RE: Mist breaking "Stare Down"
Ah... So this is definitely an issue bugging quite a few people-- Including myself. This will probably be something I post in the update after this coming one, because this current update is already QUITE loaded...
RE: Cold Blood bonus effect
You're definitely right-- I have constantly questioned the usefulness of EXP/Level bonuses, since ToME enemies scale UP to YOUR level. However, I'm still interested in the idea of the player being rewarded in a PERMANENT way for VERY meticulous gameplay. A thought is a diminishingly-increasing "power" bonus (what kind of power it is, I don't currently know) based on how many Merciless Kills you have, and how "good" your ratio is. However, I don't exactly want to "inhibit" the player, or "rigidify" their playstyle by making them feel "pressured" into keeping up a good kill ratio JUST so that their "damage" stays relevant. I like the "casualness" of the current effect-- Honestly, the way it currently is feels perfect to me, but the nature of ToME's automatic level scaling nullifies ALL of its useful... Darn. Back to the drawing board.
As for "Headhunter"... I feel it's something most people can ignore, to be honest. I don't currently have a very good idea of how much "money" this talent should offer because I don't know exactly how many Uniques/Bosses a "winning" Ritch kills on average. I will probably be balancing and tweaking the talent based on THAT.
That said though, I have a VERY special purpose in mind for it (as you can probably imagine if you've tried it out yourself), so I don't mind it being useless for the time being.
RE: Cold Blood should give Wild Power...?
Hrrrrmmm... The truth is, I didn't feel anybody would EVER spend points in "Dragon Scales" unless they were also offered freebie Wild Power-- They would almost ALWAYS spend it on Natural Combat instead (since the bonuses are SIGNIFICANTLY better and the benefits are MUCH more apparent).
Giving the same treatment to "Cold Blood" wouldn't really be fixing its current inherent problems-- Only really just dulling the "blehness" of them... A solution much similar to pouring ketchup onto a great big clover of onion:
CHOMP! BLEH!! TASTY! *COUGH HACK*
So yeah-- I plan to draw appeal to this talent tree through the sheer MONEY GAINS it would provide and... AH SCREW IT!! I'll just tell you EXACTLY what I'm planning:
In the future, the "Trophies" you retrieve from certain "special" enemies will grant special bonuses just by carrying them. For example, Trophy of Bill The Troll would give you "Life Regen +3, -10 Magic". In addition to this, each trophy will have some lore associated with it. Bill's might sound something like this: "This repulsive head of a deceased troll STILL seems to be trying to recoup, but cannot find the rest of its master. Boy... Trolls sure are tenacious."
The "plan" and "idea"... Was to give Ritch the ability to "acquire" meager accessories via headhunting-- Hence why it has no set of special slots much like Hydra and Fire Drake do. It was going to "replace" Hoarding Beast in its functionality-- But then I realized how BAD it would be to remove such a staple mechanic from Ritch-- So here we are right now...
RE: Separate Consume
That MIGHT work, but I'd prefer not to "split up" the talent in that mannerism (coding and overhead reasons)
You're on the right track, though...
RE: Sickening Mist auto-firing
WHOOPS!! This was remnant code from when it used to be an indefinitely-sustained talent. I'm sure you can understand why it's not anymore, right? Heh...
RE: Pyro Wheel unclarity
Reworded.
RE: Fire Drake inspiration
Now takes higher duration.
RE: Inspiration... Vanishes?!
... You got me there. My only guess is that I've somehow foolishly allowed it to roll a duration LOWER than 1... *... inspects the code...*
Code: Select all
self:setEffect(self.EFF_DRAKE_INSPIRED, 100*math.pow(rng.float(0, 1), 2), {})
... But that also means you've actually managed to get unlucky enough to roll so low on a (rather rigged) 100-sided dice...
Alright, I think that's about everything you asked. Cheers, and thanks for your input! I always appreciate the feedback-- And the bug reports! Nice... You hit 5 problems-- The rest will require observation though.