"Odyssey of The Summoner" is OUT!! Find it here...
Moderator: Moderator
Re: "Odyssey of The Summoner" is OUT!! Find it here...
OK, after a few hours of play here goes some feedback.
General :
Consume : it says we can consume "inscriptions" but I guess you meant "infusions" since we can't consume runes. I guess it is by design because runes are not natural? Not 100% sure since we can consume arcane items just fine.
On ritch :
I did a ritch or two before patch and one after. Don't see why flamespit needed to go from 5 to 4 cost, I already found it almost too strong before.
After the patch I kited with it and elusiveness on the first T1 and then did all the other T1 and the old forest (until the last zone) with just 'autoexplore'-->'keep 1 (flamespit) pressed until I'm alone on the screen'-->repeat.
Only exception : I had to use elusiveness once (against the possessed, in my second dungeon) and bump attack against red crystal.
Notably i cleared a whole ant vault in Old Forest (with 2 rares) just by keeping flamespit pressed (I went to 40% equilibrium failure but I still killed them faster than they damaged me).
I died on old forest last level but killed the boss with that gameplay (a bear oozemancer killed me shortly after but I was totally asking for it playing like that, I wanted to see how long I could get away with it)
One other ritch note : everytime I equipped a new hat my stinger deactivated? I thought I was insane before realising what deactivated it. Didn't test if it does it with every equipment because I died about 30s later.
On drake :
On Kor'Pul level 2 I started surrounded by mobs. 2 of my drakelings decided they would start behind a wall (9-10 tiles away) and got gutted while I had no way to get to them (I even had to dig the wall after dispatching all the thief next to me, so really no way to reach them). Now, I know that they probably spawned the closest they could but... Losing 2 drakelings on my second dungeon with no way of preventing it sucked big time.
When do drakelings get inspired? Same method as you? Except they can't read lore and if I deal the finishing blow on a boss they don't get inspired, so I pretty much have to hope they level up while I'm inspired? I'm asking because of all the times I got inspired (20+) I only managed to teach 2 talents to a drakeling. But I did see him use them after.
At some point I looked at a drakeling level up message in the log : « xxx can spend 5 stats points, inherit 2 talents, learn 1 natural combat talent », tried role model, couldn't teach him anything, and saw no way of spending the stats points (I thought it was automatic?)
Finally, one of the drakeling I had birthed to replace those lost in Kor'Pul woke up at some point and asked what talent he should focus on. But at that point he had 55 con and no more than 8 in any other stats... So I still couldn't teach him anything when I managed to get inspired at the same time he was because he didn't have the stats (but this still removes my inspiration? not cool :/)
Didn't have time to play Hydra yet.
Fun experience so far but a bit overwhelmed, I don't have much time recently and it's hard to try and understand all the new mechanics and talents tree even if I followed this thread since the beginning.
Will keep playing and posting as soon as I can!
General :
Consume : it says we can consume "inscriptions" but I guess you meant "infusions" since we can't consume runes. I guess it is by design because runes are not natural? Not 100% sure since we can consume arcane items just fine.
On ritch :
I did a ritch or two before patch and one after. Don't see why flamespit needed to go from 5 to 4 cost, I already found it almost too strong before.
After the patch I kited with it and elusiveness on the first T1 and then did all the other T1 and the old forest (until the last zone) with just 'autoexplore'-->'keep 1 (flamespit) pressed until I'm alone on the screen'-->repeat.
Only exception : I had to use elusiveness once (against the possessed, in my second dungeon) and bump attack against red crystal.
Notably i cleared a whole ant vault in Old Forest (with 2 rares) just by keeping flamespit pressed (I went to 40% equilibrium failure but I still killed them faster than they damaged me).
I died on old forest last level but killed the boss with that gameplay (a bear oozemancer killed me shortly after but I was totally asking for it playing like that, I wanted to see how long I could get away with it)
One other ritch note : everytime I equipped a new hat my stinger deactivated? I thought I was insane before realising what deactivated it. Didn't test if it does it with every equipment because I died about 30s later.
On drake :
On Kor'Pul level 2 I started surrounded by mobs. 2 of my drakelings decided they would start behind a wall (9-10 tiles away) and got gutted while I had no way to get to them (I even had to dig the wall after dispatching all the thief next to me, so really no way to reach them). Now, I know that they probably spawned the closest they could but... Losing 2 drakelings on my second dungeon with no way of preventing it sucked big time.
When do drakelings get inspired? Same method as you? Except they can't read lore and if I deal the finishing blow on a boss they don't get inspired, so I pretty much have to hope they level up while I'm inspired? I'm asking because of all the times I got inspired (20+) I only managed to teach 2 talents to a drakeling. But I did see him use them after.
At some point I looked at a drakeling level up message in the log : « xxx can spend 5 stats points, inherit 2 talents, learn 1 natural combat talent », tried role model, couldn't teach him anything, and saw no way of spending the stats points (I thought it was automatic?)
Finally, one of the drakeling I had birthed to replace those lost in Kor'Pul woke up at some point and asked what talent he should focus on. But at that point he had 55 con and no more than 8 in any other stats... So I still couldn't teach him anything when I managed to get inspired at the same time he was because he didn't have the stats (but this still removes my inspiration? not cool :/)
Didn't have time to play Hydra yet.
Fun experience so far but a bit overwhelmed, I don't have much time recently and it's hard to try and understand all the new mechanics and talents tree even if I followed this thread since the beginning.
Will keep playing and posting as soon as I can!
I write guides and make addons too now, apparently
You can go here for a compilation of everything I wrote, plus some other important stuff!
Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)
You can go here for a compilation of everything I wrote, plus some other important stuff!
Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)
Re: "Odyssey of The Summoner" is OUT!! Find it here...
There's a call you can use update what you can 'see'. I think it's something like updateCanSeeCacheOf, but I would have to double chech when I get to my computer. The Stealth talent uses it, as I recall, if that helps.nekarcos wrote: RE: Delayed ESP for Predation
This is due to the way ToME works and "Predation" being an "Instant-Use" talent. I'll see what I can do about making it act more responsively though.
Re: "Odyssey of The Summoner" is OUT!! Find it here...
@Cathbald
Looks like you, indeed, need many explanations-- And it is my creed in this thread to do exactly such-- Whether you like it or not! Anywho, it can't be helped due to the "state" OoTS moreorless is in at the moment. Many things are unclear, mainly because it's not very polished right now. Long story short: It's a work in progress!
RE: You can't Consume runes!
You definitely "can". HOW you do so, however... Is the true question. In fact, I was kinda careless in that I "hinted" to the possibility by saying "Inscriptions", heh...
RE: Why the Flamespit buff??
I felt adventurous. That, and despite how powerful Flamespit may appear to be, I actually DON'T like the fact that it gets SO MANY equilibrium failures at low levels. In fact, the whole reason the cost is even so high is because there was a certain point when your Equilibrium Regeneration became HIGHER than Flamespit's cost. This, obviously, couldn't fly... But, like I said-- I despise the fact that Flamespit gets Equi-Failures as quickly as 3-4 spits at the beginning of the game. This was definitely not the intended function... And I'm still kinda figuring out how I could give Flamespit an "expensive", "Failure-inducing" cost-- WITHOUT gimping its early-game viability. If I were able to buff THIS instead, it wouldn't need to do so much damage at low levels (and thus, not be this "Press X to Win ToME" talent).
