[1.1.5] Metaclass - Mage Knight (Version 8)

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Orangeflame
Thalore
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Re: [1.1.5] Metaclass - Mage Knight (Version 7)

#136 Post by Orangeflame »

Just downloaded it, but when I try to make one of these guys I get:
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Got this when selecting a Phoenix Knight.
Got this when selecting a Phoenix Knight.
tome-1.1.5-1396096146.png (212.88 KiB) Viewed 6088 times
When in trouble / or in doubt / run in circles / scream and shout.

StarKeep
Uruivellas
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Location: Turtlemire

Re: [1.1.5] Metaclass - Mage Knight (Version 7)

#137 Post by StarKeep »

Thats due to you having your shaders on. Turn em off and enjoy.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

Orangeflame
Thalore
Posts: 157
Joined: Sat Sep 14, 2013 9:09 pm

Re: [1.1.5] Metaclass - Mage Knight (Version 7)

#138 Post by Orangeflame »

I've turned off all my shaders and restarted ToME, but I still get the error. :(
When in trouble / or in doubt / run in circles / scream and shout.

Phoenix1
Thalore
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Re: [1.1.5] Metaclass - Mage Knight (Version 7)

#139 Post by Phoenix1 »

Patch uploaded, new one should work with shaders off.

Talow
Cornac
Posts: 44
Joined: Wed Feb 26, 2014 6:26 pm

Re: [1.1.5] Metaclass - Mage Knight (Version 7)

#140 Post by Talow »

The classes themselves work fine and they're fun, but for some reason if you try to mouse over psychic attack as an adventurer/hero this happens.

Edit: Also Happens with the pheonix skills on Adventurer

Orangeflame
Thalore
Posts: 157
Joined: Sat Sep 14, 2013 9:09 pm

Re: [1.1.5] Metaclass - Mage Knight (Version 7)

#141 Post by Orangeflame »

I created a Phoenix Knight, and found a couple of 'interesting' things.
1) I could duel-wield 1-handed weapons
2) while duel-wielding longswords, I could perform a shield bash :lol:

First impression: similar to an AB, but awesome from the start.
When in trouble / or in doubt / run in circles / scream and shout.

Phoenix1
Thalore
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Joined: Mon Dec 05, 2011 8:25 pm

Re: [1.1.5] Metaclass - Mage Knight (Version 7)

#142 Post by Phoenix1 »

Talow wrote:The classes themselves work fine and they're fun, but for some reason if you try to mouse over psychic attack as an adventurer/hero this happens.

Edit: Also Happens with the pheonix skills on Adventurer
Okay, I think I know what's going on there. Will patch, thanks.
Orangeflame wrote:I created a Phoenix Knight, and found a couple of 'interesting' things.
1) I could duel-wield 1-handed weapons
Yep, part of the benefit of Eldritch Combat.
Orangeflame wrote:2) while duel-wielding longswords, I could perform a shield bash :lol:
...Um...hrm. That's interesting. When did it happen? Just kinda randomly as you were attacking? They do auto-bash if wielding a shield when Eldritch Combat triggers, but it should only be while wielding a shield...

Orangeflame
Thalore
Posts: 157
Joined: Sat Sep 14, 2013 9:09 pm

Re: [1.1.5] Metaclass - Mage Knight (Version 7)

#143 Post by Orangeflame »

The shield bash was from using the skill "shield pummel". I should've made that clearer.

However, when I am using a shield and Eldritch Combat triggers block...
When Eldritch Combat triggers 'block'
When Eldritch Combat triggers 'block'
tome-1.1.5-1396201776.png (250.65 KiB) Viewed 6008 times
This is likely because it tries to find out how much stamina it costs, and it doesn't cost anything.

EDIT: (to avoid double post)
For further testing about shield bashing, I made a hero (adventurer+) and even with Eldritch combat turned on, he can't duel-wield 1-handers. Similarly, he can't shield pummel with 1-hander + dagger.
When in trouble / or in doubt / run in circles / scream and shout.

Phoenix1
Thalore
Posts: 160
Joined: Mon Dec 05, 2011 8:25 pm

Re: [1.1.5] Metaclass - Mage Knight (Version 7)

#144 Post by Phoenix1 »

New patch uploaded. Adventurer glitch is fixed, and Eldritch Combat correctly provides dual wielding (turns out I had an extra on_learn in there). Eldritch Combat triggering Block now works.

I couldn't duplicate the shield bash thing. If I wasn't wielding a shield, it wouldn't let me try to Shield Pummel at all.

I...also notice that shields have the same accuracy bonus as staves, which I hadn't realized before. May wind up requiring modification, but I'll need to give a shield mage knight some proper testing before I know for sure.

Orangeflame
Thalore
Posts: 157
Joined: Sat Sep 14, 2013 9:09 pm

Re: [1.1.5] Metaclass - Mage Knight (Version 7)

#145 Post by Orangeflame »

Love the quick patches! :D
When in trouble / or in doubt / run in circles / scream and shout.

Talow
Cornac
Posts: 44
Joined: Wed Feb 26, 2014 6:26 pm

Re: [1.1.5] Metaclass - Mage Knight (Version 7)

#146 Post by Talow »

Image

Ok, that is NOT a number I was expecting to see.

Spleenling
Higher
Posts: 45
Joined: Mon Jan 20, 2014 6:44 am

Re: [1.1.5] Metaclass - Mage Knight (Version 7)

#147 Post by Spleenling »

Awesome Mod but I really feel that most of the Spells and Sustains should use Stamina/Mana or Stamina/PSI. Playing this I found I never use Mana/PSI because the Vanilla Spells weren't worth Using.

Phoenix1
Thalore
Posts: 160
Joined: Mon Dec 05, 2011 8:25 pm

Re: [1.1.5] Metaclass - Mage Knight (Version 7)

#148 Post by Phoenix1 »

Wings issue patched.

As it happens, I had actually recently considered the dual-resource idea. It would add more to the resource-management end, and thinking about it, it does make a bit more sense flavor-wise; it wouldn't be so much that they purely tap into their own physical stamina to power their magic, but rather, their method of casting is just physically exhausting above and beyond the normal magical/mental energy required to power the talents in the first place.

I'll need to think on it some, but the idea definitely has merit.

Talow
Cornac
Posts: 44
Joined: Wed Feb 26, 2014 6:26 pm

Re: [1.1.5] Metaclass - Mage Knight (Version 7)

#149 Post by Talow »

Don't know if I should bug you or the person who made the fairy add-on, but friendly NPCs with the pheonix fire talents seems to have a habit of trying to target the PC with them. no clue for hostiles with it yet, and not a clue on how to force NPCs to spawn with it.

Not sure if it's just a quirk of the clone or an actual bug with NPC targetting for Pheonix fire.

Orangeflame
Thalore
Posts: 157
Joined: Sat Sep 14, 2013 9:09 pm

Re: [1.1.5] Metaclass - Mage Knight (Version 7)

#150 Post by Orangeflame »

Dimensional Jump is... ridiculous.
I can accurately move myself all across the map, scouting all the way, in one turn.
Range 11 * 6 jumps = 66 tiles. (in one turn)

I don't think this is quite what was intended.
When in trouble / or in doubt / run in circles / scream and shout.

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