Forge Knight

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Spleenling
Higher
Posts: 45
Joined: Mon Jan 20, 2014 6:44 am

Re: Forge Knight

#46 Post by Spleenling »

I'm using the latest version and I can't reforge gauntlets. is this bug/feature?

Dao Zeti
Higher
Posts: 79
Joined: Sun Oct 19, 2014 2:02 pm

Re: Forge Knight

#47 Post by Dao Zeti »

I couldn't reproduce weapons proccing talents based on nature gifts using resources, but added a way to regenerate equilibrium similar to meditation to "Power Catalyst: Mind" - a talent gained on armours together with talents that are mindpower based. It doesn't have to be sustained to rebalance equilibrium - it works automatically when resting.

Also, fixed a nasty bug, that could occur after refining an equiped weapon or armor, where some properties (like resists) wouldn't be registered properly.
Spleenling wrote:I'm using the latest version and I can't reforge gauntlets. is this bug/feature?
Only (metal) helms, shields, body armors and wielded weapons can be forged. Even with this limitation, the class sits at the very upper end of the power spectrum - giving it access to change more equipment slots would probably be too much.
Jurriaan wrote:I just won with a dwarven forge knight on normal, and I have some thoughts

1) Win(d)blade/Legacy of the Naloren absolutely rocks. My reforged trident (power 124-199)
hit like nothing else - I got over 2000 physical damage against argoniel with normal bump attacks.
Windblade got over 7000....

2) Weapon Synchronisation got me +55% movement speed - that seems like a lot.

3) Vigorous Assault got me +60% attack speed - very comfortable, but a bit overpowered

Overall, lots of fun!
You might be right that the movement speed bonus is a bit over the top. I mostly test on nightmare and insane difficulties, which is why I propably often lose balance for normal game play out of eyesight. I intended to make a class, that can play through nightmare without big difficulties and can halfway stand on its own on insane. Melee characters in general have it rough on insane+, as not being able to kill from a safe distance makes life a dangerous one.

A_Bystander
Posts: 1
Joined: Fri Jan 02, 2015 12:59 pm

Re: Forge Knight

#48 Post by A_Bystander »

I'm terrible at the game, but I like the concept of a warrior who carries around a miniature forge as a weapon/tool so I'm going to offer my own opinions anyway.

I've only played the early and start of the mid-game with this class, though I like it so far.

Have you considered adding an aoe fire explosion to 'explosive leap'? Maybe make the landing part inaccurate as a downside (if you land next to the enemy you get the hit + explosion, if you don't you just get the explosion). Right now it just seems like rush but with a smaller cooldown and without the need of a run up start.

Tacking on life regeneration and movement speed to random talents seems out of place for a blacksmith type class.

Searing assault is bloody cool, the mental image of a dude dipping his sword in a furnace then using it to strike is badass. Could you consider adding a cone of fire/molten metal (physical + fire damage) to the skill in the direction of the attack? As in when you swing the weapon, it also sprays the still-burning contents of the forge with it.

I haven't gotten to artefact forging yet but I'm assuming you can't name your artefacts. If so, could you add the ability to name your artefacts?

Other ideas:
-forge shield doing fire damage to attackers
-something that leaves hazardous tiles of molten metal
-passive abilities from forge (creating flashes of fire that blind enemies or something along those lines)
-golem forging?

Obviously, these are just my opinions based more on flavour more than actual usefulness.

Also, 'no one' is misspelled as 'noone' in the skill Arms Expert.

Stuntofthelitter
Spiderkin
Posts: 574
Joined: Sun May 12, 2013 7:00 am

Re: Forge Knight

#49 Post by Stuntofthelitter »

Several times now I've gotten an infinite lua error loop. This is the error involved each time: http://hastebin.com/ulivoxoqin.pas
<astralInferno> poor stunt
<astralInferno> you suffer so that others may suffer in the intended way

Have a save in need of fixing? Open a ticket, send me a copy of your save: http://www.te4support.org/

Dao Zeti
Higher
Posts: 79
Joined: Sun Oct 19, 2014 2:02 pm

Re: Forge Knight

#50 Post by Dao Zeti »

Yikes! Problem seems to be a reference to the skill Offhand-Specialist, which if an npc doesn't have probably results in an error. I'll fix this as soon as possible. Thanks alot for letting me know.

Edit: I couldn't reproduce the error with normally spawned npcs using forge knight talents. The bug seems to be related to npcs that spawn with bad arranged talent informations (maybe due to another addon?). Anyways, I uploaded a version that hopefully prevents that sort of lua error in the future.

@A_Bystander:

Sorry for not responding earlier. Your flavour ideas are very nice thought out, I am not sure however if I find the time and will to add more at the moment. Regarding your critics 'on life regeneration and movement speed ': the forgeknight class has some inconsequences in design choices, I'll admit. At first, I envisioned the class more like a blacksmith, later then like a medieval man-machine-tinker variant (a l? Tony Stark - Iron Man). Still, it would probably be a clear design decision to remove nature themed random skills from appearing on forged items.

jayseesee
Higher
Posts: 51
Joined: Fri Dec 21, 2012 12:33 pm

Re: Forge Knight

#51 Post by jayseesee »

Got this error:
http://i.imgur.com/8uHWwA2.png

With this item:
http://i.imgur.com/TNrKYT4.png

In inventory. Dropping it, error goes away. I think it's from Greyswandir's Weapon Pack, but not 100%.

