"Odyssey of The Summoner" is OUT!! Find it here...
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Re: "Odyssey of The Summoner" is OUT!! Find it here...
Tried out the new improved mantis, died to the Shade on roguelike mode. The mantis seems to be very vulnerable to stun/freeze effects - you have no way of mitigating them bar activating rabbit's foot and crossing your fingers, and wild infusions aren't affordable enough for you to keep chowing them down for areas like Norgos Lair.
Re: "Odyssey of The Summoner" is OUT!! Find it here...
Where was the shade?
And yeah, the fact rabbit foot goes from 0-1 to 0-2 is the worst. By far makes it into an extra RNGHell since it's not like tome allows you to choose what you take.
And yeah, the fact rabbit foot goes from 0-1 to 0-2 is the worst. By far makes it into an extra RNGHell since it's not like tome allows you to choose what you take.
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- Uruivellas
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- Joined: Mon Jan 27, 2014 10:40 am
Re: "Odyssey of The Summoner" is OUT!! Find it here...
Oooh. I have a talent somewhere that does almost exactly the same thing, complete with using its own special bleeding effect. I wonder if you can chain them for more... or infinite bleeding.nekarcos wrote: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

Re: "Odyssey of The Summoner" is OUT!! Find it here...
Every step I take I get a giant list of errors.
Something about elements, damage types, failing to get "flat resist" and "grayswandir"
I believe it's clashing with one or some of my addons, but sadly I have a BIG list of them, does anyone know what's causing the clash?
Something about elements, damage types, failing to get "flat resist" and "grayswandir"
I believe it's clashing with one or some of my addons, but sadly I have a BIG list of them, does anyone know what's causing the clash?
Re: "Odyssey of The Summoner" is OUT!! Find it here...
@Melac
I HIGHLY recommend playing "Odyssey of The Summoner" with as few add-ons active as possible. Firstly, I pretty much cannot acknowledge or solve any problems you encounter while playing with add-ons because the problem may not be my fault. There are accepted standards for how one must write an add-on, and it seems people just don't follow them sometimes.
Also, if you are encountering errors and you want help about what is causing them, your chances of finding help will increase SIGNIFICANTLY if you can describe, display, or showcase the error by any means possible-- Even if it's just a screenshot of the "broken situation"... *thinks back to daed4's screenshot...*
Finally, you must remember that this is NOT a full release yet. When you download and play this, you are somewhat opting into early beta playtesting (though, let's not get THAT official about it lol)
Currently, we are at Version 0.2.4. I am ALWAYS watching this thread, and I am constantly polling people about their gameplay experiences and/or problems with running the add-on, in or out of the game.
EVENTUALLY, I will start working on compatibility with certain add-ons, but this is NOT a priority.
Long story short: "Welcome! I hope you are enjoying Odyssey of The Summoner. Please bear with me and it, as I am still working out the bugs and issues it may have. If you can provide any input about problems you encounter while playing, it would be much appreciated. Thank you for your patience!"
I HIGHLY recommend playing "Odyssey of The Summoner" with as few add-ons active as possible. Firstly, I pretty much cannot acknowledge or solve any problems you encounter while playing with add-ons because the problem may not be my fault. There are accepted standards for how one must write an add-on, and it seems people just don't follow them sometimes.
Also, if you are encountering errors and you want help about what is causing them, your chances of finding help will increase SIGNIFICANTLY if you can describe, display, or showcase the error by any means possible-- Even if it's just a screenshot of the "broken situation"... *thinks back to daed4's screenshot...*

Finally, you must remember that this is NOT a full release yet. When you download and play this, you are somewhat opting into early beta playtesting (though, let's not get THAT official about it lol)
Currently, we are at Version 0.2.4. I am ALWAYS watching this thread, and I am constantly polling people about their gameplay experiences and/or problems with running the add-on, in or out of the game.
EVENTUALLY, I will start working on compatibility with certain add-ons, but this is NOT a priority.
Long story short: "Welcome! I hope you are enjoying Odyssey of The Summoner. Please bear with me and it, as I am still working out the bugs and issues it may have. If you can provide any input about problems you encounter while playing, it would be much appreciated. Thank you for your patience!"

Creator of the (rather large) "Odyssey of The Summoner" add-on pack
Re: "Odyssey of The Summoner" is OUT!! Find it here...
Think of it like this: a 0 to 1 removal is a 50/50 situation, right? However, a 0 to 2 removal... is a 33/66 situation-- MUCH better odds in your favor!daed4 wrote:the fact rabbit foot goes from 0-1 to 0-2 is the worst. By far makes it into an extra RNGHell since it's not like tome allows you to choose what you take.