RE: Stingers and hats don't mix
... I seriously need to figure out what's up with this. This is the 3rd report now...
RE: You wanted "Henchmen", not "Hatchlings", right?
... There is, literally, NOTHING I can do about ToME absolutely FLOODING the entry point of a level with enemies. This is something that tends to happen with ANY mob that "explodes" with escorts-- Such as Rungol (that wolf), Bandit Lords, <X> Wyrms, Giant Chieftains, Orcish Captains... Basically, as far as the game is concerned, it has only placed ONE actor-- But once the level generates, the actor basically goes "OH! Lemme phone up some friends *brandishes cellphone and dials*"-- And voila! You get entryways that are absolutely JAM PACKED with nonsense. This is also typically why when an "Escort" quest starts, they'll be on the other side of a huge mob of enemies...
... Long story short-- "Enemy" generation gets priority over "Party Member" generation, it seems... I can't do a thing about this!
RE: How to impress a Drakeling!
- A drakeling absolutely MUST have its "Observation" trait before it can even be "Inspired" in the first place. To get this, they must reach 6 Cunning (which usually happens immediately if its a newborn and you're a high level).
- Next, you need the "Role Model" talent. This talent causes Drakelings to become inspired at the same moments that YOU become inspired.
> Lastly, a Drakeling MUST have at least 1 Talent Point at the ready (described as "X more inheritable talents"). You can check the "Role Model" description to see how many points each Drakeling currently has.
... Oh, and one more thing: Drakelings won't become inspired AT ALL if they "hate" you. Instead, they'll instantly try to imitate you, and won't give you a chance to decide on what they learn at all. This can be an issue if you intend to craft "perfect" Drakelings, so typically, a Fire Drake who expects to frequently lose Drakelings should try to make them hating, while a Fire Drake who intends to protect and conserve their Drakelings should try to make them loving.
RE: I can't teach Drakelings anything! ~ 55 Constitution??
I recently discovered DRAKELINGS ARE SEVERELY BUGGED AT THE MOMENT. I absolutely DO NOT recommend playing Fire Drake right now until I work out these several, rather-disgusting ERRORS and ISSUES associated with it. Needless to say, I really apologize for this inconvenience!
I'll be making up for it with a HUGE advancement in the Fire Drake's "Reflections" plot quest-- It'll be good!
RE: Nothing makes sense!
Sorry about this! I feel like many have jumped into this add-on expecting everything to at least function reasonably... But you'll find more bugs than gameplay if you play Fire Drake at the moment, heh...
You should head over to "Hydra" post-haste-- That class is looking finely greased and ready to go!
@nsrr
Aye, that's the one, indeed. Good looking out!
Looks like you, indeed, need many explanations-- And it is my creed in this thread to do exactly such-- Whether you like it or not! Anywho, it can't be helped due to the "state" OoTS moreorless is in at the moment. Many things are unclear, mainly because it's not very polished right now. Long story short: It's a work in progress!
RE: You can't Consume runes!
You definitely "can". HOW you do so, however... Is the true question. In fact, I was kinda careless in that I "hinted" to the possibility by saying "Inscriptions", heh...
RE: Why the Flamespit buff??
I felt adventurous. That, and despite how powerful Flamespit may appear to be, I actually DON'T like the fact that it gets SO MANY equilibrium failures at low levels. In fact, the whole reason the cost is even so high is because there was a certain point when your Equilibrium Regeneration became HIGHER than Flamespit's cost. This, obviously, couldn't fly... But, like I said-- I despise the fact that Flamespit gets Equi-Failures as quickly as 3-4 spits at the beginning of the game. This was definitely not the intended function... And I'm still kinda figuring out how I could give Flamespit an "expensive", "Failure-inducing" cost-- WITHOUT gimping its early-game viability. If I were able to buff THIS instead, it wouldn't need to do so much damage at low levels (and thus, not be this "Press X to Win ToME" talent).
RE: Stingers and hats don't mix
... I seriously need to figure out what's up with this. This is the 3rd report now...
RE: You wanted "Henchmen", not "Hatchlings", right?
... There is, literally, NOTHING I can do about ToME absolutely FLOODING the entry point of a level with enemies. This is something that tends to happen with ANY mob that "explodes" with escorts-- Such as Rungol (that wolf), Bandit Lords, <X> Wyrms, Giant Chieftains, Orcish Captains... Basically, as far as the game is concerned, it has only placed ONE actor-- But once the level generates, the actor basically goes "OH! Lemme phone up some friends *brandishes cellphone and dials*"-- And voila! You get entryways that are absolutely JAM PACKED with nonsense. This is also typically why when an "Escort" quest starts, they'll be on the other side of a huge mob of enemies...
... Long story short-- "Enemy" generation gets priority over "Party Member" generation, it seems... I can't do a thing about this!
RE: How to impress a Drakeling!
- A drakeling absolutely MUST have its "Observation" trait before it can even be "Inspired" in the first place. To get this, they must reach 6 Cunning (which usually happens immediately if its a newborn and you're a high level).
- Next, you need the "Role Model" talent. This talent causes Drakelings to become inspired at the same moments that YOU become inspired.
> Lastly, a Drakeling MUST have at least 1 Talent Point at the ready (described as "X more inheritable talents"). You can check the "Role Model" description to see how many points each Drakeling currently has.
... Oh, and one more thing: Drakelings won't become inspired AT ALL if they "hate" you. Instead, they'll instantly try to imitate you, and won't give you a chance to decide on what they learn at all. This can be an issue if you intend to craft "perfect" Drakelings, so typically, a Fire Drake who expects to frequently lose Drakelings should try to make them hating, while a Fire Drake who intends to protect and conserve their Drakelings should try to make them loving.
RE: I can't teach Drakelings anything! ~ 55 Constitution??
I recently discovered DRAKELINGS ARE SEVERELY BUGGED AT THE MOMENT. I absolutely DO NOT recommend playing Fire Drake right now until I work out these several, rather-disgusting ERRORS and ISSUES associated with it. Needless to say, I really apologize for this inconvenience!
I'll be making up for it with a HUGE advancement in the Fire Drake's "Reflections" plot quest-- It'll be good!
RE: Nothing makes sense!
Sorry about this! I feel like many have jumped into this add-on expecting everything to at least function reasonably... But you'll find more bugs than gameplay if you play Fire Drake at the moment, heh...
You should head over to "Hydra" post-haste-- That class is looking finely greased and ready to go!
@nsrr
Aye, that's the one, indeed. Good looking out!
Creator of the (rather large) "Odyssey of The Summoner" add-on pack
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- Joined: Tue Nov 20, 2012 7:07 am
Re: "Odyssey of The Summoner" is OUT!! Find it here...
Though all I had left were the Prides in my last run, I felt like I hadn't really figured out how to optimize what I picked out for the Hydra and racked up a few deaths, so with the new update I went ahead and just started two new runs, one being in blighted form. I had Recuperate 5/5'd and still found the instant heal a bit meh, even before I managed to stack up like 500 armor. Hydra's health/general tankiness and quick kill potential (was doing 1500 on bump and a minimum of almost 5000 with Tear Apart towards the end there, let alone the massive amount of dot's and debuffs I was inflicting, yet I still felt like I hadn't really maximized on my build's opportunities) hurt its effectiveness, though we'll see if the THW nerf changes that. Not gonna put points in Recuperate in either run until I feel like I need it though.
