Updated Talent Descriptions - Input Needed

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Grillkick
Halfling
Posts: 100
Joined: Wed Jan 26, 2011 1:42 am

Updated Talent Descriptions - Input Needed

#1 Post by Grillkick »

It's that time! I'm getting started on fixing the text in Tome 4 for B43, that way the game itself could possibly be updated for Steam. Just like the b42 Fresh and Clean, I'll release it as an addon so that I can get feedback.

What I need are examples of where talents mention incorrect stats, effects, or just feature poorly worded entries. Any issue you have with any of the talent descriptions should be posted here and would be greatly appreciated. Also, for the class entries I'd like to know if any of them list primary stats that are not actually a focus for that class.
Thanks!

Tyren
Halfling
Posts: 112
Joined: Sun Mar 04, 2012 2:04 am

Re: Updated Talent Descriptions - Input Needed

#2 Post by Tyren »

Some prodigies need updated description.
Flexible combat. Unharmed should be spelled Unarmed?
Armour of shadows. Unlight should be replaced with Shade.
Giant leap. "impact and" missing space.
Endless woes. Malovelant should be spelled Malevolent.

wobbly
Archmage
Posts: 400
Joined: Tue Jul 03, 2012 8:35 am

Re: Updated Talent Descriptions - Input Needed

#3 Post by wobbly »

Just talents? I received this effect just then: Despair (mental: fear) - The target is in despair reducing all damage reduction by 13%.

Grillkick
Halfling
Posts: 100
Joined: Wed Jan 26, 2011 1:42 am

Re: Updated Talent Descriptions - Input Needed

#4 Post by Grillkick »

Great! Keep them coming.

@ Wobbly: No, you can report anything you like related to text and I can address it. I just happen to be working on talents first. :)

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: Updated Talent Descriptions - Input Needed

#5 Post by lukep »

Many talents say "chance scales with dexterity" for effects instead of "...with accuracy". Same with strength vs. physical power. That info could also be added for spellpower effects and mindpower ones, where applicable.

Add info telling about friendly fire information (assume that it always hits everybody, note exceptions)

note which immunities apply to effects. IIRC, Sunder arms checks Stun immunity, for example.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

nukularpower
Halfling
Posts: 82
Joined: Tue Nov 06, 2012 5:37 am

Re: Updated Talent Descriptions - Input Needed

#6 Post by nukularpower »

Most of the prodigies are grammatically incorrect.

Crim, The Red Thunder
Sher'Tul Godslayer
Posts: 2000
Joined: Fri May 07, 2004 8:26 pm
Location: Nahgharash

Re: Updated Talent Descriptions - Input Needed

#7 Post by Crim, The Red Thunder »

Summon talents describe summons as inheriting certain stats from you, incuding armor piercing. This is (apparently) poorly worded, since they only inherit 'bonuses' from ego weapons, not your base apr. This does rather negatively affect a psiblade build for summoners, and did lead me at least to some confusion... update that description maybe?
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

Grillkick
Halfling
Posts: 100
Joined: Wed Jan 26, 2011 1:42 am

Re: Updated Talent Descriptions - Input Needed

#8 Post by Grillkick »

Yeah, the English seems to get dodgier as the game gets more features! That is exactly why I'm doing this. I'll catch all of the grammar and spelling issues as I'm going through the game line-by-line. What is really needed are examples of data specific issues; the information that Lukep and Crim supplied is in the vein of what I'm looking for. However, I need more specifics- I won't be able to look in the code and perceive the errors myself as I'm not a LUA programmer. So what would be wonderful is the name of the talent, what is described, and how it should be described.

Thanks, and keep them coming! :)

wobbly
Archmage
Posts: 400
Joined: Tue Jul 03, 2012 8:35 am

Re: Updated Talent Descriptions - Input Needed

#9 Post by wobbly »

weapons mastery/staff mastery/ dagger mastery causes confusion with PP.

current (weapons mastery);
"Increases Physical Power by 13. Also increases damage done with swords, axes & maces by 25%"

perhaps better:
"Increase Physical Power by 13 for swords, axes & maces. Also increases damage done with swords, axes & maces by 25%. Applies to one-handed & 2 handed weapons"

A small one (missing plural). Berserker:
"..... Accuracy increase with your Dexterity ..."

It's in Sunder Arms as well & probably a million other talents. Maybe just search for the word increase if it's worth the bother.

Grillkick
Halfling
Posts: 100
Joined: Wed Jan 26, 2011 1:42 am

Re: Updated Talent Descriptions - Input Needed

#10 Post by Grillkick »

Thanks Wobbly, that's exactly the type of post I need!