... In fact-- I think I'm going to buff Rabbit's Foot now-- So that it becomes a 0 to 3 removal at 90 Wild Power (25/75 situation). Sound good?

Creator of the (rather large) "Odyssey of The Summoner" add-on pack
Re: "Odyssey of The Summoner" is OUT!! Find it here...
Make it 1-x at some point, even 25/75 feels bad because sometimes you NEED to remove a buff and you paw but fail and feels like utter shit.nekarcos wrote:Think of it like this: a 0 to 1 removal is a 50/50 situation, right? However, a 0 to 2 removal... is a 33/66 situation-- MUCH better odds in your favor!daed4 wrote:the fact rabbit foot goes from 0-1 to 0-2 is the worst. By far makes it into an extra RNGHell since it's not like tome allows you to choose what you take.
... In fact-- I think I'm going to buff Rabbit's Foot now-- So that it becomes a 0 to 3 removal at 90 Wild Power (25/75 situation). Sound good?
Re: "Odyssey of The Summoner" is OUT!! Find it here...
All of the Natural Combat abilities can be canceled early by right-clicking on the buff icon. For talents such as Lick Wounds and Rabit's Foot, this is sort of ridiculous because the active effect occurs right away and then you can just dismiss the debuff that is meant to be incurred. For abilities that have a benefit that lasts for the duration it is not as much of a problem, of course, since you would lose the buff, too. Either way, I assume this is not how it's intended to work.
Also, I got this error when I tried to bump the door on the southern most building in Last Hope:
http://imgur.com/lVaeaBy
Also, I got this error when I tried to bump the door on the southern most building in Last Hope:
http://imgur.com/lVaeaBy
Re: "Odyssey of The Summoner" is OUT!! Find it here...
@nsrr
I GUESS THIS PARAMETER DOES ABSOLUTELY NOTHING THEN. 
Considered it laser-beamed-- And therefore, fixed.
Also, the Last Hope thing? Ya, my fault. I'm silly. That's now fixed as well
I never once tried to enter that house before that thing happens.
Code: Select all
allow_remove = false

Considered it laser-beamed-- And therefore, fixed.
Also, the Last Hope thing? Ya, my fault. I'm silly. That's now fixed as well

