"Odyssey of The Summoner" is OUT!! Find it here...

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Kamani
Archmage
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Location: Var'Eyal, in Wovenhome

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#1051 Post by Kamani »

Okay, I'll try that. Should Listen In not be working while you are blind? Also, is pilfering beast good for anything? I tried it out, and stealing items from enemies didn't seem that good, especially as I don't use many item types. That, and a lot of stealable items get dropped anyway.
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nekarcos
Uruivellas
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Joined: Tue Mar 01, 2016 9:50 pm

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#1052 Post by nekarcos »

@Kamani
It's pretty much "Locomotion v2.0" if you want to keep going down the route of agility and speed-- Especially the last talent since it gives you a Natural Attack that scales linearly on movement speed (it can be pretty broken).
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

Kamani
Archmage
Posts: 371
Joined: Tue Sep 20, 2016 1:28 am
Location: Var'Eyal, in Wovenhome

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#1053 Post by Kamani »

Okay.

Should Listen In work while blind? It doesn't. I have some ideas with that tree, if I can survive to like level 20-25, and I don't think Listen In will help if it doesn't work while blind.
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nekarcos
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Re: "Odyssey of The Summoner" is OUT!! Find it here...

#1054 Post by nekarcos »

Still doing some extra check-ups on the "Sapient Ones" talents to make sure they're working. Gosh... That 4th talent is pretty broken (in a "non-functional" way), heh... Everything else works fine, but I seem to discover endless sources of ways to break the game with it, hahaha... I even had to slap a big, red warning label on it!
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

nekarcos
Uruivellas
Posts: 635
Joined: Tue Mar 01, 2016 9:50 pm

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#1055 Post by nekarcos »

"Odyssey of The Summoner" has been updated... Twice?? (Version 0.5.6 and Version 0.5.7)
*** Version: 0.5.6 + Version: 0.5.7 ~ "Two updates in one!"
*** {0.5.7}
[NOTICES]
- A loophole with "Antimagic Form": You can still BUY arcane objects... Oh well, I'm going to allow this!
- Avatars will automatically receive the "Sapient Ones" talent tree if they enter the world map... Except Ritch. Ritch doesn't get it.

[FEATURES]
- A temporary addition of the "Wild-Heart/Sapient Ones" talent tree to all the avatars (except Ritch, whom already gets an extra tool slot-- And doesn't have a tail).

[CHANGES]
- "Renewing Flames" now targets yourself by default.
- In accord to the above, all avatars (except Ritch) has received a new "Tail" equipment slot.

[FIXES]
- Applied a possible fix to an add-on conflict between Odyssey of The Summoner and "Infinite Dungeon 500"
- Fixed a problem with being "Life Burned", even though you have "removed" your corruption.
- Fixed a bug with "Violence". As they say: "Violence begets Violence"...
- Some tweaks to "Soul Transfusion" and "Soul Tether". Hoping to make them work a little better.
- Fixed an issue with the "Nimisil" headhunt.
- (Hopefully) fixed a bug with "Swallow Whole" when used by NPCs.


*** {0.5.6}
[CHANGES]
- Oops! I forgot! Now that War Hound's here, I can give Ritch the "Perseverance" talent tree! Enjoy!

[FIXES]
- Some issues with how "attachment" spots were working. Particles and such should now appear in the right locations.

Sorry for the wait! As you can see, there was a version I had to... Ahem-- "Cancel" for the sake of keeping the add-on stable. Anywho, have fun with "Sapient Ones"-- And, of course, let me know every way you discover how to break it!
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

Kamani
Archmage
Posts: 371
Joined: Tue Sep 20, 2016 1:28 am
Location: Var'Eyal, in Wovenhome

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#1056 Post by Kamani »

Yay!

Edit: Side note: Rabbit's Foot has a TERRIBLE habit of curing 0 problems. 2 or 3 times in a row. At maximum Wild Power. It is really annoying.

Another side note: Sadly enough for this character, Solitarity doesn't work with Sound Sight. Goodbye this character. Can't get free massive stamina regen.

