"Odyssey of The Summoner" is OUT!! Find it here...

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nekarcos
Uruivellas
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Re: "Odyssey of The Summoner" is OUT!! Find it here...

#166 Post by nekarcos »

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

nsrr
Sher'Tul
Posts: 1126
Joined: Mon Sep 21, 2015 8:45 pm
Location: Middle of Nowhere

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#167 Post by nsrr »

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:

Code: Select all

charges = function(self, eff) return math.ceil(eff.count) end,
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.

nekarcos
Uruivellas
Posts: 635
Joined: Tue Mar 01, 2016 9:50 pm

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#168 Post by nekarcos »

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

nsrr
Sher'Tul
Posts: 1126
Joined: Mon Sep 21, 2015 8:45 pm
Location: Middle of Nowhere

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#169 Post by nsrr »

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

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.

daed4
Halfling
Posts: 80
Joined: Mon Nov 24, 2014 12:01 am

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#170 Post by daed4 »

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?

nekarcos
Uruivellas
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Re: "Odyssey of The Summoner" is OUT!! Find it here...

#171 Post by nekarcos »

@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 :lol:

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

daed4
Halfling
Posts: 80
Joined: Mon Nov 24, 2014 12:01 am

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#172 Post by daed4 »

Just do a sword and have the counter deplete as the durability does for the main hand and a dagger for the offhand!

rexorcorum
Graphical God
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Re: "Odyssey of The Summoner" is OUT!! Find it here...

#173 Post by rexorcorum »

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:

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) ] ~

nekarcos
Uruivellas
Posts: 635
Joined: Tue Mar 01, 2016 9:50 pm

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#174 Post by nekarcos »

@rexorcorum
You can (potentially) have up to 5 Impermanent weapons equipped at the same time, though... Which ones would it display for? :lol:

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

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

tabs
Wyrmic
Posts: 298
Joined: Tue Mar 08, 2016 3:55 pm

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#175 Post by tabs »

Not so much a bug, but the graphical effect for Macabre End is pretty huge. Maybe should be scaled to fit its AoE?

rexorcorum
Graphical God
Posts: 482
Joined: Wed Jan 05, 2011 8:05 am
Location: There and Back again

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#176 Post by rexorcorum »

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) ] ~

daed4
Halfling
Posts: 80
Joined: Mon Nov 24, 2014 12:01 am

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#177 Post by daed4 »

3 displays
Main, off and armor.
Mybe have off set as a small number under the main and off hand displays.

nekarcos
Uruivellas
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Re: "Odyssey of The Summoner" is OUT!! Find it here...

#178 Post by nekarcos »

@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". :lol:


@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. :lol:


@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

nsrr
Sher'Tul
Posts: 1126
Joined: Mon Sep 21, 2015 8:45 pm
Location: Middle of Nowhere

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#179 Post by nsrr »

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:

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 

nekarcos
Uruivellas
Posts: 635
Joined: Tue Mar 01, 2016 9:50 pm

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#180 Post by nekarcos »

@nsrr
That error is due to my own silliness. I've corrected it now. :D

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

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