So far on both runs I've beaten the T1s -
Normal -
Hungry Eyes is my first discipline on both runs, I think it's the standard first pick. After getting the good 1 pointers, I usually would focus on Growing Bones, but much like the Recuperate tree it does not seem worth the ten generics to gain only 350 health and two size categories so I think it should be ignored as a Hydra. This time I'm going purely for Savage Strength and Nature Hardened. As I'm building Dex, with THW Eagle Eyes doesn't feel as essential, and in my last run two points + DEX/equip kept me in the 50-60 accuracy range, so might leave that alone for now too unless a Bulwark comes around and lets me know I need more + the APR bonus. Went for Wil, now 2 Wil/1 Dex. Note: I felt compelled to savescum for Serpent's Glare and Crystal Focus, which didn't feel too good. Would you be against making artifacts that add heads guaranteed drops?
Blighted run -
Still gonna go for a Caster/Melee hybrid, waiting to see which I should make my focus though. Only struggle was Norgos, as he spawned with a regen infusion and I had to kite him for some time. Other than that, the difference in difficulty for my first ten levels wasn't really noticeable. Bill was still a pushover with Trollmire as my 2nd dungeon. This time, I AM going for Growing Bones, as having as much life as possible to convert into damage seems essential. Was putting points solely into Wil, and agate + lucky Telekinetic Core drop and a few other things leave me only 5 stat points away from my base Wil so that wasn't too difficult to get over and I don't particularly mind the other stat drops currently. When Blood Geyser opened up, I switched from purely Wil to 2 Mag/1 Wil. Bloody Breath became my strongest attack from the get go and is already hitting for almost double my regular breath damage, it's also a bit stronger than my breaths in my non-blighted run. Whereas I'd usually put 1 point in Ceaseless Blood, 5/5'ing it leaves me taking only 3 damage per turn instead of the 30-something I should be, so we'll see how they scale later on, especially as I start using the other blood-shocking talents. The potential need for Recuperate definitely seems greater. Also wondering just how powerful Transfusion can get before I judge it, in general the other 3 talents in the blight tree will probably show their worth later on. If you're going melee, Crystal Focus is essential. That one head can deal 50 damage for me already.
So far on both runs I've beaten the T1s -
Normal -
Hungry Eyes is my first discipline on both runs, I think it's the standard first pick. After getting the good 1 pointers, I usually would focus on Growing Bones, but much like the Recuperate tree it does not seem worth the ten generics to gain only 350 health and two size categories so I think it should be ignored as a Hydra. This time I'm going purely for Savage Strength and Nature Hardened. As I'm building Dex, with THW Eagle Eyes doesn't feel as essential, and in my last run two points + DEX/equip kept me in the 50-60 accuracy range, so might leave that alone for now too unless a Bulwark comes around and lets me know I need more + the APR bonus. Went for Wil, now 2 Wil/1 Dex. Note: I felt compelled to savescum for Serpent's Glare and Crystal Focus, which didn't feel too good. Would you be against making artifacts that add heads guaranteed drops?
Blighted run -
Still gonna go for a Caster/Melee hybrid, waiting to see which I should make my focus though. Only struggle was Norgos, as he spawned with a regen infusion and I had to kite him for some time. Other than that, the difference in difficulty for my first ten levels wasn't really noticeable. Bill was still a pushover with Trollmire as my 2nd dungeon. This time, I AM going for Growing Bones, as having as much life as possible to convert into damage seems essential. Was putting points solely into Wil, and agate + lucky Telekinetic Core drop and a few other things leave me only 5 stat points away from my base Wil so that wasn't too difficult to get over and I don't particularly mind the other stat drops currently. When Blood Geyser opened up, I switched from purely Wil to 2 Mag/1 Wil. Bloody Breath became my strongest attack from the get go and is already hitting for almost double my regular breath damage, it's also a bit stronger than my breaths in my non-blighted run. Whereas I'd usually put 1 point in Ceaseless Blood, 5/5'ing it leaves me taking only 3 damage per turn instead of the 30-something I should be, so we'll see how they scale later on, especially as I start using the other blood-shocking talents. The potential need for Recuperate definitely seems greater. Also wondering just how powerful Transfusion can get before I judge it, in general the other 3 talents in the blight tree will probably show their worth later on. If you're going melee, Crystal Focus is essential. That one head can deal 50 damage for me already.
Re: "Odyssey of The Summoner" is OUT!! Find it here...
I've been looking for a long, long time for an RPG where you play as a monster that's actually good, so I really want to help you succeed at this.nekarcos wrote:@Almonihah
RE: No need to explain
Heh... That's pretty contrary to what I'm used to... I appreciate it!

Honestly, I should have put more points into Prudence, because I almost killed myself a few times from melee retaliation when I was attacking with 16 heads each bump. XDnekarcos wrote: RE: CON still sucks.
We'll see about that!
... Hrrrmmm... But I suppose "Prudence" wasn't that appealing to you, huh? That's to be expected, really. It only exists for that first talent, hehehe...
Thanks for the in-depth explanation on Swallow Whole! Maybe I'll have to do another Hydra run...
Re: "Odyssey of The Summoner" is OUT!! Find it here...
@emblempride
RE: "Regenerate" tree!
Remember that, at the end of the day, the heal is only as powerful as the amount of life you've lost. "Regenerate" provides a whole bunch of Maximum Life-scaling types of effects-- So the potential only really shows when you are absolutely BEEFY and FAT.
... But yeah-- Maybe to make "Constitution" a slightly less sour investment, I'll have Regenerate scale in various ways with Constitution. It will be an overall buff-- You'll see!
RE: "Tear Apart" is tearing everything apart!!
I always knew this talent was strong, and I wanted to see how strong it felt to everyone else...
The evaluation is... "IT IS QUITE STRONK!"
-- So, I'll probably be "tweaking" this talent-- the "bonus damage" will cap at "5" successful hits, but the "general" damage will be increased accordingly (such that having more than 10 heads will be weaker than before, but having less will be stronger). This way, Hydra won't feel so heavily compelled to have more than their standard 16 heads when making a "Ravenous Beast" build. After all, you might not have noticed, but "Senn" (the Ravenous Beast) only has 5 heads, hehehe...
RE: Hungry for "Hungry Eyes"
I may have over-tuned this talent. I made sure to leave the life steal as a nice high number to make sure people actually used it-- But then I went and did the crazy thing: I made the duration 8 turns instead of 6. I think I'll be turning the duration down a bit. It might be a bit strong at the moment, but maybe I can simply justify that with a shorter duration. After all, I never once factored in how insanely well this talent would work with high Global Speed and reduced energy usage ("Delta Formation", for example).
RE: Growing Bones doesn't offer much life
-- But it DOES offer "Size Category"-- Which is something EVERY Avatar is going to benefit from. Now, I don't know what the "true" impact of the Maximum Life really is in the grand scheme (there has rarely been a Hydra I played that hasn't 10/10'd it!), but since Avatars have "Nature-Taught", you should always be wary that Maximum Life boosts are being scaled up! That "350" or so life is actually becoming "700" or so-- Which is not too shabby!
