
end
Two thoughts. First, a temporal warden who knows poisons would be pretty cool. Second, does that mean you have to unlock poisons with a rogue, and then you can *later* use it on your archers...? Shouldn't archers be able to unlock and use poisons immediately...?

Anyway, my main question is to get confirmation that a temporal warden won't be able to get poisons this way.

Thanks!

PureQuestion
Master Artificer
Posts: 726
Joined: Fri Feb 03, 2012 3:53 am

Re: Assassin Lord and archers/temporal wardens

#2 Post by PureQuestion »

Wardens can't get poison. Archers were given it later so this is probably an oversight.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Assassin Lord and archers/temporal wardens

#3 Post by HousePet »

That peice of code is to grant the Poisons category to a Rogue character when they first unlock the Poisons category. (because they wouldn't have it when they made the character)
As such it is only for unlocking the birth effect, not for granting the category to individual characters.
My feedback meter decays into coding. Give me feedback and I make mods.

MalReynolds
Halfling
Posts: 98
Joined: Thu Aug 08, 2013 3:02 am

Re: Assassin Lord and archers/temporal wardens

#4 Post by MalReynolds »

Sorry, HP: I excerpted the code. Here's the full context:

Code: Select all

local function evil(npc, player)
	engine.Faction:setFactionReaction(player.faction, npc.faction, 100, true)
	player:setQuestStatus("lost-merchant", engine.Quest.COMPLETED, "evil")
	player:setQuestStatus("lost-merchant", engine.Quest.COMPLETED)
	world:gainAchievement("LOST_MERCHANT_EVIL", player)
	game:setAllowedBuild("rogue_poisons", true)
	local p = game.party:findMember{main=true}
	if p.descriptor.subclass == "Rogue"  then
		if p:knowTalentType("cunning/poisons") == nil then
			p:learnTalentType("cunning/poisons", false)
			p:setTalentTypeMastery("cunning/poisons", 1.3)
		end
	end

	if p:knowTalent(p.T_TRAP_MASTERY) then
		p:learnTalent(p.T_FLASH_BANG_TRAP, 1, nil, {no_unlearn=true})
		game.log("#LIGHT_GREEN#Before you leave the Lord teaches you how to create flash bang traps!")
	end

	game:changeLevel(1, "wilderness")
	game.log("As you depart the assassin lord says: 'And do not forget, I own you now.'")
end
...along with the "answers = {...{"Money? I'm in!", action=evil}}" triggering code.

You're right, HP. So the actual relevant part is this: game:setAllowedBuild("rogue_poisons", true).

And that applies to anyone, including TWs, I should think. Thanks!

MalReynolds
Halfling
Posts: 98
Joined: Thu Aug 08, 2013 3:02 am

Re: Assassin Lord and archers/temporal wardens

#5 Post by MalReynolds »

Alas and also lackaday!

Looks like I misinterpreted the code. I bet AllowedBuild is an unlock (not specific to the particular @).

Sided with the AL, but didn't get poisons. Oh well!

Could we get poisons for Temporal Wardens on the next go-round, DarkGod? Thanks!

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Assassin Lord and archers/temporal wardens

#6 Post by HousePet »

I see no reason why every class couldn't get Poisons this way.
Wouldn't be useful for casters though. :P
My feedback meter decays into coding. Give me feedback and I make mods.

Isotope-X
Thalore
Posts: 129
Joined: Tue May 28, 2013 1:34 pm

Re: Assassin Lord and archers/temporal wardens

#7 Post by Isotope-X »

I suspect the reason is that Poisons give another option to Archers, who were a pretty boring class before. TW's have enough tricks up their sleeve, what with the whole "command over all of time and space," that they don't need an extra gimmick.

Doctornull
Sher'Tul Godslayer
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Location: Ambush!

Re: Assassin Lord and archers/temporal wardens

#8 Post by Doctornull »

My TWs have enough trouble keeping up Str, Dex, Con, Mag and Will... they don't really need to worry about buffing up Cunning for Poisons.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Assassin Lord and archers/temporal wardens

#9 Post by HousePet »

You shouldn't be bothering with Str and Mag, you get a sustain for those. :P

Yes I know it doesn't give that much.
My feedback meter decays into coding. Give me feedback and I make mods.

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: Assassin Lord and archers/temporal wardens

#10 Post by Doctornull »

The sustains do help, but they're not sufficient on their own.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

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