Forge Knight
Moderator: Moderator
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- Higher
- Posts: 45
- Joined: Mon Jan 20, 2014 6:44 am
Re: Forge Knight
I'm using the latest version and I can't reforge gauntlets. is this bug/feature?
Re: Forge Knight
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.
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.
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.Spleenling wrote:I'm using the latest version and I can't reforge gauntlets. is this bug/feature?
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.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!
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- Posts: 1
- Joined: Fri Jan 02, 2015 12:59 pm
Re: Forge Knight
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.
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.
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- Spiderkin
- Posts: 574
- Joined: Sun May 12, 2013 7:00 am
Re: Forge Knight
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/
<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/
Re: Forge Knight
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.
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.
Re: Forge Knight
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%.
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%.
Re: Forge Knight
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.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%.
Re: Forge Knight
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."
Re: Forge Knight
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!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."
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- Wyrmic
- Posts: 279
- Joined: Sun Nov 30, 2014 9:06 pm
Re: Forge Knight
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?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."
Re: Forge Knight
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 wrote: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?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."
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- Wyrmic
- Posts: 279
- Joined: Sun Nov 30, 2014 9:06 pm
Re: Forge Knight
So I might have been the one to correct you, actually.noppa354 wrote: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 wrote: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?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."

Re: Forge Knight
twas Brillig wrote:
So I might have been the one to correct you, actually.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),
},
},
}