RE: Accuracy Bonuses
This is a COMPLETELY new addition that I have never even tried out before. I have no clue how this might affect Avatar gameplay-- But it can only be GOOD, right?? There's no penalties associated with Accuracy Bonuses!
RE: A RELIABLE "Serpent's Glare", "Crystal Focus", etc...
... I'll let you in on a secret... Without saying too much, I will be adding certain "random enemy encounters" that will GUARANTEE the drop of certain artifacts. Particularly, "Serpent's Glare" is going to be one of them. This is because I consider a few artifacts ESSENTIAL to a lot of class runs-- And not just Avatars either. It will be a separate add-on, meaning you won't need to be playing an Avatar to benefit from it. Look forward to that... Errrmm... Whenever I find time to break away from OoTS and work on it more, heh...
RE: How powerful can "Transfusion" get?
Ahahahahah... Ahhhhhh... VERY.
I should point out that what REALLY makes "Transfusion" shine is when you start exploiting the EXTREMELY expensive costs of the 4th talent. Note that "Transfusion", quite literally, converts your entire repayment penalty into damage AND removes the penalty-- BUT NOT THE RECUPERATION EFFECT THAT "CEASELESS BLOOD" GENERATED!
To put this into simple numbers: If "Ceaseless Blood" is healing you for 90% of Bleeding damage, and you end up spending 1000HP in Blood Shock costs... You will start recuperating for 900HP-- Which, when balanced out, is -100HP, right? WELL, that means that by using Transfusion successfully RIGHT then, you will REMOVE the 1000HP penalty, and be left with a lovely 900HP healing INSTEAD!
... VERY powerful talent. It's been nerfed several times, then nerfed again... But then I buffed it one last time RIGHT before release... So, have fun with that broken-ness until I finally decide to put a stop to this madness, hahaha!
RE: Save-scumming for Add-Head Consumes
I am STRONGLY against ANY type of design that encourages save-scumming or game-restarting in Roguelikes... As such, it GRAVELY concerns me that Hydra players feel compelled to restart their character until they manage to locate the objects that give extra heads...
I'll try to figure out a way to "compromise" with the availability of extra heads-- But WITHOUT outright making these objects appear more frequently. Although, like I said, that "add-on" might entirely do away with this, so it's something I'm sitting on at the moment, rather than acting upon.
@Almonihah
RE: I love playable monsters in RPGs!
You and me both! This is moreorless the whole reason I made this add-on.
RE: Gonna try out "Swallow Whole"
In the past, I made A LOT of changes to the mechanics of "Clamp Down" and "Voracious Feast" imperilling. After doing some examination, I realized that when I "improved" them, they were both made to cause a "don't move" state-- And it COMPLETELY escaped me to make them work with "Swallow Whole"!! Put simply: They're causing "Swallow Whole" to ALWAYS fail... How dumb of me!
... I hate to say it, but this is yet ANOTHER class-breaking bug that I've discovered now, and you PROBABLY shouldn't try to use "Swallow Whole" too much until I fix it.
*sigh* I'm making a right mess of "OoTS" now, ain't I...??
RE: "Regenerate" tree!
Remember that, at the end of the day, the heal is only as powerful as the amount of life you've lost. "Regenerate" provides a whole bunch of Maximum Life-scaling types of effects-- So the potential only really shows when you are absolutely BEEFY and FAT.
... But yeah-- Maybe to make "Constitution" a slightly less sour investment, I'll have Regenerate scale in various ways with Constitution. It will be an overall buff-- You'll see!
RE: "Tear Apart" is tearing everything apart!!
I always knew this talent was strong, and I wanted to see how strong it felt to everyone else...
The evaluation is... "IT IS QUITE STRONK!"
-- So, I'll probably be "tweaking" this talent-- the "bonus damage" will cap at "5" successful hits, but the "general" damage will be increased accordingly (such that having more than 10 heads will be weaker than before, but having less will be stronger). This way, Hydra won't feel so heavily compelled to have more than their standard 16 heads when making a "Ravenous Beast" build. After all, you might not have noticed, but "Senn" (the Ravenous Beast) only has 5 heads, hehehe...
RE: Hungry for "Hungry Eyes"
I may have over-tuned this talent. I made sure to leave the life steal as a nice high number to make sure people actually used it-- But then I went and did the crazy thing: I made the duration 8 turns instead of 6. I think I'll be turning the duration down a bit. It might be a bit strong at the moment, but maybe I can simply justify that with a shorter duration. After all, I never once factored in how insanely well this talent would work with high Global Speed and reduced energy usage ("Delta Formation", for example).
RE: Growing Bones doesn't offer much life
-- But it DOES offer "Size Category"-- Which is something EVERY Avatar is going to benefit from. Now, I don't know what the "true" impact of the Maximum Life really is in the grand scheme (there has rarely been a Hydra I played that hasn't 10/10'd it!), but since Avatars have "Nature-Taught", you should always be wary that Maximum Life boosts are being scaled up! That "350" or so life is actually becoming "700" or so-- Which is not too shabby!
RE: Accuracy Bonuses
This is a COMPLETELY new addition that I have never even tried out before. I have no clue how this might affect Avatar gameplay-- But it can only be GOOD, right?? There's no penalties associated with Accuracy Bonuses!
RE: A RELIABLE "Serpent's Glare", "Crystal Focus", etc...
... I'll let you in on a secret... Without saying too much, I will be adding certain "random enemy encounters" that will GUARANTEE the drop of certain artifacts. Particularly, "Serpent's Glare" is going to be one of them. This is because I consider a few artifacts ESSENTIAL to a lot of class runs-- And not just Avatars either. It will be a separate add-on, meaning you won't need to be playing an Avatar to benefit from it. Look forward to that... Errrmm... Whenever I find time to break away from OoTS and work on it more, heh...
RE: How powerful can "Transfusion" get?
Ahahahahah... Ahhhhhh... VERY.
I should point out that what REALLY makes "Transfusion" shine is when you start exploiting the EXTREMELY expensive costs of the 4th talent. Note that "Transfusion", quite literally, converts your entire repayment penalty into damage AND removes the penalty-- BUT NOT THE RECUPERATION EFFECT THAT "CEASELESS BLOOD" GENERATED!
To put this into simple numbers: If "Ceaseless Blood" is healing you for 90% of Bleeding damage, and you end up spending 1000HP in Blood Shock costs... You will start recuperating for 900HP-- Which, when balanced out, is -100HP, right? WELL, that means that by using Transfusion successfully RIGHT then, you will REMOVE the 1000HP penalty, and be left with a lovely 900HP healing INSTEAD!
... VERY powerful talent. It's been nerfed several times, then nerfed again... But then I buffed it one last time RIGHT before release... So, have fun with that broken-ness until I finally decide to put a stop to this madness, hahaha!
RE: Save-scumming for Add-Head Consumes
I am STRONGLY against ANY type of design that encourages save-scumming or game-restarting in Roguelikes... As such, it GRAVELY concerns me that Hydra players feel compelled to restart their character until they manage to locate the objects that give extra heads...
I'll try to figure out a way to "compromise" with the availability of extra heads-- But WITHOUT outright making these objects appear more frequently. Although, like I said, that "add-on" might entirely do away with this, so it's something I'm sitting on at the moment, rather than acting upon.
