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Wyrmic combat - Updated to [b38]
Posted: Sun Jan 29, 2012 6:36 pm
by Laerte
Gives wyrmics a dual wielding combat tree.
Skills overview:
- Primal combat - Passive - Dual wielding of any one handed weapons + increased critical chance while dual wielding + recover equilibrium on criticals;
- Elemental charge - Sustained - Elemental damage to weapons + accuracy based on willpower;
- Double Claws - Attack with fire (main hand) and cold (offhand) weapons + higher chance to crit + short term confusion;
- Grand Smasher - Hits the target 2 times w/ increased weapon damage for stun and pin.
-- Edit
Updated to b38:
Lowered the equilibrium cost of some sustains:
- Icy Skin costs 15
- Elemental Harmony costs 10
- Acidic Skin costs 10
- Antimagic Shield costs 15
Re: Wyrmic combat
Posted: Sun Jan 29, 2012 7:29 pm
by Laerte
I do not know how to assign icons to the talents, so the skills appear like question marks.
Re: Wyrmic combat
Posted: Sun Jan 29, 2012 7:59 pm
by Phoenix1
Looks cool! I imagine that dual-wielding crit-boosted weapons will go a long way towards keeping your Equilibrium at decent levels.
I was a bit unclear with Elemental Charge saying it "increases" your equilibrium. I assume that means that you're paying a surcharge to benefit from the area effect, right?
For images, in the overload/data folder (actually, you may be able to just do it in the data folder, not sure) create a folder called gfx, and in that a folder called talents, and put the desired icons in there, with the name of whatever the talent name is, all lowercase, with spaces replaced with underscores. Looks like all the icons are in png format, so while I'm not sure that's required, it's probably a safe bet. So, the filepath for Elemental Charge for example would be overload/data/gfx/talents/elemental_charge.png.
Re: Wyrmic combat
Posted: Sun Jan 29, 2012 8:58 pm
by Laerte
Thx for trying this module.
I did try to not make things overpowered, but as I like wyrmics like GD loves archmages, it may have some excesses. The skills apply various short duration (2 + talent / 2 turns) effects: confusion, stun and pin. Plus a hidden (and almost useless) daze effect.
Phoenix1 wrote:I was a bit unclear with Elemental Charge saying it "increases" your equilibrium. I assume that means that you're paying a surcharge to benefit from the area effect, right?
Yes. Is kinda like the Shattering Impact from berserkers (except that one drains way more stamina).
I've tried to put one icon in data before, but that didn't work. I'll try within overload/data.
Re: Wyrmic combat
Posted: Sat Feb 25, 2012 4:41 pm
by Aristobulus
I'm having trouble figuring out how to install this. It doesn't seem to be installed through the method the wiki says to use, so can someone help me out here?
Re: Wyrmic combat
Posted: Tue Feb 28, 2012 3:58 pm
by Laerte
Aristobulus wrote:I'm having trouble figuring out how to install this. It doesn't seem to be installed through the method the wiki says to use, so can someone help me out here?
You should rename the file extension from ".zip" to ".teaa" (the file will be named tome-wyrmiccombat.teaa) and put it on the "game/addons" folder, inside your t-engine instalation.
Re: Wyrmic combat
Posted: Wed Feb 29, 2012 12:31 am
by Dude892
I am having the same problem as Aristobulus and I have changed the extension to .teaa. The Infinite Road is working for me and so are my other mods but this one.
Edit: Nevermind I just realized I was trying to play in B38.
Re: Wyrmic combat
Posted: Fri Mar 30, 2012 5:21 am
by genericuser001
I would like to request an update of this to B38. I enjoy playing Wyrmic, and I would like to see how it would go with your addon. Thanks in advance.
fyi: I tried to force the B38 game to use the B37 version, but the game loading was crawling... and I ended the game process because the game never completed loading.
Re: Wyrmic combat
Posted: Sat Mar 31, 2012 1:24 pm
by Laerte
genericuser001 wrote:I would like to request an update of this to B38.
Your wish is granted. Here is the b38 update. I'm thinking about removing Double Claws and put some defensive skill instead.
Re: Wyrmic combat - Updated to [b38]
Posted: Sat Mar 31, 2012 6:50 pm
by genericuser001
Thank you for the update. Looking forward to the changes in your upcoming release.
Re: Wyrmic combat - Updated to [b38]
Posted: Sat Mar 31, 2012 8:45 pm
by Dude892
Yay, I would have asked for it to be updated but I thought you were going to and just was busy. But I look forward to trying this out.