I mean, regular tome has for each weapon/glove an accuracy bonus, of various sorts, which is calculated on your accuracy minus their defence. The greater the gap the greater the bonus. so for weapons you might get 0.1% dam bonus per accuracy, so 100 accuracy against 0 defence would give you 10x dmg. This is of course extreme.nekarcos wrote:Do you mean that stuff like "Armor Pen PER Accuracy" or "Crit Chance PER Accuracy"...?jenx wrote:I have another question: do you get accuracy bonuses with the melee talents on the avatars? This is common to virtually (if not all) melee talents in tome, unarmed and armed, ranged and melee. I can't see though if this is the case with OoTS.
Hmmm... No, I don't think you do... That might be good to add in, though!
"Odyssey of The Summoner" is OUT!! Find it here...
Moderator: Moderator
Re: "Odyssey of The Summoner" is OUT!! Find it here...
MADNESS rocks
Re: "Odyssey of The Summoner" is OUT!! Find it here...
@jenx
I've been looking into that for a while, and you'll be pleased to hear I've given each "Natural Attack" an accuracy bonus. That'll be in the next update.
... Oh, and by the way, there's actually a CAP on Accuracy vs Defense Bonuses-- Usually at the 50 points mark. For example, Dagger grants "+0.5% APR / acc", but it caps at 50 Accuracy, so it can only go as high as +25.0% APR.
Here's how the code looks for reference:
@Arsonius
Errr, the truth is, this is an entirely new parameter that doesn't exist in base ToME... But it should!
It works the opposite way that "Equilibrium When Hit" does-- You simply get Equilibrium every time you perform a successful melee attack (Hydra, particularly, LOVES this because it attacks so many times per turn).
I have always been wondering if these numbers were... "appealing", to be honest. Personally, I have never "strategically" used equipment with <Resource> On Hit effects, so I have no clue how to really scale it or balance it...
@nsrr
Scratch EVERYTHING we were talking about concerning Ritch's early game bump damage. I just found out that the Damage Modifier change I made AGES ago HAS NOT BEEN APPLYING TO LONGSWORDS OR DAGGERS. Christ! THAT explains why it didn't feel like its damage increased at all!
Now when I bump something at Level 1, I'm dealing 40 damage total instead of 24 damage. SIGNIFICANT improvement, don't you think??
(... This also kinda means my Level 30 Ritch damage test is even more absurd than I thought...)
Way ahead of you!jenx wrote:I mean, regular tome has for each weapon/glove an accuracy bonus, of various sorts, which is calculated on your accuracy minus their defence. The greater the gap the greater the bonus. so for weapons you might get 0.1% dam bonus per accuracy, so 100 accuracy against 0 defence would give you 10x dmg. This is of course extreme.
I've been looking into that for a while, and you'll be pleased to hear I've given each "Natural Attack" an accuracy bonus. That'll be in the next update.
... Oh, and by the way, there's actually a CAP on Accuracy vs Defense Bonuses-- Usually at the 50 points mark. For example, Dagger grants "+0.5% APR / acc", but it caps at 50 Accuracy, so it can only go as high as +25.0% APR.
Here's how the code looks for reference:
Code: Select all
-- *** In this case ("Knives"), "max" is 0.25, "scale" is 0.005. Weapons typically don't have an accuracy-scaling parameter from what I've seen
return math.min(max, math.max(0, atk - def) * scale * (weapon.accuracy_effect_scale or 1))
@Arsonius
I completely missed this post!Arsonius wrote:Also, how does Natural Cycle equilibrium on hit works?
Errr, the truth is, this is an entirely new parameter that doesn't exist in base ToME... But it should!
It works the opposite way that "Equilibrium When Hit" does-- You simply get Equilibrium every time you perform a successful melee attack (Hydra, particularly, LOVES this because it attacks so many times per turn).
I have always been wondering if these numbers were... "appealing", to be honest. Personally, I have never "strategically" used equipment with <Resource> On Hit effects, so I have no clue how to really scale it or balance it...
@nsrr
Scratch EVERYTHING we were talking about concerning Ritch's early game bump damage. I just found out that the Damage Modifier change I made AGES ago HAS NOT BEEN APPLYING TO LONGSWORDS OR DAGGERS. Christ! THAT explains why it didn't feel like its damage increased at all!
Now when I bump something at Level 1, I'm dealing 40 damage total instead of 24 damage. SIGNIFICANT improvement, don't you think??
(... This also kinda means my Level 30 Ritch damage test is even more absurd than I thought...)
Creator of the (rather large) "Odyssey of The Summoner" add-on pack
Re: "Odyssey of The Summoner" is OUT!! Find it here...
EoR prodigies
If you don't know about EoR prodigies, you probably should know that there is one called Rakshor Cunning that lets you to resurrect once after death, changing race to Ghoul or Skeleton at random. Not sure how that would work for Avatar...
Invisibility Detection
While I agree that invisibility is powerful in player hands, most of in-game ways of getting additional see stealth (Piercing Sight, item egos) give an almost equal see invis stat. And it's actually simply more of convenience stat for a player, since invisible enemies aren't exactly impossible to check on.