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: Updated Talent Descriptions - Input Needed

#11 Post by lukep »

Got bored, so here's some things I found:

- Talent's chance for effect scales with Accuracy (usually, instead of DEX): (apply_power=self:combatAttack())
Crippling Shot (also, power), Pinning Shot, Scatter Shot, Bleeding Edge, Dual Strike, Eye Shot, Inertial Shot, Skullcracker (power is still DEX though), Push Kick (damage is still p.power), Defensive Throw (just omitted, no errors), Overpower (Shield's accuracy), Repulsion (shield's accuracy),

- Talent's chance for effect scales with Physical power (usually, instead of STR): (apply_power=self:combatPhysicalpower())
Warshout, Death Blow, Stunning Blow, Sunder Armour, Sunder Arms, Mortal Terror, Heave (Not DEX), Uppercut, Body Shot, Haymaker, Take Down, Battle Cry,

- "damage" should be "physical power":
Berserker,

- "attack" should be "accuracy"
Clinch,

- Other:
Bloodrage lowering speed/timeout info missing, Dual arrows shoots max 1 per creature, Volley of Arrows exactly 1 per enemy, unending frenzy change "death" to "kill", Combat Accuracy change "weapons" to "attacks", Daunting Presence chance scales with Strength and accuracy bonuses that are not Dexterity, Unflinching Resolve emphasizes stuns too much, Adrenaline Surge attack power -> physical power, Dual Weapon Defense mention while dualwielding only and scales with DEX, Sweep mention DEX scaling for damage, Disengage mention must target creature, Slow Projectiles scales with DEX, Arcane Destruction scales with Spellpower, Hack'n'back only if you hit, roundhouse kick knockback distance is 4 tiles, Steady mind scales both with cunning, Shield Pummel chance scales with Strength and accuracy bonuses that are not Dexterity, Assault weapon strikes are at 100-150% damage, Shield Expertise increases damage by 1/2 a talent level per level,

- Notes to self to check out:
Flare, Heave CT effects, Inertial Shot CT effects, Unarmed Mastery p.power,

There's all I found on the Techniques. There's 1/9 of the talent categories, at least.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

drayath
Wayist
Posts: 22
Joined: Sat Nov 27, 2010 10:53 pm

Re: Updated Talent Descriptions - Input Needed

#12 Post by drayath »

Arcane/Disruption Shield could do with being improved.

A) No idea how large the explosion will be when it fails (and as it can get large enough to instantly kill you is useful to know)
B) The bonus arcane resistance is misleading (at high talent levels calims +90%) but this is still capped by your arcane resist cap.

I added the following to my game (note explosion size shows correctly in the talent bar tooltip, but seems to show a cached value in the buff tooltip)

Code: Select all

	info = function(self, t)
		local damageText = [[10% of the damage absorbed]] -- Origional text
		local talentResist = t.getArcaneResist(self, t)
		
		if self.disruption_shield_absorb and self.disruption_shield_absorb > 0 then			
							
			-- Max resist during storm is still capped by player resist cap's
			-- TODO: Is talent actors arcane damage penetration used for arcane storm?
			
			local playerAllResist = (game.player.resists.all or 0) / 100
			local playerArcaneResist = ((game.player.resists[DamageType.ARCANE] or 0) + talentResist) / 100						
			local resist = math.min(100 * (1 - (1 - playerAllResist) * (1 - playerArcaneResist)), (game.player.resists_cap.all or 0) + (game.player.resists_cap[DamageType.ARCANE] or 0))	
			local playerDamage = math.max(0, self.disruption_shield_absorb * (1 - resist/100))			
			
			damageText = math.floor(self.disruption_shield_absorb / 10) .. [[ damage (]] .. math.floor(playerDamage / 10) .. [[ after resists)]]	
		end
	
		return ([[Surround yourself with arcane forces, disrupting any attemps to harm you and instead generating mana.
		Generates %0.2f mana per damage point taken (Aegis Shielding talent affects the ratio).
		If your mana is brought too high by the shield, it will de-activate and the chain reaction will release a deadly arcane storm with radius 3 for 10 turns, dealing %s each turn.
		While the arcane storm rages you also get an extra %d%% arcane resistance (restricted by your arcane resist cap).
		Only usable when bellow 25%% mana.
		The damage to mana ratio increases with your Spellpower.]]):
		format(t.getManaRatio(self, t), damageText, talentResist)
	end,

wobbly
Archmage
Posts: 400
Joined: Tue Jul 03, 2012 8:35 am

Re: Updated Talent Descriptions - Input Needed

#13 Post by wobbly »

amulet of teleportation

current: "It can be used to teleports your randomly ...."
better: "It can be used to teleport you randomly ..."

wobbly
Archmage
Posts: 400
Joined: Tue Jul 03, 2012 8:35 am

Re: Updated Talent Descriptions - Input Needed

#14 Post by wobbly »

The way explosion expert reads I'm unsure whether I'm doing more damage in confined spaces or more at the epicenter of the explosion. First time I took acid infusion ("In addition all fire damage you do, from any source, is converted to 15% acid damage ...") I thought I'd still do the remaining 85% as fire.

Not sure on better descriptions for either.

wobbly
Archmage
Posts: 400
Joined: Tue Jul 03, 2012 8:35 am

Re: Updated Talent Descriptions - Input Needed

#15 Post by wobbly »

Armour training isn't explicit about the hardiness bonus only being on heavy armour.

Current
"Teaches the usage of armours. Increases armour value by x and reduces chance to be critically hit by y when wearing a heavy mail armour or a massive plate armour. It also increases armour hardiness by z. ....."

Perhaps better

"Teaches the usage of armours. Increases armour value by x, reduces chance to be critically hit by y and increases armour hardiness by z when wearing a heavy mail armour or a massive plate armour. ....."

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