@Almonihah
RE: I love playable monsters in RPGs!
You and me both! This is moreorless the whole reason I made this add-on.
RE: Gonna try out "Swallow Whole"
In the past, I made A LOT of changes to the mechanics of "Clamp Down" and "Voracious Feast" imperilling. After doing some examination, I realized that when I "improved" them, they were both made to cause a "don't move" state-- And it COMPLETELY escaped me to make them work with "Swallow Whole"!! Put simply: They're causing "Swallow Whole" to ALWAYS fail... How dumb of me!
... I hate to say it, but this is yet ANOTHER class-breaking bug that I've discovered now, and you PROBABLY shouldn't try to use "Swallow Whole" too much until I fix it.
*sigh* I'm making a right mess of "OoTS" now, ain't I...??
Creator of the (rather large) "Odyssey of The Summoner" add-on pack
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- Wayist
- Posts: 22
- Joined: Wed Aug 24, 2016 7:41 am
Re: "Odyssey of The Summoner" is OUT!! Find it here...
I think I saw an addon ages ago that made it so that if a vault had too many actors, the excess would wait for space to spawn. Could you flip this to make the drakelings appear in the level entrance once you're not standing there?
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- Higher
- Posts: 69
- Joined: Tue Nov 20, 2012 7:07 am
Re: "Odyssey of The Summoner" is OUT!! Find it here...
Ah yeah that's good. In my experience, it just never seemed like enough when a breath/good melee strike with Hungry Eyes could get a lot done at once.nekarcos wrote:@emblempride
RE: "Regenerate" tree!
Remember that, at the end of the day, the heal is only as powerful as the amount of life you've lost. "Regenerate" provides a whole bunch of Maximum Life-scaling types of effects-- So the potential only really shows when you are absolutely BEEFY and FAT.
... But yeah-- Maybe to make "Constitution" a slightly less sour investment, I'll have Regenerate scale in various ways with Constitution. It will be an overall buff-- You'll see!
RE: "Tear Apart" is tearing everything apart!!
I always knew this talent was strong, and I wanted to see how strong it felt to everyone else...
The evaluation is... "IT IS QUITE STRONK!"
-- So, I'll probably be "tweaking" this talent-- the "bonus damage" will cap at "5" successful hits, but the "general" damage will be increased accordingly (such that having more than 10 heads will be weaker than before, but having less will be stronger). This way, Hydra won't feel so heavily compelled to have more than their standard 16 heads when making a "Ravenous Beast" build. After all, you might not have noticed, but "Senn" (the Ravenous Beast) only has 5 heads, hehehe...

What exactly does size category do for Avatars? Sorry if that's an obvious question, I genuinely don't know.RE: Growing Bones doesn't offer much life
-- But it DOES offer "Size Category"-- Which is something EVERY Avatar is going to benefit from. Now, I don't know what the "true" impact of the Maximum Life really is in the grand scheme (there has rarely been a Hydra I played that hasn't 10/10'd it!), but since Avatars have "Nature-Taught", you should always be wary that Maximum Life boosts are being scaled up! That "350" or so life is actually becoming "700" or so-- Which is not too shabby!
Yeah, I was at one point completely stopped by a Bone Giant Bulwark in the East Crypt and the phys power loss from Savage Strength sucked for it, so hopefully this'll help should that situation crop up again.RE: Accuracy Bonuses
This is a COMPLETELY new addition that I have never even tried out before. I have no clue how this might affect Avatar gameplay-- But it can only be GOOD, right?? There's no penalties associated with Accuracy Bonuses!
Neat!RE: A RELIABLE "Serpent's Glare", "Crystal Focus", etc...
... I'll let you in on a secret... Without saying too much, I will be adding certain "random enemy encounters" that will GUARANTEE the drop of certain artifacts. Particularly, "Serpent's Glare" is going to be one of them. This is because I consider a few artifacts ESSENTIAL to a lot of class runs-- And not just Avatars either. It will be a separate add-on, meaning you won't need to be playing an Avatar to benefit from it. Look forward to that... Errrmm... Whenever I find time to break away from OoTS and work on it more, heh...
That's what I assumed! I didn't know it also removed the effect though, just thought it shared, so that's pretty awesome!RE: How powerful can "Transfusion" get?
Ahahahahah... Ahhhhhh... VERY.
I should point out that what REALLY makes "Transfusion" shine is when you start exploiting the EXTREMELY expensive costs of the 4th talent. Note that "Transfusion", quite literally, converts your entire repayment penalty into damage AND removes the penalty-- BUT NOT THE RECUPERATION EFFECT THAT "CEASELESS BLOOD" GENERATED!
To put this into simple numbers: If "Ceaseless Blood" is healing you for 90% of Bleeding damage, and you end up spending 1000HP in Blood Shock costs... You will start recuperating for 900HP-- Which, when balanced out, is -100HP, right? WELL, that means that by using Transfusion successfully RIGHT then, you will REMOVE the 1000HP penalty, and be left with a lovely 900HP healing INSTEAD!
... VERY powerful talent. It's been nerfed several times, then nerfed again... But then I buffed it one last time RIGHT before release... So, have fun with that broken-ness until I finally decide to put a stop to this madness, hahaha!
Yeah, the add-on is a great idea. Till then though I think it'll be fine though, I don't even know if I've figured out all the stuff that gives a head yet lol.RE: Save-scumming for Add-Head Consumes
I am STRONGLY against ANY type of design that encourages save-scumming or game-restarting in Roguelikes... As such, it GRAVELY concerns me that Hydra players feel compelled to restart their character until they manage to locate the objects that give extra heads...
I'll try to figure out a way to "compromise" with the availability of extra heads-- But WITHOUT outright making these objects appear more frequently. Although, like I said, that "add-on" might entirely do away with this, so it's something I'm sitting on at the moment, rather than acting upon.
Re: "Odyssey of The Summoner" is OUT!! Find it here...
Yeah, I go for Growing Bones purely for the size class boosts. Which made it funny when I had 1.25 mastery in Natural Combat, because I just left it at 8/10 since 10/10 wouldn't have gotten me more size, and I don't want to use the active and suddenly shrink. XD
Size affects a lot of the hydra's Feral Head/Voracious Beast talents, at the very least, making some longer range and others nastier. Fire Drakes have the Lumbering Beast tree that can benefit massively from being massive (except for the whole not seeing small things anymore part XD). Not sure what Ritches get, since I'm more of a scaley-monster guy than a bug-monster guy.
I... actually didn't get Hungry Eyes on my hydra run, which is maybe why Recuperate was so important to me. XD
Size affects a lot of the hydra's Feral Head/Voracious Beast talents, at the very least, making some longer range and others nastier. Fire Drakes have the Lumbering Beast tree that can benefit massively from being massive (except for the whole not seeing small things anymore part XD). Not sure what Ritches get, since I'm more of a scaley-monster guy than a bug-monster guy.
I... actually didn't get Hungry Eyes on my hydra run, which is maybe why Recuperate was so important to me. XD
Re: "Odyssey of The Summoner" is OUT!! Find it here...
Update: I finally found some time to start attacking all the bugs/suggestions I've received. You'll all be impressed with the several solutions-- But it's going to be somewhat delayed since I'm ALSO in the middle of a bubble run for Fire Drake. I won't be too long, and the more feedback I receive in the mean time, the bigger the update will be when it comes out.