Hidden Prodigy?
If that hat prodigy for Hydra is what I think (mostly random), I believe at the very least chances should be increased, since I've only seen it once and it was before lvl 30, before actual possibility of acquiring it. If it isn't just random, then ignore this and I'll try harder.
Treasure Hoarder's Will nerf
I actually agree that it's a good thing to implement diminishing returns here. But it doesn't solve my two main gripes with the tree (and reasons to not go all-armor):
1) Usefulness of bonuses depending on your build.
Mindpower which is buffed by two power categories is actually only useful... to Hydra breath builds (also maybe for glares if they can apply cross-tier) and no other Avatar?
Spellpower from arcane is useful for any Avatar, but only if they go blighted.
Physical power from Nature is at least more broadly useful, but still much less so than armor.
Also there are potential builds that don't use any of the powers, such as Flamespitting Ritch...
Unknown-powered bonus is great, but I don't even remember any such items except Tooth of the Mouth (which doesn't even work with THW) and plot stuff, such as Rod and Chest.
2) It's all Random.
The fact that you want to get nature items to boost your physpower along with armor doesn't actually mean you will find them at good rarity+encumbrance which leaves us only with master items which are very easy (at least in my playthroughs) to find on high-encumbrance objects.
What I would suggest is adding a second set of bonuses which are smaller, but more broadly useful. Possibly subject to diminishing returns as well.
So, for example it could be:
Master - it's obviously left as exception, since it is common and already useful for any build.
Nature - in addition to PhysPower gives Defense.
Psionic - also gives all crit chance.
Arcane - also gives all damage % boost.
Anti-magic - also gives all resist % at the cost of all damage% malus.
As I said, this should probably be very small, but it would at least make sense to consume some items of other power types than those 1-3 you want to stack. All of these are most common stats from gear that are less available to Avatars.
If you don't know about EoR prodigies, you probably should know that there is one called Rakshor Cunning that lets you to resurrect once after death, changing race to Ghoul or Skeleton at random. Not sure how that would work for Avatar...
Invisibility Detection
While I agree that invisibility is powerful in player hands, most of in-game ways of getting additional see stealth (Piercing Sight, item egos) give an almost equal see invis stat. And it's actually simply more of convenience stat for a player, since invisible enemies aren't exactly impossible to check on.
Hidden Prodigy?
If that hat prodigy for Hydra is what I think (mostly random), I believe at the very least chances should be increased, since I've only seen it once and it was before lvl 30, before actual possibility of acquiring it. If it isn't just random, then ignore this and I'll try harder.
Treasure Hoarder's Will nerf
I actually agree that it's a good thing to implement diminishing returns here. But it doesn't solve my two main gripes with the tree (and reasons to not go all-armor):
1) Usefulness of bonuses depending on your build.
Mindpower which is buffed by two power categories is actually only useful... to Hydra breath builds (also maybe for glares if they can apply cross-tier) and no other Avatar?
Spellpower from arcane is useful for any Avatar, but only if they go blighted.
Physical power from Nature is at least more broadly useful, but still much less so than armor.
Also there are potential builds that don't use any of the powers, such as Flamespitting Ritch...
Unknown-powered bonus is great, but I don't even remember any such items except Tooth of the Mouth (which doesn't even work with THW) and plot stuff, such as Rod and Chest.
2) It's all Random.
The fact that you want to get nature items to boost your physpower along with armor doesn't actually mean you will find them at good rarity+encumbrance which leaves us only with master items which are very easy (at least in my playthroughs) to find on high-encumbrance objects.
What I would suggest is adding a second set of bonuses which are smaller, but more broadly useful. Possibly subject to diminishing returns as well.
So, for example it could be:
Master - it's obviously left as exception, since it is common and already useful for any build.
Nature - in addition to PhysPower gives Defense.
Psionic - also gives all crit chance.
Arcane - also gives all damage % boost.
Anti-magic - also gives all resist % at the cost of all damage% malus.
As I said, this should probably be very small, but it would at least make sense to consume some items of other power types than those 1-3 you want to stack. All of these are most common stats from gear that are less available to Avatars.
Re: "Odyssey of The Summoner" is OUT!! Find it here...
I found the Rod of Sarrilon on my run. Gave +14 all at THW level 1. There's about a half dozen standard listed on the wiki as being powered by Unknown. No armors, though.Arsonius wrote: Unknown-powered bonus is great, but I don't even remember any such items except Tooth of the Mouth (which doesn't even work with THW) and plot stuff, such as Rod and Chest.
Also, I believe that randarts can't have that power source.
Re: "Odyssey of The Summoner" is OUT!! Find it here...
