"Odyssey of The Summoner" is OUT!! Find it here...
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Re: "Odyssey of The Summoner" is OUT!! Find it here...
"Odyssey of The Summoner" has been updated!! (Version 0.2.4)
*** Version: 0.2.4 ~ "Now with "Ritch-er" early game!" (oh god, so punny)
*** Simply put, I have significantly buffed Ritch's early game. I won't be able to truly "balance" this class until I see some in action at higher levels, so here you go!
[Ritch]
(BUFFS)
- Ritch will now start with 1 talent point in "Flamespit"
- Flamespit no longer has an accuracy check; it hits 100% of the time (it might as well, since you'll always have a ton of accuracy by mid and late game)
- Flamespit is now an instant projection (much like the original Flamespit)
- Ritch will now start with 1 talent point in "Deadly Sting"
- "Pernicious Sting" now has half the duration (this is a buff because it will cause its total damage twice as fast)
- Ritch will now start with 1 talent point in "Strongarm"
- The damage bonus from "Strongarm" at Talent Level 1 is now 50% (from 30%), diminishingly improving its damage bonus until Talent Level 5.
- Ritch will now start with 1 talent point in "Macabre End"
*** All Ritch characters from previous versions will receive 4 Talent Points upon entering the Wilderness.
*** Version: 0.2.4 ~ "Now with "Ritch-er" early game!" (oh god, so punny)
*** Simply put, I have significantly buffed Ritch's early game. I won't be able to truly "balance" this class until I see some in action at higher levels, so here you go!
[Ritch]
(BUFFS)
- Ritch will now start with 1 talent point in "Flamespit"
- Flamespit no longer has an accuracy check; it hits 100% of the time (it might as well, since you'll always have a ton of accuracy by mid and late game)
- Flamespit is now an instant projection (much like the original Flamespit)
- Ritch will now start with 1 talent point in "Deadly Sting"
- "Pernicious Sting" now has half the duration (this is a buff because it will cause its total damage twice as fast)
- Ritch will now start with 1 talent point in "Strongarm"
- The damage bonus from "Strongarm" at Talent Level 1 is now 50% (from 30%), diminishingly improving its damage bonus until Talent Level 5.
- Ritch will now start with 1 talent point in "Macabre End"
*** All Ritch characters from previous versions will receive 4 Talent Points upon entering the Wilderness.
Creator of the (rather large) "Odyssey of The Summoner" add-on pack
Re: "Odyssey of The Summoner" is OUT!! Find it here...
One minor request: Could you edit the Scrap timed effect so that it will display the number of charges on the buff icon, as well as the duration?
It's a very simple change, just add this line in anywhere:
I know you can see this information by mousing over the buff icon to see the full description; this would merely be for convenience.
Edit: Shoot, I was hoping to get this up before you uploaded the Ritch buffs, but it looks like I was just a bit too late.
It's a very simple change, just add this line in anywhere:
Code: Select all
charges = function(self, eff) return math.ceil(eff.count) end,
Edit: Shoot, I was hoping to get this up before you uploaded the Ritch buffs, but it looks like I was just a bit too late.
Re: "Odyssey of The Summoner" is OUT!! Find it here...
@nsrr
Huh. Just checked... And it doesn't!
I could SWEAR it already did... How absentminded of me...
Anywho-- Corrected! Also-- Fixed up some other lingering stuff with Scrap, so it's gonna look real purdy in the next update
Huh. Just checked... And it doesn't!
I could SWEAR it already did... How absentminded of me...

Anywho-- Corrected! Also-- Fixed up some other lingering stuff with Scrap, so it's gonna look real purdy in the next update

Creator of the (rather large) "Odyssey of The Summoner" add-on pack
Re: "Odyssey of The Summoner" is OUT!! Find it here...
Cool beansnekarcos wrote: Anywho-- Corrected! Also-- Fixed up some other lingering stuff with Scrap, so it's gonna look real purdy in the next update