My only regret is the amount of problematic bugs that are... Well, PRESENT at the moment... But patience! "The cake is sweeter than the batter" as my mum always used to tell me!
My only regret is the amount of problematic bugs that are... Well, PRESENT at the moment... But patience! "The cake is sweeter than the batter" as my mum always used to tell me!
Creator of the (rather large) "Odyssey of The Summoner" add-on pack
Re: "Odyssey of The Summoner" is OUT!! Find it here...
@Toles of Maine Exits
"Level Generation" is none of my business though... You'd be better off simply using that guy's add-on!
Update on Fire Drake bubble:
In case you don't recall-- Long ago, I said I would do some "Bubble Runs" of each class. This is when I play through the whole game from beginning to end without tweaking/modifying any talents whatsoever (with exception to fixing buggy/unintentional behavior).
So, here's a few other issues/bugs I found during my playthrough:
> When "Renewing Flames" is used on the "giant" sandworms... Well, let's just say there are "problems" with the graphics. I'm assuming this has to do with the size of the actor's sprite-- And this is absolutely freaking out the shader-er.
> Drakelings that have been "dismissed" can still be "inspired"... That's not right at all!
PS: Fun times. I'll be releasing an update some time tomorrow. I think the changes I've made are non-offensive enough that I can release a new version WITHOUT any loose ends being present. Sorry for the long wait!
PPS: Oh yeah-- And I found the Rat Lich... Or something. Yeah, that happened. *shrug*
"Level Generation" is none of my business though... You'd be better off simply using that guy's add-on!
Update on Fire Drake bubble:
In case you don't recall-- Long ago, I said I would do some "Bubble Runs" of each class. This is when I play through the whole game from beginning to end without tweaking/modifying any talents whatsoever (with exception to fixing buggy/unintentional behavior).
> Went through The Maze-- Got the "Demonic" version. Everything continues to be trivial however. "The Boss" managed to grab me (which actually SILENCES breath talents)-- But I had a Planar Beacon and just teleported out of his grasp. I wonder what a Fire Drake would NORMALLY do in that situation though...? Uneventful otherwise.
> Went to Sandworm's Lair-- Got the "Giant" version. Sent my children away (I'm trying to prove a Fire Drake can get through the whole game without any Drakeling fatalities). Spent most of the dungeon using "Renewing Flames" on the giant worms and just sticking to them like wet paper on a wall. Sandworm Queen wasn't too hard either-- Used Renewing Flames on HER, causing her to heal me and damage all of her summoned/aggro'd minions. Healing power OP.
~ Found a "Blood of Life" lying around! Heheheh... LIFELINES!
~ DID NOT eat the Sandworm Heart. Why? Explaining that would be a "spoiler"...
> Went to Daikara-- Normal version. Giants gave me slight trouble-- Those boulder tosses got me and my Drakelings down to 50% a few times, creating some minor panics.
~ Found the skeleton arena event! Me and my Drakelings spent most of the fight wrapped up in a ball, using "Renewing Flames" and "Consuming Fire". Just as envisioned: It felt like a scene from "300"-- Except all the Spartans were Fire Dragons instead.
~ Found the summoning pedestals event! I'll do that AFTER I beat Rantha.
~ Found the giant's village event! I'll do THAT... Maybe never. (-- No, I have to. that's the rule of bubble runs...)
~ Have NOT entered the interdimensional portal yet.
~ Found Rantha and the fight sparked. She was surrounded by Giants-- And again, it incited a minor panic when everyone was brought to 50%. I was caught in a bad position, and my Drakelings were being frozen over and over. I beat her-- But I was brought to 25% life when I won-- And I feel I only won because "Torrential Blaze" is OBSCENELY powerful... It might need a nerf.
> Tier 2 is done-- Still really easy!
> [Conclude]
*** So far, everything is still going breezy and smooth. I'm starting to feel like Fire Drake's healing capabilities are far too great-- But then again: My damage is starting to taper off, and (just like my previous runs) I'm going to start feeling much weaker VERY soon. I'm just gonna have to hope my Drakelings get "the really strong talents" and help me out, heheheh...
So, here's a few other issues/bugs I found during my playthrough:
> When "Renewing Flames" is used on the "giant" sandworms... Well, let's just say there are "problems" with the graphics. I'm assuming this has to do with the size of the actor's sprite-- And this is absolutely freaking out the shader-er.
> Drakelings that have been "dismissed" can still be "inspired"... That's not right at all!
PS: Fun times. I'll be releasing an update some time tomorrow. I think the changes I've made are non-offensive enough that I can release a new version WITHOUT any loose ends being present. Sorry for the long wait!
PPS: Oh yeah-- And I found the Rat Lich... Or something. Yeah, that happened. *shrug*
Creator of the (rather large) "Odyssey of The Summoner" add-on pack
Re: "Odyssey of The Summoner" is OUT!! Find it here...
Well, I don't think T1 and T2 can show strength of class. I barely ever had any trouble with any of normal enemies and bosses there with any character (Exceptions: some non-standard starting zones, Shade, Withering Thing, vaults in Rhaloren Camp, snow giant boulder throwers and vaults in Daikara). And I'm far from experienced player, only completed the game once. The main difficulty and death reasons to me always were the random rare enemies. I'd say it shows that class is weak if it constantly struggles with non-rares on Normal difficulty, not the other way around.
P.S. I'm currently in the middle of blighted Fire Drake run, so I suppose I'll wait for update and write my thougths about it afterwards.
P.S. I'm currently in the middle of blighted Fire Drake run, so I suppose I'll wait for update and write my thougths about it afterwards.
Re: "Odyssey of The Summoner" is OUT!! Find it here...
"Odyssey of The Summoner" has been updated!! (Version 0.4.7)
*** Version: 0.4.7 ~ "Now with less horrifying, game-breaking bugs!"
*** I've decided to "streamline" these patch notes a little more. No need to say "Buff" or "Nerf" for every change-- It's not like this is a MOBA or something...
[GENERAL]
- For the soldiers in the intro, tweaked the EXP up "just a tad more" (400% --> 450%)
- Corrected an issue concerning "Shields" and other non-weapon-but-ARE-weapons type equipment causing lua errors.
- Corrected an issue with "Discomfort" remaining, even though the object might have already been removed
- Did a complete rework of every "pinning" effect in "Odyssey of The Summoner"-- Things like "Incite Death" or "Imperiled" are now "soft-pins" and will not prevent knockbacks/displacements from happening!
*** This is HIGHLY experimental! Looks like it's time for everything to start breaking again, huh? Heheheh...
[FIRE DRAKE/DRAKELINGS]
- I have spoken with Drakelings about the fundamental principles of "numeric equivalence". We shouldn't see messages like "14 < 14" anymore.
- Found an issue with the "Strategy" dialogue that happens when a category point is available to a Drakeling. They were not responding correctly to "don't use this" answers and incorrectly becoming "Generalists" instead (uses "Any" talent)
- Discovered an issue with the Drakelings' auto-levelling scheme... It didn't "change" when a Drakeling changed its style, so it meant certain Drakelings continued getting points in irrelevant things.