That should make quite a difference, yes 
I hadn't noticed much of a difference after the scaling change myself, either, but it was hard to determine without really trying to crunch the numbers, and I honestly don't know how the damage mod calculations work out. So I just fell back on my 'only use weapons as shields' strategy. It definitely seems like this will make a bit of melee a viable part of early Ritch play. After all, you don't need to worry as much about being squished if you can shred your foes fast enough. Plus, more damage means more healing, and it means you will be able to stretch durability further. Looks good, we'll see how it plays.

I hadn't noticed much of a difference after the scaling change myself, either, but it was hard to determine without really trying to crunch the numbers, and I honestly don't know how the damage mod calculations work out. So I just fell back on my 'only use weapons as shields' strategy. It definitely seems like this will make a bit of melee a viable part of early Ritch play. After all, you don't need to worry as much about being squished if you can shred your foes fast enough. Plus, more damage means more healing, and it means you will be able to stretch durability further. Looks good, we'll see how it plays.
Re: "Odyssey of The Summoner" is OUT!! Find it here...
@Arsonius
RE: Rakshor Cunning
The answer is: It won't, and I really have no answer for it. Oh well-- This should be interesting to watch break everything!
RE: Invisibility
Let's see if this gets to be a REAL problem before I go out of everyone's way and find a "non-temporary" place to put it.
Although, I will take that "more see invisible" thought to heart. Should be harmless anyways!
Also: Apparantly can't see "Invisible" dudes AT ALL if your "See Invisible" stat is 0... It gets real annoying.
RE: Finding Hydra's prodigy
I will confess one and only one thing about this: It is the only Hidden Prodigy that requires RNG to be found/learned. However, if you know what and how to trigger it, it's pretty trivial to find. Keep your eyes open, and don't forget the way you found it the first time (if ever at all)!
RE: Treasure Hoarder's Will
Whoa whoa whoa... I've already implemented a big change to this talent. Don't get me wrong, but I'd rather not start talking about it now until everybody's seen the transformation!
RE: Tooth of the Mouth doesn't work with THW
It does! It...-- Oh, right. *looks embarrassed*
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@tabs
If Randarts COULD have the "unknown" power source-- I have never seen it myself, personally. I'm FAIRLY certain nothing but Artifacts have it.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@nsrr
It's getting A LOT more too. Hold that thought!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
That said, an update-- Again!
Sorry about the delays! I've been, very meticulously, making sure this update had absolutely NO bugs-- There were a lot of possible issues with this one, so I've done a lot of extra double-checking (triple-quadruple checking, if you will). I absolutely INTEND to release this update BEFORE today *finishes*-- I have literally been hovering over the "upload" button-- Before stepping back and realizing there's something I didn't check up on yet-- Which is a SURE sign I had better slow down and do it right.
Again-- Bear with me! This update will be worth it! I feel it's going to make Ritch VERY happy-- And DEFINITELY all the other classes as well!
RE: Rakshor Cunning
The answer is: It won't, and I really have no answer for it. Oh well-- This should be interesting to watch break everything!
RE: Invisibility
Let's see if this gets to be a REAL problem before I go out of everyone's way and find a "non-temporary" place to put it.
Although, I will take that "more see invisible" thought to heart. Should be harmless anyways!
Also: Apparantly can't see "Invisible" dudes AT ALL if your "See Invisible" stat is 0... It gets real annoying.
RE: Finding Hydra's prodigy
I will confess one and only one thing about this: It is the only Hidden Prodigy that requires RNG to be found/learned. However, if you know what and how to trigger it, it's pretty trivial to find. Keep your eyes open, and don't forget the way you found it the first time (if ever at all)!
RE: Treasure Hoarder's Will
Whoa whoa whoa... I've already implemented a big change to this talent. Don't get me wrong, but I'd rather not start talking about it now until everybody's seen the transformation!
RE: Tooth of the Mouth doesn't work with THW
It does! It...-- Oh, right. *looks embarrassed*
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@tabs
If Randarts COULD have the "unknown" power source-- I have never seen it myself, personally. I'm FAIRLY certain nothing but Artifacts have it.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
@nsrr
It's getting A LOT more too. Hold that thought!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
That said, an update-- Again!
Sorry about the delays! I've been, very meticulously, making sure this update had absolutely NO bugs-- There were a lot of possible issues with this one, so I've done a lot of extra double-checking (triple-quadruple checking, if you will). I absolutely INTEND to release this update BEFORE today *finishes*-- I have literally been hovering over the "upload" button-- Before stepping back and realizing there's something I didn't check up on yet-- Which is a SURE sign I had better slow down and do it right.
Again-- Bear with me! This update will be worth it! I feel it's going to make Ritch VERY happy-- And DEFINITELY all the other classes as well!
Creator of the (rather large) "Odyssey of The Summoner" add-on pack
Re: "Odyssey of The Summoner" is OUT!! Find it here...
Important question! Need a response ASAP!!
Edit: (This has been resolved!)
Somehow, I think I miscounted the number of Category Points Ritch gets at some point... Can someone confirm how many Locked Talent Trees Ritch currently has, and how many Category Points it's getting?
Edit: (This has been resolved!)