Edit: This character doesn't seem to get Sapient ones upon entering the world map. War Hound. The last did, so...
Edit: Oh, solved. Apparently, using Start the Same Character caused the problem. (The other character was pre-update)
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Arcvasti
Wyrmic
Posts: 269
Joined: Sat Apr 29, 2017 9:39 pm

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#1057 Post by Arcvasti »

You should be able to use Solitarity with Sound Sight if you manually disable the Solitarity buff. Assuming that Sound Sight works how I think it does.

Rabbit's Foot is actually the worst. This has nothing to do with game balance or strength and everything to do with it being really annoying.

Kamani
Archmage
Posts: 371
Joined: Tue Sep 20, 2016 1:28 am
Location: Var'Eyal, in Wovenhome

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#1058 Post by Kamani »

Sound sight probably doesn't work like you think. It is odd.
Pronouns: They/Them

nekarcos
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Joined: Tue Mar 01, 2016 9:50 pm

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#1059 Post by nekarcos »

@Arcvasti
@Kamani

A secret about "Rabbit's Foot": The chance of removing 0 effects is independent of how many effects are removed. That is to say, your chances of NOT removing 0 effects would not be any higher whether it was 1 effect or 987654 effects. Just so you know!
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

Kamani
Archmage
Posts: 371
Joined: Tue Sep 20, 2016 1:28 am
Location: Var'Eyal, in Wovenhome

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#1060 Post by Kamani »

It just isn't good. Failing to cure that one dominated 2 or 3 times in a row is bad.
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nekarcos
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Joined: Tue Mar 01, 2016 9:50 pm

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#1061 Post by nekarcos »

@Kamani
... ... ...
(Pssst-- "Dominated" is a Mental effect... That would probably explain why it's been failing so much for you...) :lol:
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

Kamani
Archmage
Posts: 371
Joined: Tue Sep 20, 2016 1:28 am
Location: Var'Eyal, in Wovenhome

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#1062 Post by Kamani »

Oops. I thought it affected everything. Kind of surprised I didn't notice that.
Pronouns: They/Them

tabs
Wyrmic
Posts: 298
Joined: Tue Mar 08, 2016 3:55 pm

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#1063 Post by tabs »

nekarcos wrote:@Arcvasti
@Kamani

A secret about "Rabbit's Foot": The chance of removing 0 effects is independent of how many effects are removed. That is to say, your chances of NOT removing 0 effects would not be any higher whether it was 1 effect or 987654 effects. Just so you know!
Wait, so you're saying that "0 to 2 effects removed" and "0 to 3 effects removed" have the same chance of 0? I really hope I misread, because that's awful.

nekarcos
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Re: "Odyssey of The Summoner" is OUT!! Find it here...

#1064 Post by nekarcos »

@tabs
Here's the exact logic worded out:
The removal count is always anywhere from -X/10 to X (rounded), negative numbers meaning 0 removals. This essentially means the odds of having 0 removed will always be a 2 in 11 chance, no matter how many removals you have. HOWEVER, since having a higher removal count means you're more likely to get a number that is 0.5 or higher, having a higher removal count DOES, in fact, mean your odds of removing *SOMETHING* will improve, but the chance of failing will never decrease.
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

tabs
Wyrmic
Posts: 298
Joined: Tue Mar 08, 2016 3:55 pm

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#1065 Post by tabs »

nekarcos wrote:@tabs
Here's the exact logic worded out:
The removal count is always anywhere from -X/10 to X (rounded), negative numbers meaning 0 removals. This essentially means the odds of having 0 removed will always be a 2 in 11 chance, no matter how many removals you have. HOWEVER, since having a higher removal count means you're more likely to get a number that is 0.5 or higher, having a higher removal count DOES, in fact, mean your odds of removing *SOMETHING* will improve, but the chance of failing will never decrease.
That's a rather interesting system and I hope that I'm understanding it correctly. If so, the odds of 0 removals aren't always 2/11, however. We see that (0.49+X/10)/(11X/10) limits to 1/11 chance of 0 removal, but for low values of X it matches closely (lower, in fact) with what would be naively expected: 31.3% chance when X=2, 23.9% when X=3, and 20.2% when X=4. Starting with X=5 we see that the chance of 0 removals are higher than expected.

Also, while the odds of removing something do improve (marginally for large X) the expected number of removals when successful is always going up by 0.5 with X.

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