- Corrected an issue where Drakelings would consider "Escorts" as friendly, non-flammable fire dragons.
- Found an error with "Nourishment" healing-- A syntax error caused ALL life healing to only be 10 power. This was entirely a human error-- My fault...
- Fixed a bug with Drakelings and necklaces (some remnant code incorrectly defined them as having a "neck" slot. This was BEFORE I gave them "Decoration" slots)
- Drakelings will no longer become inspired if they aren't present!
[RITCH]
- Modified the behavior of "Batter". It should now be usable even when adjacent to the target.
- Modified the way "Ejection" works. It now places a temporary "debuff" on you that represents whether you can or can not use stingers.
- Fixed an issue with "Needles" becoming deactivated when switching equipment. For your information, it was because I was rendering the sustain ITSELF unable to be used once activated-- Which made the game think you had an illegal combination of stats or something-- Which forced it to unsustain. THE POINT IS: IT'S FIXED NOW!
*** I was always asked "What exactly does "Size Category" do for Ritch...?". Heh... Well, I intended to go the "opposite" direction for Ritch... And because getting "negative" size category is pretty hard, I decided to keep it simple. I have other buffs in mind, but let's sit on this one for a while.
- "Stings" now gain infinite armor penetration and accuracy if the target is smaller than the user
EDIT: TYPO!! If the USER is smaller than the TARGET! Sorry about that!
["FIERY BREATH"]
- Changed the radius of "Renewing Flames". It is now always 1 when used by Drakelings, and always 2 when used by you. This is MAINLY to make it a little easier NOT to fry your dang escorts! SHEESH!!
["DRAGON BROOD"]
- "Role Model" will no longer remove your "Inspiration" (which is reserved for "Raise Drakelings")
["MIGHTY WINGS"]
- "Wingbeat" can now mentally crit.
- Cooldown of "Wingbeat" reduced to 6 (from 8 )
- Significantly boosted the overall power of "Backdraft".
- Victims that "crash" into walls due to "Backdraft" can no longer friendly fire the user or allies.
["NATURAL COMBAT"]
- "Nature Taught" now displays the exact Maximum Life bonus being granted (might need to change wild power to update the display)
- "Predation" telepathy now correctly updates when activated and deactivated
*** This talent was becoming (almost too much of) a go-to! We don't want another "Lick Wounds" accident again, huh...? Anywho, I doubt this will "weaken" it all that much anyways...
- "Hungry Eyes" activated duration is reduced to 6 (from 8 )
- "Hungry Eyes" activated life steal effect reduced to 28% (from 35%)
*** It occurred to me there were ALREADY damage-reducing torques all over the game anyways... So it wouldn't be too dangerous to augment this talent a little bit...
- "Growing Bones" activated flat damage reduction increased to 3~15 (from 1~8)
["REGENERATE"]
- "Ceaseless Blood" now produces a recuperate effect for each bleed on a TURNLY basis (instead of producing a long, slow one as soon as you got it). This basically means you don't have to "pre-empt" bleed effects anymore-- But it also means you can't continue to benefit from one after removing it... Although...
- In light of the prior change, the "deactivated" effect of "Ceaseless Blood" now converts detrimental bleeding effects into a recuperation effect!
- "Ceaseless Blood" cooldown is reduced to 10 (from 16)
*** Various "Regenerate" talents now scale with "Constitution". Particularly, a 1 CON Hydra will struggle to utilize this tree compared to a 100 CON Hydra!
- The "rate" of healing from "Ceaseless Blood" now improves with Constitution (from 10 to 12~6)
- The "cooldown" of "Recuperate" now decreases with Constitution (from 10 to 13~7)
- The "rate" of healing from "Splitting Wounds" now improves with Constitution (from 10 to 12~4)
["RAVENOUS BEAST"]
- Changed the behavior of "Voracious Feast". The effect now "lingers" for the whole turn, allowing you to cause the necessary amount of damage for trigger as SEPARATE instances. This means "Imperiled" can now be triggered via dealing 100 damage once, 10 damage 10 times, 1 damage 100 times, etc...
*** Particularly, this means multi-attacks will easily cause AND trigger "Imperiling" within the same action, making the effect trigger more reliably. However, it WON'T trigger if the target is obliterated instantly by a single powerful blow!
- Slightly rose the "threshold" required for imperiling to pin a victim
- Clarified the stomach part of "Swallow Whole" description text
- Fixed an issue with "Swallow Whole" not working correctly with "Clamped" or "Imperiled" effects!
- "Tear Apart" multi-hit damage bonus now caps at 5 successful hits
- "Tear Apart" base damage and scaling damage have been changed
- During "Tear Apart", multi-attacks no longer have a damage penalty (making the changed damage almost irrelevant)
- "Tear Apart" cooldown is increased to 12 (from 10)
- Discovered some incorrect math with "Tear Apart" damage calculations. The "power" wasn't actually being affected by talent levels. Simply put, this has INCREASED its damage output significantly!
~~~ VOLATILE ~~~
[GENERAL]
> "The Summoner" friendly faction is still on-going
[Hydra]
> Recuperate is resolved for [0.5.0]
[Fire Drake]
> Fire absorption is still on-going
[Ritch]
> Free Cold Blood is still on-going
> Locked trees is still on-going
*** Version: 0.4.7 ~ "Now with less horrifying, game-breaking bugs!"
*** I've decided to "streamline" these patch notes a little more. No need to say "Buff" or "Nerf" for every change-- It's not like this is a MOBA or something...
[GENERAL]
- For the soldiers in the intro, tweaked the EXP up "just a tad more" (400% --> 450%)
- Corrected an issue concerning "Shields" and other non-weapon-but-ARE-weapons type equipment causing lua errors.
- Corrected an issue with "Discomfort" remaining, even though the object might have already been removed
- Did a complete rework of every "pinning" effect in "Odyssey of The Summoner"-- Things like "Incite Death" or "Imperiled" are now "soft-pins" and will not prevent knockbacks/displacements from happening!
*** This is HIGHLY experimental! Looks like it's time for everything to start breaking again, huh? Heheheh...
[FIRE DRAKE/DRAKELINGS]
- I have spoken with Drakelings about the fundamental principles of "numeric equivalence". We shouldn't see messages like "14 < 14" anymore.
- Found an issue with the "Strategy" dialogue that happens when a category point is available to a Drakeling. They were not responding correctly to "don't use this" answers and incorrectly becoming "Generalists" instead (uses "Any" talent)
- Discovered an issue with the Drakelings' auto-levelling scheme... It didn't "change" when a Drakeling changed its style, so it meant certain Drakelings continued getting points in irrelevant things.
- Corrected an issue where Drakelings would consider "Escorts" as friendly, non-flammable fire dragons.
- Found an error with "Nourishment" healing-- A syntax error caused ALL life healing to only be 10 power. This was entirely a human error-- My fault...
- Fixed a bug with Drakelings and necklaces (some remnant code incorrectly defined them as having a "neck" slot. This was BEFORE I gave them "Decoration" slots)
- Drakelings will no longer become inspired if they aren't present!
[RITCH]
- Modified the behavior of "Batter". It should now be usable even when adjacent to the target.
- Modified the way "Ejection" works. It now places a temporary "debuff" on you that represents whether you can or can not use stingers.