Somehow, I think I miscounted the number of Category Points Ritch gets at some point... Can someone confirm how many Locked Talent Trees Ritch currently has, and how many Category Points it's getting?
Last edited by nekarcos on Thu Aug 25, 2016 11:55 pm, edited 1 time in total.
Creator of the (rather large) "Odyssey of The Summoner" add-on pack
Re: "Odyssey of The Summoner" is OUT!! Find it here...
6 locked class 3 locked generic
starts with 4 points
with the unlocking of hoarding beast this means ritch has one more unlocked category than before this change
starts with 4 points
with the unlocking of hoarding beast this means ritch has one more unlocked category than before this change
Re: "Odyssey of The Summoner" is OUT!! Find it here...
... Yeah... This is just what I thought...noppa354 wrote:6 locked class 3 locked generic
starts with 4 points
with the unlocking of hoarding beast this means ritch has one more unlocked category than before this change
With 9 Locked Talent Trees and 4 Category Points, it currently has 5 Locked Talent Trees at the start... Which is not correct.
Sorry guys-- This is a step backwards, but I gotta make sure each Avatar starts with exactly 6 Locked Talent Trees (including the "Monstrosity" talent tree). Even though I'm taking a category point away from Ritch, I'm PRETTY certain it won't mind, what with most of the buffs it's getting.
Thanks for informing me noppa354!
Creator of the (rather large) "Odyssey of The Summoner" add-on pack
Re: "Odyssey of The Summoner" is OUT!! Find it here...
Alright, did some quick preliminary testing-- Then me and my escort was suddenly obliterated by a Bulwark Hornet Swarm.
... I think I'm ready to upload it now, SMALL BUGS BE DAMNED.
... I think I'm ready to upload it now, SMALL BUGS BE DAMNED.
Creator of the (rather large) "Odyssey of The Summoner" add-on pack
Re: "Odyssey of The Summoner" is OUT!! Find it here...
"Odyssey of The Summoner" has been updated!! (Version 0.4.6)
*** Version: 0.4.6 ~ "Now with WAAAAAAY more points... And Ritch!"
*** Highlights: After 5 rounds against the Rexorcorum Graphics bug, I have come out with 1 win... But little did the bug know, this was a WINNER-TAKES-ALL round! MWAHAHAHAHA!!
*** Ritch has received SEVERAL buffs and quality tweaks. Though not "significantly" more powerful, it has a few new tricks that might just give you the edge that you need!
*** But most importantly: Straight down the board, EVERY Avatar has received more Talent Points and more Generic Points at birth... Why? Turns out they were all missing-- And I found them! Wow...
*** Introduction battle was too hard. Made it easier, but longer!
[STORY]
(CHANGES)
- Weakened the soldiers during the introduction battle AGAIN (100% --> 60%).
- The initial battle is now LONGER (requires 12 soldiers to die instead of 8 )
- Slightly reduced EXP bounty in light of former change (100% --> 80%). This acutally means MORE EXP is available than before if you actively earn your own kills.
- Made "War Hounds" and "Fire Drake Hatchlings" slightly harder to kill.
- The "Golem" is ESPECIALLY more tanky now-- That "swarm" of soldiers from the top-left shouldn't happen anymore.
- Took 1 Level of "Armor Training" away from "Warriors" and "Fighters", as well as slightly reducing their Armor value. They shouldn't be so tough to kill anymore!
- "Sorcerers" now know "Ice Shards" instead of "Freeze" (mmmm... delicious friendly fire!)
- The army no longer has "Ego'd" equipment-- SIGNIFICANTLY reducing their power levels and randomness
(BUGS)
- Changed the timing for soldiers vanishing when they retreat. I hope this will "prevent" the following issue:
*** If you died at the same time that the army retreats (usually if "The Summoner" intervenes), you could be sent to the eidolon plane with the dialogue prompt, which would cause The Eidolon to disappear (and the army would still be there if/when you got back).
[TREASURE HOARDER'S WILL]
*** This talent is such a source of debate and concern that I had to give it it's OWN update category!!
(CHANGES)
- "Master-crafted" powers now instead grants "Accuracy"
(BUFFS)
- ANY power whatsoever will grant "Armor" (such that as long as you are eating things, you will gain armor, it doesn't matter what!)
(NERFS)
- Increased the "Encumbrance-per-point" threshold to 11~6 (from 9~4)
- Reduced the Armor bonus of "Treasure Hoarder's Will" (from 2.0 to 0.8 )
- The "Armor" bonus now undergoes diminishing returns after 100
(NOTES)
*** This one too!
(BUFFS)
- Added a kill/gold tracker. Now you can brag about your hunting skills (-- But in truth, I'll be watching this number carefully...)
- Now procs on ANY crit whatsoever (not just "Physical" crits)
- Doubled the gold bounty-- Just for fun!
(BUGS)
- If a headhunted target is killed within impassable terrain, the trophy will now instead magically land right by your feet! WHOAAA, HOW CONVENIENT!!
- Made some changes to the code. It should now function correctly with critical hits.