I never once tried to enter that house before that thing happens.
Creator of the (rather large) "Odyssey of The Summoner" add-on pack
Re: "Odyssey of The Summoner" is OUT!! Find it here...
I can't seem to trigger Fire Pod with Flamespit. Maybe I'm missing something, but I assumed just target the tile the Pod is on with Flamespit, no?
Seems to work properly when a burning enemy walks over it.
I thought it was only dealing half the damage that was in the description, but after a couple uses I realized that half the damage was being dealt over a few turns as burning. Which is cool, but maybe it should be in the description?
Seems to work properly when a burning enemy walks over it.
I thought it was only dealing half the damage that was in the description, but after a couple uses I realized that half the damage was being dealt over a few turns as burning. Which is cool, but maybe it should be in the description?
Re: "Odyssey of The Summoner" is OUT!! Find it here...
So I've played several runs with Ritch now, I can consistently get to level 10, and I have to say, there is no circumstance in which I would ever take anything besides Bloodletting Beast with that first category point. Now, all of the Avatars have many locked category options. The difference for Ritch is that there is no real option for the first point. It is Bloodletting or bust. You said yourself: they need it like a crutch.
So, a couple suggestions, that you can take or leave (or just laugh off). I know you're not looking for suggestions, so no obligation to even reply, if you don't want to.
If you want to see which of those locked options people are using on the Ritch, you could change things up a bit (and always change it back later, if you feel it's best).
For one, you had asked before if I would swap Hoarding for Cold Blood, and I think I would have to go with yes, now that I have more experience with it. When I first started playing the mod I thought I was going to be forced to horde infusions and rely heavily on Consume, but, now that I am more accustomed to it, I've found that is not the case. I have not had situations before level 10 where I need to eat infusions, so mostly I used it for Clasp. One run I ignored the tree completely, to see if it hindered my 1-10 progress; it did not. Cold Blood would be useful to cut down the grind a bit, and provide a little extra cash for when you just can't find a good blade. However, while it might be handy, I would never spend a category point on it.
Now, here's where I might lose you. I would also suggest swapping Bloodletting Beast for Wing Pod. Wing Pod is thematically cool, but I'm unsure of it's usefulness when there are so many other things to spend generic points on. I'm curious what players would choose at level ten if their generic choices were Hoarding, Wing Pod, and (maybe) Burrowing? I'm not sure, myself. I'm leaning toward Burrowing at the moment, but with the added survival of having Bloodletting unlocked, I might go for a class category instead.
Further, I would suggest re-arranging the talents in Bloodletting to something like: Sight of Red, Open Veins, Blood Heat, Bloody Roar. The life steal and global speed on Blood Heat are what make this tree so powerful; with this arrangement players would only be able to invest in it at level 8, just two levels earlier than the current arrangement. In fact, if the category were unlocked, it might be best to have Blood Heat last, at level 12.
I'm not trying to ask for buffs or anything, and I really hope it doesn't come off that way. I think this is a pretty reasonable compromise to the current Ritch start, but it would give players more legitimate options for their category points and hopefully allow for some more diverse builds early on. It may also give players that have been consuming infusions a lot for a survival a chance to try out Natural Combat a little more.
I'm kind of rambling now, so hopefully this isn't too typo-ridden or incomprehensible. I need to get some sleep
Cheers!
So, a couple suggestions, that you can take or leave (or just laugh off). I know you're not looking for suggestions, so no obligation to even reply, if you don't want to.
If you want to see which of those locked options people are using on the Ritch, you could change things up a bit (and always change it back later, if you feel it's best).
For one, you had asked before if I would swap Hoarding for Cold Blood, and I think I would have to go with yes, now that I have more experience with it. When I first started playing the mod I thought I was going to be forced to horde infusions and rely heavily on Consume, but, now that I am more accustomed to it, I've found that is not the case. I have not had situations before level 10 where I need to eat infusions, so mostly I used it for Clasp. One run I ignored the tree completely, to see if it hindered my 1-10 progress; it did not. Cold Blood would be useful to cut down the grind a bit, and provide a little extra cash for when you just can't find a good blade. However, while it might be handy, I would never spend a category point on it.
Now, here's where I might lose you. I would also suggest swapping Bloodletting Beast for Wing Pod. Wing Pod is thematically cool, but I'm unsure of it's usefulness when there are so many other things to spend generic points on. I'm curious what players would choose at level ten if their generic choices were Hoarding, Wing Pod, and (maybe) Burrowing? I'm not sure, myself. I'm leaning toward Burrowing at the moment, but with the added survival of having Bloodletting unlocked, I might go for a class category instead.
Further, I would suggest re-arranging the talents in Bloodletting to something like: Sight of Red, Open Veins, Blood Heat, Bloody Roar. The life steal and global speed on Blood Heat are what make this tree so powerful; with this arrangement players would only be able to invest in it at level 8, just two levels earlier than the current arrangement. In fact, if the category were unlocked, it might be best to have Blood Heat last, at level 12.
I'm not trying to ask for buffs or anything, and I really hope it doesn't come off that way. I think this is a pretty reasonable compromise to the current Ritch start, but it would give players more legitimate options for their category points and hopefully allow for some more diverse builds early on. It may also give players that have been consuming infusions a lot for a survival a chance to try out Natural Combat a little more.
I'm kind of rambling now, so hopefully this isn't too typo-ridden or incomprehensible. I need to get some sleep

Cheers!
Re: "Odyssey of The Summoner" is OUT!! Find it here...
@nsrr
Fixed. "Flamespit" was bugged-- My bad
As for that huge post... No, this is all really good to hear. This is exactly the kind of feedback I was expecting. And so, I think you've opened my eyes.
*** "Wing Pod" is sorta meh. Replace it?
To be honest, "Wing Pod" has always been an "ehhhh..." feeling tree for me (with exception to "Predator's Stride", which is amazing). Originally, I kept it as a Ritch's "escape" option-- But the truth is, any Ritch player knows: It doesn't really do much "escaping", now does it? It prefers to stand and fight, eviscerating its opponent-- And MAYBE stepping backwards in order to allow their opponent to bleed out... ALL things "Bloodletting Beast" does better.
*** "Bloodletting Beast" is OP-- But this is GOOD. I just needed to realize that.
I have to be COMPLETELY honest: "Bloodletting Beast" felt SO powerful, I wasn't certain what to do about it-- But you're totally right: I should just embrace it. It's EXTREMELY powerful... But isn't "Regenerate" as well...? Isn't "Dragon Scale" ridiculous too...? A trend in "OoTS" is a class-specific generic that gives ridiculous survivability...
... So, maybe what Ritch needs is something ridiculous too, and I've been too scared to admit it. Maybe "Bloodletting Beast" SHOULD just be an unlocked tree at the start. I'm definitely quite ready to sacrifice "Wing Pod" and turn it into an extra escape option if people are willing to spend a category point for some added security. However, what I TRULY fear... Is how absurdly powerful this will make the Ritch become...
*** Rearrange "Bloodletting Beast"? Hmmm...
It's important to remember: A Talent Tree should always have a "universally" useful 1st talent, gradually becoming more and more specialized as you reach the 4th talent. If I moved "Open Veins" to the end of the tree, it would break this rule, and people would only put points in in order to reach that talent-- Which is sorta bleh.
The type of balancing I want to make is "is the game too easy now? does the player still have to make meaningful choices?", not exactly "how fair is this for all the enemies you have to fight"
*** Trade "Hoarding Beast" for "Cold Blood"? I think so!
... Also, I guess we're in agreement about Hoarding Beast... I gotta be honest: The only reason I ever used the tree was to Clasp a "Bloodcaller" and to occasionally eat "Movement Infusions" (to make myself impervious to stuns/pins). I'm pretty certain nobody will miss it-- And even if they do, there's NOTHING worth eating/clasping pre-10 anyways. YOU WON'T MISS IT PEOPLE.
*** "Burrowing Beast" sorta breaks the game if you get it for free.
I was afraid of this. Not only is Burrowing Beast sorta ridiculous to get as a free, universal talent category, it's also absurdly good at trivializing the biggest threat ToME has to offer of all: "Obstruction". Besides, it sounds like "Burrowing Beast" has negated the usefulness of "Wing Pod" as well, so I think I will be removing this as a birth unlock. Everyone who already has it unlocked will continue to have it unlocked, but as of the next minor update (0.3.0), you will no longer be able to birth-unlock it.
Fixed. "Flamespit" was bugged-- My bad