Minor cosmetic bug report: I noticed on the Ritch that when you clasp a ring (possibly other items, this is the first one I have noticed) the short description appears above the hat slot instead of the jaw slot. If you have a hat equipped as well they will overlap.
Re: "Odyssey of The Summoner" is OUT!! Find it here...
1. The buff shows it's work!
2. Is there a way to show the current durability of your weapons in the UI? Like a secondary resource bar or a buff with the number
3. How does laceration and open veins work? IE What happens if i have both active? Laceration works and the whole effect of open veins is ignored?
2. Is there a way to show the current durability of your weapons in the UI? Like a secondary resource bar or a buff with the number
3. How does laceration and open veins work? IE What happens if i have both active? Laceration works and the whole effect of open veins is ignored?
Re: "Odyssey of The Summoner" is OUT!! Find it here...
@nsrr
Made a tweak, it should do the trick
@daed4
1. *mutters*
2. It's not a matter of "if I can"-- It's a matter of "how I should". That is to say-- I'm not exactly an artist (despite everything you've seen). I'm not sure I could design something truly "appropriate" and nice-looking. Like, honestly... The ToME resource gauges look SO GOOD!
3. "Laceration" applies an X-turn bleeding effect that deals damage based on your current life. It is not a "normal" bleed effect. "Open Veins" first increases your physical damage by X, THEN converts Y% of it into bleeding damage. Both effects can stack.
Edit: Note that "Open Veins" only applies on "Intentional" physical damage-- So no. Your bleeding damage is not being amplified and converted into further bleeding
Edit 2: Oh crap. I left text in that said they don't work together. THIS ISN'T TRUE ANYMORE
Made a tweak, it should do the trick
@daed4
1. *mutters*
2. It's not a matter of "if I can"-- It's a matter of "how I should". That is to say-- I'm not exactly an artist (despite everything you've seen). I'm not sure I could design something truly "appropriate" and nice-looking. Like, honestly... The ToME resource gauges look SO GOOD!
3. "Laceration" applies an X-turn bleeding effect that deals damage based on your current life. It is not a "normal" bleed effect. "Open Veins" first increases your physical damage by X, THEN converts Y% of it into bleeding damage. Both effects can stack.
Edit: Note that "Open Veins" only applies on "Intentional" physical damage-- So no. Your bleeding damage is not being amplified and converted into further bleeding

Edit 2: Oh crap. I left text in that said they don't work together. THIS ISN'T TRUE ANYMORE

Creator of the (rather large) "Odyssey of The Summoner" add-on pack
Re: "Odyssey of The Summoner" is OUT!! Find it here...
Just do a sword and have the counter deplete as the durability does for the main hand and a dagger for the offhand!
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- Graphical God
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- Location: There and Back again
Re: "Odyssey of The Summoner" is OUT!! Find it here...
Well, maybe you can add charges-like counter on the Killing Blade / Impermanence effect icon for the durability left? Or if there is such a great need for a separate bar, I can make you one 
Edit: And inbetween a bug to report - on a ritch just reshaped the Unerring scalpel and when I dropped it on the doll, the game became unresponsive and flickering - had to kill it with Task Manager
And the log gives me a perpetual succession of this:

Edit: And inbetween a bug to report - on a ritch just reshaped the Unerring scalpel and when I dropped it on the doll, the game became unresponsive and flickering - had to kill it with Task Manager

Code: Select all
Lua Error: /mod/class/uiset/Minimalist.lua:1145: bad argument #2 to 'long_desc' (no value)
At [C]:-1
At [C]:-1 long_desc
At /mod/class/uiset/Minimalist.lua:1145 handleEffect
At /mod/class/uiset/Minimalist.lua:1350 displayBuffs
At /mod/class/uiset/Minimalist.lua:1989 display
At /mod/class/Game.lua:1578
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~
Re: "Odyssey of The Summoner" is OUT!! Find it here...
@rexorcorum
You can (potentially) have up to 5 Impermanent weapons equipped at the same time, though... Which ones would it display for?
Also-- Geez... Hrrm. I'm gonna try to replicate that error myself-- Though, it looks like it's a problem with the temporary effect itself-- Not so much the weapon. I'll look into it.
@daed4
Same question to you: 5 weapons... 5 displays? Madness.
Who knows how many impermanent objects I might allow you to equip in the future...?
In case it isn't obvious, "Wild-Child" is a "branch" of Natural Combat that will revolve around making use of civilized tools/techniques whilst STILL being a savage creature (like a monkey smashing something with a stick)
You can (potentially) have up to 5 Impermanent weapons equipped at the same time, though... Which ones would it display for?

Also-- Geez... Hrrm. I'm gonna try to replicate that error myself-- Though, it looks like it's a problem with the temporary effect itself-- Not so much the weapon. I'll look into it.
@daed4
Same question to you: 5 weapons... 5 displays? Madness.

Who knows how many impermanent objects I might allow you to equip in the future...?