[GENERAL]
(CHANGES)
- "Rexorcorum" graphics will now CORRECTLY stay active for The Summoner, even after reloading the same character. *WHEW*
*** The solution was rather... "clumsy". I hope no other problems will turn up!
- I moved several of the rexorcorum graphics to "Monstrosity", so now you can use the special graphics without having to be an Avatar. There are POSSIBLE issues with this however, so stay alert!
- Added new descriptors to a few talents that will WARN the player when a talent undergoes SIGNIFICANT power growth between talent level 1 and 5.
(BUFFS)
- "Eagle Eyes" now grants equal "See Invisible" (from 2~24 to 5~60)
- Hydra now starts with 0 Talent Points, but automatically knows Hydra Breath, Stare Down, and Drag in at birth
- Fire Drake now starts with 0 Talent Points, but automatically knows Breath of Fire, Wingbeat, and Fire Claw at birth
- Ritch now starts with 0 (may be different due to current Volatile change) Talent Points, but automatically knows Flamespit, Deadly Sting, and Buzz-Off at birth
*** Note that each Avatar previously started with only 2 Talent Points. This effectively makes 3 Talent Points available at birth now! Simply find the talent and unlearn it to recover the points.
- Each "Monstrosity" now correctly starts with 1 Point in their first racial talent. Whoops... I didn't notice, guys!
- Granted each Avatar an additional Generic point to make up for the missing one "Natural Combat" SHOULD have been giving at the start of the game.
- "Bite" attacks now have an accuracy modifier: "Armor Penetration per Accuracy" (same as "Daggers")
- Because of the prior change, I have clarified that "Decoy" heads are considered as having +100 Accuracy.
- "Claw" attacks now have an accuracy modifier: "Critical Power per Accuracy" (same as "Swords")
- "Sting" attacks now have an accuracy modifier: "Critical Chance per Accuracy" (same as "Arrows/Axes")
*** Thanks "jenx" for suggesting these changes; An excellent idea!
[FIRE DRAKE]
(BUGS)
- Clarified that SEVERAL talents in the "Fiery Breath" talent tree scale on Mind Power... Whoops!
[RITCH]
(CHANGES)
- The "Mantis" Monstrosity now gets "Cunning/Scoundrel" instead of "Technique/Bloodthirst"... Whoops! "Bloodthirst", not "Bloodlet"...
- "Batter" now specifically causes bleeding (instead of instant physical damage)
(BUFFS)
- A HUGE correction to unarmed attacks. They are now correctly considered as "Hookclaw" attacks.
- Having finally resolved a prior issue (the previous note), "Unarmed" attacks now have 25% Wild Power scaling ("armed" attacks DO NOT!!)
- "Flamespit" now costs 4 Equilibrium (from 5)
- "Flamespit" is now innate and can no longer be put on cooldown by cooldown-starting effects.
- Clarified "Inflame" description text-- The burns stack!
- "Killing Floor" now grants Mind and Spell crit as well (not just Physical crit)
- "Predator's Stride" is now guaranteed to work (blind immunity or not) if the target is currently dazed
- The potency of diseases inflicted by stings will now increase by your critical power when a critical strike is made.
*** Even in my own play tests, I have noticed the ENORMOUS reliance Ritch has on charms and activated items (ESPECIALLY Ward Torques and Teleportation Torques). The dream is real now!
- Ritch now has 2 Tool slots! NOTE, however, that Charms STILL share a global cooldown (they will BOTH go on cooldown), so this only really provides you with more options.
*** Disarms are annoying, ESPECIALLY when they work, despite having 99.9% Disarm Immunity... Well, NOT ANYMORE!
- If a Ritch is disarmed, instead of simply DESTROYING every weapon, ALL weapons will lose durability based on how much Disarm Immunity you had.
*** I'm hearing a lot about weapons breaking all the time in early game... So why don't we make it just a little bit more fun...?
- "Strongarm" now grants 10~50% of a turn if a weapon breaks due to a melee attack
- "Scrap" now blinds all adjacent enemies if a weapon breaks due to "blocking"
- The "block count" for "Scrap" now rounds up (meaning 1 more block per level)
(NERFS)
- Reduced the range of "Blinding Shot" (3~6 to 2~4). Whoa... I didn't realize it was that huge!
(BUGS)
- OOPS!!! The Impermanent Weapon Damage Modifier change was ONLY APPLYING TO GREATSWORDS!!! Yeesh... Fixed it now!
*** With this correction, Ritch's Level 1 bump damage (longsword+dagger) has climbed from 24 to 40!
- Noted (but did not act upon) a possible "silly" interaction with "Batter" and "Slow Movement" effects. Hmmm...
- MAJORLY overhauled "Buzz-Off", making it work A LOT better now (and more reliably). Easier to just take a look yourself!
~~~ VOLATILE ~~~
[GENERAL]
*** I have heard no end of complaints about patrols in the wilderness. After seeing countless NEW characters in the vault dying by patrols, I investigated it myself, and JUST noticed "Allied Kingdom" patrols, INDEED, have STRONGER homing and DON'T have reduced movement speed like other encounters. Hrrrrmm... That's no good at all. This was a bigger threat than I thought...
