Multi-Class Challenge

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milo
Wayist
Posts: 16
Joined: Tue Feb 24, 2015 5:25 am

Re: Multi-Class Challenge

#46 Post by milo »

Also, looks as if player level keeps advancing past 50 even if the cap hasn't been changed from 50. As expected, haven't seen new cat points since 36.

Radon26
Sher'Tul
Posts: 1439
Joined: Mon Jun 23, 2014 11:50 am

Re: Multi-Class Challenge

#47 Post by Radon26 »

have you actually reached lvl 51?
i once had experienced past lvl 50, in vanilla. but it got to a 100% and never ticked to lvl 51.

milo
Wayist
Posts: 16
Joined: Tue Feb 24, 2015 5:25 am

Re: Multi-Class Challenge

#48 Post by milo »

Currently sitting at 52. Haven't gotten to the sandworm backup guardian yet, so I'll have a dump for 20 more class points, but beyond that I don't think there'll be anywhere to put them. :) Four stats maxed out, one more almost there.

StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Multi-Class Challenge

#49 Post by StarKeep »

Version 1.1.1 Released
---
Fixed a bug that resulted in an infinite max level if one didn't set it in Game Options.

Shadow Crypt (minus the boss) has now been completely disallowed from getting classes.
I wanted to do better, but I can't actually find where Shades are made.
Scary really.
<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

milo
Wayist
Posts: 16
Joined: Tue Feb 24, 2015 5:25 am

Re: Multi-Class Challenge

#50 Post by milo »

Start an alchemist, switch to the golem, and turn on the challenge. The golem gets the new class! Not as utterly cool as it first appears - all of the class and generic points other than the initial set still go to the alchemist, so it's a challenge to choose a class that the golem can do effectively.

Radon26
Sher'Tul
Posts: 1439
Joined: Mon Jun 23, 2014 11:50 am

Re: Multi-Class Challenge

#51 Post by Radon26 »

i just had a try with arcane zerker on v1.4.1 newest M-CC.
the mobs never turned into rand bosses.

in case it's also important, i did not change the minimum lvl during that game, and i might have jumped over the triggering lvl (another mod set to 1000% xp).
i did activate the second class, and bosses did seem to have an extra class as well.

(he got to lvl 19 before the inevitable crash)

milo
Wayist
Posts: 16
Joined: Tue Feb 24, 2015 5:25 am

Re: Multi-Class Challenge

#52 Post by milo »

Seeing same behavior as Radon26 - no randbosses in 1.4.1 or 1.4.2, and I did set the level cap.

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: Multi-Class Challenge

#53 Post by astralInferno »

milo wrote:Start an alchemist, switch to the golem, and turn on the challenge. The golem gets the new class! Not as utterly cool as it first appears - all of the class and generic points other than the initial set still go to the alchemist, so it's a challenge to choose a class that the golem can do effectively.
...if I remember right, my Mighty Level Up Cheat mod gave Golems extra points. While that's technically a bug, combining these two together could make for an interesting run.

jayseesee
Higher
Posts: 51
Joined: Fri Dec 21, 2012 12:33 pm

Re: Multi-Class Challenge

#54 Post by jayseesee »

Yeah, I imagine until StarKeep can take the time to update it for 1.4.x, rand bosses aren't going to show up.

milo
Wayist
Posts: 16
Joined: Tue Feb 24, 2015 5:25 am

Re: Multi-Class Challenge

#55 Post by milo »

Actually, just roll back to the older 1.1.0 version; looks as if it works fine with 1.4.2 as long as you stay out of the shadow crypt. Remember (unlike me) to turn off auto-update.

StarKeep: think there's a couple of logic bugs in 1.1.1 in Random.lua in lines 60 and 72, and OnSpots.lua in lines 55 and 62. Agree shades are kinda cryptic (sorry). Thanks for the new toy!

StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Multi-Class Challenge

#56 Post by StarKeep »

Let there be Challenge! Released
---
Shades have classes again.

Enemies have classes again.

Shadow Crypt Boss and Player Clone don't have classes.

Cause they're really ugly.
<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

Radon26
Sher'Tul
Posts: 1439
Joined: Mon Jun 23, 2014 11:50 am

Re: Multi-Class Challenge

#57 Post by Radon26 »

shades? what about undead minoins and other summons?
what about slimes?

Micbran
Sher'Tul
Posts: 1154
Joined: Sun Jun 15, 2014 12:19 am
Location: Yeehaw, pardner

Re: Multi-Class Challenge

#58 Post by Micbran »

Those are summons. I think he means shades from the dark crypt in the Far East.
A little bit of a starters guide written by yours truly here.

StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Multi-Class Challenge

#59 Post by StarKeep »

Micbran wrote:Those are summons. I think he means shades from the dark crypt in the Far East.
Correct.
<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

Jurriaan
Wyrmic
Posts: 227
Joined: Mon Mar 25, 2013 9:39 am

Re: Multi-Class Challenge

#60 Post by Jurriaan »

I noticed something remarkable - town inhabitants also get new talents, so when I unlocked Angolwen, some of the inhabitants had some sort of Shadow-spawning talent. This caused other inhabitants to attack them, which caused them to attack me as well.....

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