HousePet wrote:I test the patch to ensure that it fixes the bug. I don't have the resources to test every permutation of circumstances to make releases bug free.
Mostly I just say patching to convey that I have located said bug and that it is being dealt with, no further information from the user is required.
See, that is exactly why I presumed you had not updated; that is the sense I thought that you meant it in, which you yourself are now specifying does not include making a release.
If that's what you really believe, why and how is there even an argument here? We would both be of the same opinion on the meaning of 'patching'.
When I want to convey that an update has been done, I usually say 'Updated!', or at least change the version number on the thread.
Seems like you're changing your argument. First you were claiming that 'patching' implied a fresh release. Now you are claiming it does not, and that you use 'updated' for that. I can believe that that is your general policy, but it clearly isn't what you've done here.
What you've done here is compound an essentially trivial and harmless mistake (using ambiguous language, quite likely because you were in a hurry) by making up a series of rationalizations to defend it. Is it really so hard to admit that, just like everyone else, you don't use language perfectly?
No I never actually claimed that me saying 'patching' implied a release. All I said was that a release needed to be made and questioned the usefulness of fixing something and not releasing it.
I also find it very easy to admit that I don't communicate well, but I wasn't aware I needed to.
I thought this was just a friendly semantic argument.
My feedback meter decays into coding. Give me feedback and I make mods.
<HousePet> Oh, remind me I need to fix Walrog
<HousePet> I'm probably breaking an unlock
<StarKeep> How horribly did you disfigure him?
<HousePet> Verdant overrides him to make him stronger and drop loot
<StarKeep> Ah.
<StarKeep> Want me to just put a note about that in the Verdant thread?
<HousePet> Sure
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal
Some more 'actions', if that makes sense, would be nice, for Seasons/Weather.
Perhaps add an active effect upon switching sustains, to help stop people from gravitating to one or the other?
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal
The Season generic category is replaced with Natural Cycles.
Natural Cycles
Seasons: passive. Grants and increases the existing Season sustains.
Day and Night: active. Sleeps enemies, refreshes allies.
Avatar of Nature: active. Buffs self with resistance and melee damage buffs based on season.
Growth and Decay: active. Regenerate and cure on allies, wasting (temporal damage over time) and dispel on enemies.
The Weather class category is changed to:
Weather
Alter Weather: Grants and increases the weather adjusting sustains: Clear, Foggy, Raining, Stormy.
Invoke Weather: active. Single target effect based on current weather.
Weathered: passive. physical/fire/cold/lightning/acid/nature resistance.
Focus Weather: active. Creates an AoE of intensified weather effect.
Since Eyal's Embrace just lost two talents, the new version is:
Eyal's Embrace:
Weapons of the Woods: passive, +accuracy and nature damage from non metal weapons.
Armour of the Woods: passive, +armour and hardiness from non metal armour.
Suppress Magic: active. Temporary effect that reduces your spellpower while increasing your spell save, arcane resistance and equilibrium regeneration.
Elfwood Shell: active. Creates a damage shield that has an extra effect when it ends based on current active season.
Werebeast upgrade:
Silent Hunter remains as is, Rampage becomes locked, Fungus removed, Scoundrel removed, Feral Power removed.
New generic category:
Wild-gift/Hunter
Wild Hunter: passive. Restores 0.1-1 equilibrium on kill. Minor detection/sight/tracking bonus?
Alpha: passive. Increases physical power, healing factor and decreases fatigue.
Natural Reserves: active. Reduces equilibrium, and restores stamina and air.
Apex Predator: passive. Increases all saves and life regen.
Altered existing and new Wild-Curse class categories as follows:
Psiclaws
Psiclaws: sustain. Mindstar mastery with added physical damage and increased phys crit chance.
Shred: active. Attack twice with physical bleeding damage.
Razor Claws: passive. Adds physical/mind/nature respen to Psiclaws.
Claw Block: active. Block that disarms the attacker.
Wolf Aspect
Wolf Shape: sustain. Grants light/dark resist, -mind save.
Dread Howl: active. Inflicts some sort of debuff on nearby enemies.
Wolf Pack: active. Summons wolf allies.
Rabid Fury: sustain. Increases global speed and regenerates hate, but must pass an equilibrium check each turn or it ends.
Treant Aspect
Treant Shape: sustain. Increases hardiness, nature resist, -accuracy.
Woodcutter's Bane: active. Disarms and causes talent failure to a single target.
Tangling Vines: sustain. Reduces your movement speed, but pins and damages nearby enemies.
Regrowth: active. Restores life and equilibrium.
Shark Aspect
Shark Shape: sustain. Grants water breathing, bleed sense, -defense.
Maul: active. Attack an adjacent enemy to regain life and equilibrium.
Bloodscent: active. Cures debuffs based on the number of bleeding enemies nearby.
Ram: active. Charge through enemies.
Eagle Aspect
Eagle Shape: sustain. Increases phys crit, accuracy, -phys save.
Eye Swipe: active. Melee attack that attempts to blind.
Flight: active. Teleport away.
Swoop: active. Sort of a beam Rush.
Ritch Aspect
Ritch Shape: sustain. Increases fire resist, armour, -stealth.
Carve: active. dig or sunder armour attack.
Disease something: active. Some sort of debilitating disease attack.
Fire Spit: active. Ranged burning!
Bear Aspect - locked
Bear Shape: sustain. Increases cold resist, phys save, -attack speed.
Bear Hug: active. Grapple.
Hibernation: active. Cures debuffs and cooldowns but puts you to sleep.
Slam: active. Like the Rampage one, but good.
Croc Aspect - locked
Croc Shape: sustain. Increases air capacity, physical resist, -mind power.
Crushing Bite: active. Another grapple.
Cold Blood: passive? Increases speed when hit with fire. Decreases when hit with cold?
Tail Smack: active. Powerful knockback attack.
Have pushed the beta Druid update out as a standard release.
The Weather, Seasons and Eyal's Embrace categories have been rewritten.
I'm looking for feedback, balance suggestions, bouquets, brickbats (whatever they are) or any other comments.
Oh, and icons. I need some icons.
My feedback meter decays into coding. Give me feedback and I make mods.
I've done all the changes to existing Werebeast categories and added the Psiclaws category.
However, since there is so much icky old code in this addon, I might push out a half done version before I start on the other 5 new categories.
It will still be playable, just missing 5 categories.
My feedback meter decays into coding. Give me feedback and I make mods.
Updated again:
All the Werebeast talents are now complete. So if anyone has any balance suggestions, now would be a good time to give them.
Another change is that Wyrmic has lost the Feral Power category, but gained the Hunter generic category. Hopefully I didn't break any characters doing that.
My feedback meter decays into coding. Give me feedback and I make mods.