- The "The Summoner" faction is now friendly with the "Allied Kingdoms" faction right from the start of the game. You are still required to enter Derth, however.
*** This change won't be permanent, however. This is entirely to "smoothen" the early game experience for players/testers. We have no need for THAT level of antagonization... Yet.
[Hydra]
> Recuperate is resolved. In version [0.5.0], it will be reverted to its old effect-- But I will be boosting its maximum effect to 50%. Note that it will cap out at 100% of the original damage, even WITH healing mod!
[Fire Drake]
> Fire absorption is still on-going
[Ritch]
> Free Cold Blood is still on-going
*** UPDATE: It is universally agreed that "Firestarter" is an ESSENTIAL for Ritch. Therefore, it shall become unlocked, and we'll deduct one Category Point from birth. Let's keep it up!
> Locked trees is still on-going; "Firestarter" is now an unlocked talent tree.
> Also took 1 Category Point away-- I somehow miscounted at one point...
*** Version: 0.4.6 ~ "Now with WAAAAAAY more points... And Ritch!"
*** Highlights: After 5 rounds against the Rexorcorum Graphics bug, I have come out with 1 win... But little did the bug know, this was a WINNER-TAKES-ALL round! MWAHAHAHAHA!!
*** Ritch has received SEVERAL buffs and quality tweaks. Though not "significantly" more powerful, it has a few new tricks that might just give you the edge that you need!
*** But most importantly: Straight down the board, EVERY Avatar has received more Talent Points and more Generic Points at birth... Why? Turns out they were all missing-- And I found them! Wow...
*** Introduction battle was too hard. Made it easier, but longer!
[STORY]
(CHANGES)
- Weakened the soldiers during the introduction battle AGAIN (100% --> 60%).
- The initial battle is now LONGER (requires 12 soldiers to die instead of 8 )
- Slightly reduced EXP bounty in light of former change (100% --> 80%). This acutally means MORE EXP is available than before if you actively earn your own kills.
- Made "War Hounds" and "Fire Drake Hatchlings" slightly harder to kill.
- The "Golem" is ESPECIALLY more tanky now-- That "swarm" of soldiers from the top-left shouldn't happen anymore.
- Took 1 Level of "Armor Training" away from "Warriors" and "Fighters", as well as slightly reducing their Armor value. They shouldn't be so tough to kill anymore!
- "Sorcerers" now know "Ice Shards" instead of "Freeze" (mmmm... delicious friendly fire!)
- The army no longer has "Ego'd" equipment-- SIGNIFICANTLY reducing their power levels and randomness
(BUGS)
- Changed the timing for soldiers vanishing when they retreat. I hope this will "prevent" the following issue:
*** If you died at the same time that the army retreats (usually if "The Summoner" intervenes), you could be sent to the eidolon plane with the dialogue prompt, which would cause The Eidolon to disappear (and the army would still be there if/when you got back).
[TREASURE HOARDER'S WILL]
*** This talent is such a source of debate and concern that I had to give it it's OWN update category!!
(CHANGES)
- "Master-crafted" powers now instead grants "Accuracy"
(BUFFS)
- ANY power whatsoever will grant "Armor" (such that as long as you are eating things, you will gain armor, it doesn't matter what!)
(NERFS)
- Increased the "Encumbrance-per-point" threshold to 11~6 (from 9~4)
- Reduced the Armor bonus of "Treasure Hoarder's Will" (from 2.0 to 0.8 )
- The "Armor" bonus now undergoes diminishing returns after 100
(NOTES)
[HEADHUNTER]> Using "Hydra" (has x1.10 Hoarding Beast mastery!) <
TEST #1
> Ate 10 Master/Arcane, 7 Encumbrance, Tier 1 shields (70 Encumbrance). <
*** Talent Level 1
*** Got 31.1 Armor, 23.3 Accuracy, 27.2 Spellpower. *thumbs up* Reasonable!
*** Talent Level 5
*** Now I have 53.3 Armor, 40.0 Accuracy, 46.7 Spellpower. *thumbs up* Still reasonable!
*** Upchucked everything (tarnishing them) and ate them again (Ewww...)
*** 37.3 Armor, 28.0 Accuracy, 32.7 Spellpower. *thumbs up* Good penalty, REASONABLE!
TEST #2
> Ate 10 Tier 5 shields this time! <
*** Talent Level 1
*** 43.6 Armor, 32.7 Accuracy, 38.1 Spellpower. *thumbs up* Decent upscaling-- Nothing amazing though!
*** Talent Level 5
*** 74.7 Armor, 56.0 Accuracy, 65.3 Spellpower. *thumbs up* Not bad!
*** Upchucked
*** 58.7 Armor, 44.0 Accuracy, 51.3 Spellpower. *thumbs up* I'm happy with these numbers!
*** Conclusion: This feels like a MUCH better place, considering these tests were ONLY done with 70 Encumbrance (whereas 300+ is EASILY attainable)
*** This one too!
(BUFFS)
- Added a kill/gold tracker. Now you can brag about your hunting skills (-- But in truth, I'll be watching this number carefully...)
