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[1.7.3] Dart Launcher mastery change request

Posted: Tue Jun 22, 2021 1:01 pm
by trungaczne
Dark Launcher Mastery has a clause that says it bypasses sleep immunity. However it still doesn't affect unliving enemies. If my memory & code reading are correct, the only enemies with sleep immunities are a few undead enemies, so this clause isn't helpful and could be misleading people into thinking it'd work on unliving enemies. I suggest either

1. Make it bypass unliving status. This doesn't seem to be egregious since Dart Launcher mastery is underpowered anyway, although it is a small nerf to playable undead races.
2. Remove this clause from the description & the code since it's useless.

Re: [1.7.3] Dart Launcher mastery change request

Posted: Tue Jun 22, 2021 3:08 pm
by Tradewind_Rider
There are no sleep immune enemies in the game.

Sleep immunity is granted, when the actor is waking up from a sleep effect,
and gaining the insomnia effect.

But there is a statement in the talents description:

"Your darts ignore poison and sleep immunity" - in the Mastery talent

However, in the code it looks like this:

if target:checkClassification("living") and (self:knowTalent(self.T_DART_LAUNCHER_MASTERY) or target:canBe("sleep") and target:canBe("poison")) then


I think, a () is missing here, and this makes the Mastery do not bypass poison immunity.
It should be look like this:

if target:checkClassification("living") and (self:knowTalent(self.T_DART_LAUNCHER_MASTERY) or (target:canBe("sleep") and target:canBe("poison"))) then

Re: [1.7.3] Dart Launcher mastery change request

Posted: Tue Jun 22, 2021 10:01 pm
by nsrr
Fixed the bug with the missing parentheses. I didn't change the undead check. Now that it will actually bypass poison immunity, I think it's a decent enough perk along with the 20-40% slow it applies upon waking. Someone else might consider it worth changing, though; you could re-post the proposition on the Ideas board.

Fix MR: https://git.net-core.org/tome/t-engine4 ... quests/755