Dao Zeti
Higher
Posts: 79
Joined: Sun Oct 19, 2014 2:02 pm

Re: Forge Knight

#52 Post by Dao Zeti »

jayseesee wrote:Got this error:
http://i.imgur.com/8uHWwA2.png

With this item:
http://i.imgur.com/TNrKYT4.png

In inventory. Dropping it, error goes away. I think it's from Greyswandir's Weapon Pack, but not 100%.
Oh yeah, Fronzen Lance is probably the only weapon in the universe made of no material. It has no associated material/tier entry, which is why the function to search the inventory throws an error. I'll keep in mind for a future update to first include a check if an item has a material-level at all.

Senteth
Cornac
Posts: 41
Joined: Fri Feb 17, 2012 2:16 pm

Re: Forge Knight

#53 Post by Senteth »

Anyone else having problems with weapons of projection? Before forging they work just fine, but after being forged I'm only able to project a single attack before they stop working- their energy never replenishes above 0. I also get a message saying "-insert weapon name here- cannot be used anymore."

Dao Zeti
Higher
Posts: 79
Joined: Sun Oct 19, 2014 2:02 pm

Re: Forge Knight

#54 Post by Dao Zeti »

Senteth wrote:Anyone else having problems with weapons of projection? Before forging they work just fine, but after being forged I'm only able to project a single attack before they stop working- their energy never replenishes above 0. I also get a message saying "-insert weapon name here- cannot be used anymore."
A related variable to the cooldown was missing, updated the addon accordingly and it should work now with newly crafted weapons. Thanks for the feedback!

twas Brillig
Wyrmic
Posts: 279
Joined: Sun Nov 30, 2014 9:06 pm

Re: Forge Knight

#55 Post by twas Brillig »

Senteth wrote:Anyone else having problems with weapons of projection? Before forging they work just fine, but after being forged I'm only able to project a single attack before they stop working- their energy never replenishes above 0. I also get a message saying "-insert weapon name here- cannot be used anymore."
It just occurred to me that Projection weapons are interesting in that they use Wil scaling instead of Str. I know that sort of thing is present on a few uniques as well--is that something that a Forge Knight should be able to preserve?

noppa354
Wayist
Posts: 25
Joined: Tue Jul 23, 2013 9:33 pm

Re: Forge Knight

#56 Post by noppa354 »

twas Brillig wrote:
Senteth wrote:Anyone else having problems with weapons of projection? Before forging they work just fine, but after being forged I'm only able to project a single attack before they stop working- their energy never replenishes above 0. I also get a message saying "-insert weapon name here- cannot be used anymore."
It just occurred to me that Projection weapons are interesting in that they use Wil scaling instead of Str. I know that sort of thing is present on a few uniques as well--is that something that a Forge Knight should be able to preserve?
Projection weapons use standard scaling, I was mistaken because I was a mindslayer at that time. I thought I corrected that in chat before, though.

twas Brillig
Wyrmic
Posts: 279
Joined: Sun Nov 30, 2014 9:06 pm

Re: Forge Knight

#57 Post by twas Brillig »

noppa354 wrote:
twas Brillig wrote:
Senteth wrote:Anyone else having problems with weapons of projection? Before forging they work just fine, but after being forged I'm only able to project a single attack before they stop working- their energy never replenishes above 0. I also get a message saying "-insert weapon name here- cannot be used anymore."
It just occurred to me that Projection weapons are interesting in that they use Wil scaling instead of Str. I know that sort of thing is present on a few uniques as well--is that something that a Forge Knight should be able to preserve?
Projection weapons use standard scaling, I was mistaken because I was a mindslayer at that time. I thought I corrected that in chat before, though.
So I might have been the one to correct you, actually. :oops: I got a projection weapon later and it definitely had Wil scaling on a non-mind-slayer. I might be misremembering, but that still leaves the question of uniques with nonstandard scaling.

noppa354
Wayist
Posts: 25
Joined: Tue Jul 23, 2013 9:33 pm

Re: Forge Knight

#58 Post by noppa354 »

twas Brillig wrote:
So I might have been the one to correct you, actually. :oops: I got a projection weapon later and it definitely had Wil scaling on a non-mind-slayer. I might be misremembering, but that still leaves the question of uniques with nonstandard scaling.

Code: Select all

newEntity{
	power_source = {psionic=true},
	name = " of projection", suffix=true, instant_resolve=true,
	keywords = {projection=true},
	level_range = {1, 50},
	rarity = 5,
	cost = 15,
	resolvers.charm("project an attack as mind damage doing 150%% weapon damage at range 10", 6,
		function(self, who)
			local tg = {type="hit", range=10}
			local x, y = who:getTarget(tg)
			if not x or not y then return nil end
			local _ _, x, y = who:canProject(tg, x, y)
			local target = game.level.map(x, y, engine.Map.ACTOR)
			if target then
				who:attackTarget(target, engine.DamageType.MIND, 1.5, true)
			else
				return
			end
			return {id=true, used=true}
		end
	),
	combat = {
		melee_project={
			[DamageType.MIND] = resolvers.mbonus_material(15, 5),
		},
	},
}
dammod = {stat=x, stat=y} isn't in this, that's what changes the stat scaling

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