- Now procs on ANY crit whatsoever (not just "Physical" crits)
- Doubled the gold bounty-- Just for fun!
(BUGS)
- If a headhunted target is killed within impassable terrain, the trophy will now instead magically land right by your feet! WHOAAA, HOW CONVENIENT!!
- Made some changes to the code. It should now function correctly with critical hits.
[GENERAL]
(CHANGES)
- "Rexorcorum" graphics will now CORRECTLY stay active for The Summoner, even after reloading the same character. *WHEW*
*** The solution was rather... "clumsy". I hope no other problems will turn up!
- I moved several of the rexorcorum graphics to "Monstrosity", so now you can use the special graphics without having to be an Avatar. There are POSSIBLE issues with this however, so stay alert!
- Added new descriptors to a few talents that will WARN the player when a talent undergoes SIGNIFICANT power growth between talent level 1 and 5.
(BUFFS)
- "Eagle Eyes" now grants equal "See Invisible" (from 2~24 to 5~60)
- Hydra now starts with 0 Talent Points, but automatically knows Hydra Breath, Stare Down, and Drag in at birth
- Fire Drake now starts with 0 Talent Points, but automatically knows Breath of Fire, Wingbeat, and Fire Claw at birth
- Ritch now starts with 0 (may be different due to current Volatile change) Talent Points, but automatically knows Flamespit, Deadly Sting, and Buzz-Off at birth
*** Note that each Avatar previously started with only 2 Talent Points. This effectively makes 3 Talent Points available at birth now! Simply find the talent and unlearn it to recover the points.
- Each "Monstrosity" now correctly starts with 1 Point in their first racial talent. Whoops... I didn't notice, guys!
- Granted each Avatar an additional Generic point to make up for the missing one "Natural Combat" SHOULD have been giving at the start of the game.
- "Bite" attacks now have an accuracy modifier: "Armor Penetration per Accuracy" (same as "Daggers")
- Because of the prior change, I have clarified that "Decoy" heads are considered as having +100 Accuracy.
- "Claw" attacks now have an accuracy modifier: "Critical Power per Accuracy" (same as "Swords")
- "Sting" attacks now have an accuracy modifier: "Critical Chance per Accuracy" (same as "Arrows/Axes")
*** Thanks "jenx" for suggesting these changes; An excellent idea!
[FIRE DRAKE]
(BUGS)
- Clarified that SEVERAL talents in the "Fiery Breath" talent tree scale on Mind Power... Whoops!
[RITCH]
(CHANGES)
- The "Mantis" Monstrosity now gets "Cunning/Scoundrel" instead of "Technique/Bloodthirst"... Whoops! "Bloodthirst", not "Bloodlet"...
- "Batter" now specifically causes bleeding (instead of instant physical damage)
(BUFFS)
- A HUGE correction to unarmed attacks. They are now correctly considered as "Hookclaw" attacks.
- Having finally resolved a prior issue (the previous note), "Unarmed" attacks now have 25% Wild Power scaling ("armed" attacks DO NOT!!)
- "Flamespit" now costs 4 Equilibrium (from 5)
- "Flamespit" is now innate and can no longer be put on cooldown by cooldown-starting effects.
- Clarified "Inflame" description text-- The burns stack!
- "Killing Floor" now grants Mind and Spell crit as well (not just Physical crit)
- "Predator's Stride" is now guaranteed to work (blind immunity or not) if the target is currently dazed
- The potency of diseases inflicted by stings will now increase by your critical power when a critical strike is made.
*** Even in my own play tests, I have noticed the ENORMOUS reliance Ritch has on charms and activated items (ESPECIALLY Ward Torques and Teleportation Torques). The dream is real now!
- Ritch now has 2 Tool slots! NOTE, however, that Charms STILL share a global cooldown (they will BOTH go on cooldown), so this only really provides you with more options.
*** Disarms are annoying, ESPECIALLY when they work, despite having 99.9% Disarm Immunity... Well, NOT ANYMORE!
- If a Ritch is disarmed, instead of simply DESTROYING every weapon, ALL weapons will lose durability based on how much Disarm Immunity you had.
*** I'm hearing a lot about weapons breaking all the time in early game... So why don't we make it just a little bit more fun...?
- "Strongarm" now grants 10~50% of a turn if a weapon breaks due to a melee attack
- "Scrap" now blinds all adjacent enemies if a weapon breaks due to "blocking"
- The "block count" for "Scrap" now rounds up (meaning 1 more block per level)
(NERFS)
- Reduced the range of "Blinding Shot" (3~6 to 2~4). Whoa... I didn't realize it was that huge!
(BUGS)
- OOPS!!! The Impermanent Weapon Damage Modifier change was ONLY APPLYING TO GREATSWORDS!!! Yeesh... Fixed it now!