In case it isn't obvious, "Wild-Child" is a "branch" of Natural Combat that will revolve around making use of civilized tools/techniques whilst STILL being a savage creature (like a monkey smashing something with a stick)
Creator of the (rather large) "Odyssey of The Summoner" add-on pack
Re: "Odyssey of The Summoner" is OUT!! Find it here...
Not so much a bug, but the graphical effect for Macabre End is pretty huge. Maybe should be scaled to fit its AoE?
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- Graphical God
- Posts: 482
- Joined: Wed Jan 05, 2011 8:05 am
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Re: "Odyssey of The Summoner" is OUT!! Find it here...
Hehe, I haven't been playing for too long with the ritch,so didn't know that there can be so much impermanence weapons. And tbh, it's not a big deal for me to check the effect icon from time to time.
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~
Re: "Odyssey of The Summoner" is OUT!! Find it here...
3 displays
Main, off and armor.
Mybe have off set as a small number under the main and off hand displays.
Main, off and armor.
Mybe have off set as a small number under the main and off hand displays.
Re: "Odyssey of The Summoner" is OUT!! Find it here...
@tabs
-- Actually, now that you bring this up-- This talent still has a slight "bug"-- It does not check whether nearby creatures can see the now-deceased victim-- Instead, it just unleashes a 10-radius wave of intimidation (which is not "ideal", per se).
In the end, I wanted some sort of visual effect to indicate when an Overkill is triggering, but I also wanted to indicate who is affected, and how large the effect is.
... Although, I think I'm gonna make that effect a little less... "pronounced".
@rexorcorum
It's not a priority... But I'll figure out something-- Eventually.
But, honestly, I would prefer if the player had awareness of how much durability they're consuming when they do things. I won't lie-- I fully intended to produce situations where you might be in the middle of combat-- And suddenly: SNAP!! Your weapon broke. Oops!
... In fact, THAT'S supposed to be the underlying danger of "Extravagancy" talents.
@daed4
That's a little more complex than it sounds-- Especially for a purely-cosmetic change.
-- Actually, now that you bring this up-- This talent still has a slight "bug"-- It does not check whether nearby creatures can see the now-deceased victim-- Instead, it just unleashes a 10-radius wave of intimidation (which is not "ideal", per se).
In the end, I wanted some sort of visual effect to indicate when an Overkill is triggering, but I also wanted to indicate who is affected, and how large the effect is.
... Although, I think I'm gonna make that effect a little less... "pronounced".

@rexorcorum
It's not a priority... But I'll figure out something-- Eventually.
But, honestly, I would prefer if the player had awareness of how much durability they're consuming when they do things. I won't lie-- I fully intended to produce situations where you might be in the middle of combat-- And suddenly: SNAP!! Your weapon broke. Oops!
... In fact, THAT'S supposed to be the underlying danger of "Extravagancy" talents.

@daed4
That's a little more complex than it sounds-- Especially for a purely-cosmetic change.
Creator of the (rather large) "Odyssey of The Summoner" add-on pack
Re: "Odyssey of The Summoner" is OUT!! Find it here...
I think I missed this for so long because I usually do my reshaping in safety... but I noticed that when I clicked on a blade in my inventory and selected 'Reshape' the usual 'You crafted for X turns' message didn't show in the log. Curious, I decided to try this with an enemy in sight. The blade was successfully reshaped, instantly. This also does not trigger the cooldown on Killing Blade.
Edit: Another bug; I think this one is new? I haven't had it crop up in previous versions, at any rate:
Edit: Another bug; I think this one is new? I haven't had it crop up in previous versions, at any rate:
Code: Select all
[LOG] Ritchy Ritch clasps: #00FF80##UID:75288:0#psionicist's copper ring of frost (+20%)#LAST#.
Lua Error: /engine/LogDisplay.lua:124: bad argument #1 to 'format' (no value)
At [C]:-1
At [C]:-1 format
At /engine/LogDisplay.lua:124 logdisplay
At /mod/class/uiset/Minimalist.lua:485 log
At /mod/class/uiset/Minimalist.lua:494 logPlayer
At ...a-neka_therianthropy_summoner/talents/heart/hoarding.lua:770 callTalent
At /data-neka_therianthropy_summoner/timed_effects/general.lua:392 clasp_end
At /data-neka_therianthropy_summoner/timed_effects/general.lua:403 on_timeout
At /engine/interface/ActorTemporaryEffects.lua:85 timedEffects
At /mod/class/Actor.lua:565 actBase
At /mod/class/Player.lua:349 actBase
At /engine/GameEnergyBased.lua:119 tickLevel
At /engine/GameEnergyBased.lua:64 tick
At /engine/GameTurnBased.lua:51 tick
At /mod/class/Game.lua:1271
Re: "Odyssey of The Summoner" is OUT!! Find it here...
@nsrr
That error is due to my own silliness. I've corrected it now.
Also, I need to investigate that. To be totally honest, I didn't thoroughly test the "Reshape" option, so I'm not surprised you broke it this easily
That error is due to my own silliness. I've corrected it now.

Also, I need to investigate that. To be totally honest, I didn't thoroughly test the "Reshape" option, so I'm not surprised you broke it this easily

Creator of the (rather large) "Odyssey of The Summoner" add-on pack