Werebeast class v1.4.3

A place to post your add ons and ideas for them

Moderator: Moderator

Message
Author
HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Werebeast class v1.3

#121 Post by HousePet »

I'm thinking some equilibrium reduction on kills.
That seems reasonably thematic.
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Werebeast class v1.3

#122 Post by HousePet »

Updating this addon. Things done so far:
-1 equilibrium per kill.
Ram now rams through multiple targets.
Squeeze now does a Strangling Hold.
Various talents more powerful.

Any other requests/bugs?
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Werebeast class v1.4

#123 Post by HousePet »

Updated:
You get 1 equilibrium point removed per kill.
Ram now rams through multiple targets.
Squeeze now does a Strangling Hold.
Various talents more powerful.
My feedback meter decays into coding. Give me feedback and I make mods.

Henbrio
Low Yeek
Posts: 5
Joined: Fri Aug 24, 2012 2:16 am

Re: Werebeast class v1.4

#124 Post by Henbrio »

I seem to be having a bug involving the silent hunter tree.

When hovering over the third talent on the tree i get an error. then later ingame i cannot right click on any talents to activate auto usage because i will get error.

If i never hover over the third talent on silent hunter tree i do not get error right clicking on talents ingame.

Hellcommander
Archmage
Posts: 362
Joined: Tue Nov 09, 2010 7:43 pm

Re: Werebeast class v1.4

#125 Post by Hellcommander »

Thanks for adding that to ram :P

Hellcommander
Archmage
Posts: 362
Joined: Tue Nov 09, 2010 7:43 pm

Re: Werebeast class v1.4

#126 Post by Hellcommander »

Does it knock them to the side yet :P

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Werebeast class v1.4

#127 Post by HousePet »

Knocks them everywhere.
My feedback meter decays into coding. Give me feedback and I make mods.

Starshadow
Posts: 1
Joined: Mon Dec 02, 2013 4:55 pm

Re: Werebeast class v1.4

#128 Post by Starshadow »

Seems as though there is an error now in the class. Unless it's just a problem isolated to me.

The third skill in the Wild-curse / Silent hunter tree is throwing an
[engine/interface/ActorTalents.lua:77: bad arguments] error at this point when mouse overing it.

spiralrazor
Thalore
Posts: 151
Joined: Mon Oct 24, 2011 8:05 pm

Re: Werebeast class v1.4

#129 Post by spiralrazor »

yep..same

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Werebeast class v1.4

#130 Post by HousePet »

Someone remind me tonight to fix this. :)
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Werebeast class v1.4.1

#131 Post by HousePet »

Patched.
My feedback meter decays into coding. Give me feedback and I make mods.

hoopd556
Low Yeek
Posts: 6
Joined: Wed Nov 20, 2013 8:48 pm

Re: Werebeast class v1.4.1

#132 Post by hoopd556 »

Just here to report that Eagle Eye doesn't actually increase your accuracy at all, only the bonus to vision applies from the talent. Great work on this class though, it really is fun!

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Werebeast class v1.4.1

#133 Post by HousePet »

Strange, how has that been broken for this long?
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Werebeast class v1.4.2

#134 Post by HousePet »

Anyway, patched to fix that.
My feedback meter decays into coding. Give me feedback and I make mods.

Hellcommander
Archmage
Posts: 362
Joined: Tue Nov 09, 2010 7:43 pm

Re: Werebeast class v1.4.2

#135 Post by Hellcommander »

Every skill in the silent hunter tree but the first throws up the error noted the png. EDITED it seems t5o only pop up on the middle 2 skills in the tree.
Attachments
tome-1.0.5-1386356409.png
tome-1.0.5-1386356409.png (163.17 KiB) Viewed 3493 times

Post Reply