*** With this correction, Ritch's Level 1 bump damage (longsword+dagger) has climbed from 24 to 40!
- Noted (but did not act upon) a possible "silly" interaction with "Batter" and "Slow Movement" effects. Hmmm...
- MAJORLY overhauled "Buzz-Off", making it work A LOT better now (and more reliably). Easier to just take a look yourself!
~~~ VOLATILE ~~~
[GENERAL]
*** I have heard no end of complaints about patrols in the wilderness. After seeing countless NEW characters in the vault dying by patrols, I investigated it myself, and JUST noticed "Allied Kingdom" patrols, INDEED, have STRONGER homing and DON'T have reduced movement speed like other encounters. Hrrrrmm... That's no good at all. This was a bigger threat than I thought...
- The "The Summoner" faction is now friendly with the "Allied Kingdoms" faction right from the start of the game. You are still required to enter Derth, however.
*** This change won't be permanent, however. This is entirely to "smoothen" the early game experience for players/testers. We have no need for THAT level of antagonization... Yet.
[Hydra]
> Recuperate is resolved. In version [0.5.0], it will be reverted to its old effect-- But I will be boosting its maximum effect to 50%. Note that it will cap out at 100% of the original damage, even WITH healing mod!
[Fire Drake]
> Fire absorption is still on-going
[Ritch]
> Free Cold Blood is still on-going
*** UPDATE: It is universally agreed that "Firestarter" is an ESSENTIAL for Ritch. Therefore, it shall become unlocked, and we'll deduct one Category Point from birth. Let's keep it up!
> Locked trees is still on-going; "Firestarter" is now an unlocked talent tree.
> Also took 1 Category Point away-- I somehow miscounted at one point...
Last edited by nekarcos on Fri Aug 26, 2016 10:37 am, edited 1 time in total.
Creator of the (rather large) "Odyssey of The Summoner" add-on pack
Re: "Odyssey of The Summoner" is OUT!! Find it here...
Great changes, Ritch is much better now. Now I tried Stinger and actually like them as they are.
Last time I invested in it before, there was literally nowhere to go after clearing Trollmire and Kor'Pul (except the boss). Norgos Lair was full of those ice things that are immune to diseases, just like Crystals at Shalore cave (I would guess that undead should be more immune to diseases than those, but apparently undead can fall ill just fine). Rhaloren Camp is too dangerous if you don't have burst damage and Heart of Gloom decided to give Wild power debuff...
As of now though bump damage is actually good enough to kill all those things before they kill you and without monotonous kiting with underleveled flamespit.
I'm maxing Con after Dex for current playthrough, but I have to say that scaling (from Con) on Stinger doesn't seem good enough to make it worth investing in Constitution.
Diseases also make it easy to trigger Headhunter, which is now giving a really noticable gold boost.
What I don't like about stingers is that they're deactivated upon any inventory change and when resting game doesn't wait for them to cool down.
There is a Lua error when Discomfort (from clasping) effect ends: http://imgur.com/a/r1gvx
Last time I invested in it before, there was literally nowhere to go after clearing Trollmire and Kor'Pul (except the boss). Norgos Lair was full of those ice things that are immune to diseases, just like Crystals at Shalore cave (I would guess that undead should be more immune to diseases than those, but apparently undead can fall ill just fine). Rhaloren Camp is too dangerous if you don't have burst damage and Heart of Gloom decided to give Wild power debuff...
As of now though bump damage is actually good enough to kill all those things before they kill you and without monotonous kiting with underleveled flamespit.
I'm maxing Con after Dex for current playthrough, but I have to say that scaling (from Con) on Stinger doesn't seem good enough to make it worth investing in Constitution.
Diseases also make it easy to trigger Headhunter, which is now giving a really noticable gold boost.
What I don't like about stingers is that they're deactivated upon any inventory change and when resting game doesn't wait for them to cool down.
There is a Lua error when Discomfort (from clasping) effect ends: http://imgur.com/a/r1gvx
Re: "Odyssey of The Summoner" is OUT!! Find it here...
Still getting messages of the form "Drakeling is unable to learn (talent), but lacks the necessary stats (Wil: 14<14)".
Re: "Odyssey of The Summoner" is OUT!! Find it here...
not on my computer they don't. absolutely no change after I uploaded to 0.4.6....nekarcos wrote:"Odyssey of The Summoner" has been updated!! (Version 0.4.6)
...
- Fire Drake now starts with 0 Talent Points, but automatically knows Breath of Fire, Wingbeat, and Fire Claw at birth
...
MADNESS rocks
Re: "Odyssey of The Summoner" is OUT!! Find it here...
Do you have "Autoassign talent points at birth" disabled?jenx wrote:not on my computer they don't. absolutely no change after I uploaded to 0.4.6....nekarcos wrote:"Odyssey of The Summoner" has been updated!! (Version 0.4.6)
...
- Fire Drake now starts with 0 Talent Points, but automatically knows Breath of Fire, Wingbeat, and Fire Claw at birth
...