- Fixed an issue with "Needles" becoming deactivated when switching equipment. For your information, it was because I was rendering the sustain ITSELF unable to be used once activated-- Which made the game think you had an illegal combination of stats or something-- Which forced it to unsustain. THE POINT IS: IT'S FIXED NOW!
*** I was always asked "What exactly does "Size Category" do for Ritch...?". Heh... Well, I intended to go the "opposite" direction for Ritch... And because getting "negative" size category is pretty hard, I decided to keep it simple. I have other buffs in mind, but let's sit on this one for a while.
- "Stings" now gain infinite armor penetration and accuracy if the target is smaller than the user
EDIT: TYPO!! If the USER is smaller than the TARGET! Sorry about that!
["FIERY BREATH"]
- Changed the radius of "Renewing Flames". It is now always 1 when used by Drakelings, and always 2 when used by you. This is MAINLY to make it a little easier NOT to fry your dang escorts! SHEESH!!
["DRAGON BROOD"]
- "Role Model" will no longer remove your "Inspiration" (which is reserved for "Raise Drakelings")
["MIGHTY WINGS"]
- "Wingbeat" can now mentally crit.
- Cooldown of "Wingbeat" reduced to 6 (from 8 )
- Significantly boosted the overall power of "Backdraft".
- Victims that "crash" into walls due to "Backdraft" can no longer friendly fire the user or allies.
["NATURAL COMBAT"]
- "Nature Taught" now displays the exact Maximum Life bonus being granted (might need to change wild power to update the display)
- "Predation" telepathy now correctly updates when activated and deactivated
*** This talent was becoming (almost too much of) a go-to! We don't want another "Lick Wounds" accident again, huh...? Anywho, I doubt this will "weaken" it all that much anyways...
- "Hungry Eyes" activated duration is reduced to 6 (from 8 )
- "Hungry Eyes" activated life steal effect reduced to 28% (from 35%)
*** It occurred to me there were ALREADY damage-reducing torques all over the game anyways... So it wouldn't be too dangerous to augment this talent a little bit...
- "Growing Bones" activated flat damage reduction increased to 3~15 (from 1~8)
["REGENERATE"]
- "Ceaseless Blood" now produces a recuperate effect for each bleed on a TURNLY basis (instead of producing a long, slow one as soon as you got it). This basically means you don't have to "pre-empt" bleed effects anymore-- But it also means you can't continue to benefit from one after removing it... Although...
- In light of the prior change, the "deactivated" effect of "Ceaseless Blood" now converts detrimental bleeding effects into a recuperation effect!
- "Ceaseless Blood" cooldown is reduced to 10 (from 16)
*** Various "Regenerate" talents now scale with "Constitution". Particularly, a 1 CON Hydra will struggle to utilize this tree compared to a 100 CON Hydra!
- The "rate" of healing from "Ceaseless Blood" now improves with Constitution (from 10 to 12~6)
- The "cooldown" of "Recuperate" now decreases with Constitution (from 10 to 13~7)
- The "rate" of healing from "Splitting Wounds" now improves with Constitution (from 10 to 12~4)
["RAVENOUS BEAST"]
- Changed the behavior of "Voracious Feast". The effect now "lingers" for the whole turn, allowing you to cause the necessary amount of damage for trigger as SEPARATE instances. This means "Imperiled" can now be triggered via dealing 100 damage once, 10 damage 10 times, 1 damage 100 times, etc...
*** Particularly, this means multi-attacks will easily cause AND trigger "Imperiling" within the same action, making the effect trigger more reliably. However, it WON'T trigger if the target is obliterated instantly by a single powerful blow!
- Slightly rose the "threshold" required for imperiling to pin a victim
- Clarified the stomach part of "Swallow Whole" description text
- Fixed an issue with "Swallow Whole" not working correctly with "Clamped" or "Imperiled" effects!
- "Tear Apart" multi-hit damage bonus now caps at 5 successful hits
- "Tear Apart" base damage and scaling damage have been changed
- During "Tear Apart", multi-attacks no longer have a damage penalty (making the changed damage almost irrelevant)
- "Tear Apart" cooldown is increased to 12 (from 10)
- Discovered some incorrect math with "Tear Apart" damage calculations. The "power" wasn't actually being affected by talent levels. Simply put, this has INCREASED its damage output significantly!
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
> Level 50 Hydra, 54 Strength, 54 Willpower, 54 Dexterity, 4-4-4-4 in "Hydragon" (16 heads, 10 Natural Attacks), x1.10 "Ravenous Beast" mastery.
*** We're gonna smash a Training Dummy with "Tear Apart" to see if the numbers look alright!
*** For the sake of CONCRETE numbers, I have "excluded" "Drool" heads from all of these attacks (continuously ended the effect)
*** Also note that there's no "Savage Strength" and such, and that there are only 12 heads attacking. This is not quite the "true" potential this talent has.
> General bump damage is 170~320
*** Note that "low" numbers are typically when "Feral/Glare" heads fail to attack/crit, while "high" numbers are when "Decoy" heads fail to attack!
> Used "Tear Apart" at Talent Level 1. Damage output is generally 350~410 (no Drool heads!)
*** "Imperiled" the training dummy (through "artificial" means, heh...)
> Used "Tear Apart". Damage output hovers around 410~520... Looks good!
*** Rose Talent Level to 5!
> Used "Tear Apart"... Dealt 790~900... Not too shabby!
*** "Imperiled" the training dummy...
> Used "Tear Apart"... Dealt 1040~1240! Delicious!
*** Conclusion: Damage numbers are still high with numerous heads WITHOUT looking utterly silly (dealing 10, 5, 3, 2, 1, ... ... ...-- Then suddenly, 600, 700, 500 damage). The "amount" of damage this talent is doing (and why/how) now conveys A LOT better (since EVERY head is contributing to the total damage now, not JUST Feral heads). In general, this is a sleek-looking tune-up if you ask me!
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~~~ VOLATILE ~~~
[GENERAL]
> "The Summoner" friendly faction is still on-going
[Hydra]
> Recuperate is resolved for [0.5.0]
[Fire Drake]
> Fire absorption is still on-going
[Ritch]
> Free Cold Blood is still on-going
> Locked trees is still on-going
Creator of the (rather large) "Odyssey of The Summoner" add-on pack
Re: "Odyssey of The Summoner" is OUT!! Find it here...
Ooooo, sounds great! Time to go EAT EVERYTHING errrr, I mean, the bad guys. Yeah, definitely just the bad guys. <.< >.>
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- Wayist
- Posts: 22
- Joined: Wed Aug 24, 2016 7:41 am
Re: "Odyssey of The Summoner" is OUT!! Find it here...
@necarcos
I made my account to comment on your thread. As such, I had to go through the approval wait, and my comment probably came pretty late to you. I initially posted after someone commented about drakelings getting spawned on the other side of a wall. If you made it so the drakelings spawned "under" you when you enter a new zone, that wouldn't happen. I wasn't saying anything about level gen, just trying to help with you're drakeling issues
I made my account to comment on your thread. As such, I had to go through the approval wait, and my comment probably came pretty late to you. I initially posted after someone commented about drakelings getting spawned on the other side of a wall. If you made it so the drakelings spawned "under" you when you enter a new zone, that wouldn't happen. I wasn't saying anything about level gen, just trying to help with you're drakeling issues