As for that huge post... No, this is all really good to hear. This is exactly the kind of feedback I was expecting. And so, I think you've opened my eyes.

*** "Wing Pod" is sorta meh. Replace it?
To be honest, "Wing Pod" has always been an "ehhhh..." feeling tree for me (with exception to "Predator's Stride", which is amazing). Originally, I kept it as a Ritch's "escape" option-- But the truth is, any Ritch player knows: It doesn't really do much "escaping", now does it? It prefers to stand and fight, eviscerating its opponent-- And MAYBE stepping backwards in order to allow their opponent to bleed out... ALL things "Bloodletting Beast" does better.

*** "Bloodletting Beast" is OP-- But this is GOOD. I just needed to realize that.
I have to be COMPLETELY honest: "Bloodletting Beast" felt SO powerful, I wasn't certain what to do about it-- But you're totally right: I should just embrace it. It's EXTREMELY powerful... But isn't "Regenerate" as well...? Isn't "Dragon Scale" ridiculous too...? A trend in "OoTS" is a class-specific generic that gives ridiculous survivability...
... So, maybe what Ritch needs is something ridiculous too, and I've been too scared to admit it. Maybe "Bloodletting Beast" SHOULD just be an unlocked tree at the start. I'm definitely quite ready to sacrifice "Wing Pod" and turn it into an extra escape option if people are willing to spend a category point for some added security. However, what I TRULY fear... Is how absurdly powerful this will make the Ritch become...

*** Rearrange "Bloodletting Beast"? Hmmm...
It's important to remember: A Talent Tree should always have a "universally" useful 1st talent, gradually becoming more and more specialized as you reach the 4th talent. If I moved "Open Veins" to the end of the tree, it would break this rule, and people would only put points in in order to reach that talent-- Which is sorta bleh.
The type of balancing I want to make is "is the game too easy now? does the player still have to make meaningful choices?", not exactly "how fair is this for all the enemies you have to fight"

*** Trade "Hoarding Beast" for "Cold Blood"? I think so!
... Also, I guess we're in agreement about Hoarding Beast... I gotta be honest: The only reason I ever used the tree was to Clasp a "Bloodcaller" and to occasionally eat "Movement Infusions" (to make myself impervious to stuns/pins). I'm pretty certain nobody will miss it-- And even if they do, there's NOTHING worth eating/clasping pre-10 anyways. YOU WON'T MISS IT PEOPLE.

*** "Burrowing Beast" sorta breaks the game if you get it for free.
I was afraid of this. Not only is Burrowing Beast sorta ridiculous to get as a free, universal talent category, it's also absurdly good at trivializing the biggest threat ToME has to offer of all: "Obstruction". Besides, it sounds like "Burrowing Beast" has negated the usefulness of "Wing Pod" as well, so I think I will be removing this as a birth unlock. Everyone who already has it unlocked will continue to have it unlocked, but as of the next minor update (0.3.0), you will no longer be able to birth-unlock it.
Creator of the (rather large) "Odyssey of The Summoner" add-on pack
-
- Uruivellas
- Posts: 834
- Joined: Mon Jan 27, 2014 10:40 am
Re: "Odyssey of The Summoner" is OUT!! Find it here...
Nothing stops you unlocking it but leaving it as a high level tree, if you somehow didn't know that.nekarcos wrote:*** Rearrange "Bloodletting Beast"? Hmmm...
It's important to remember: A Talent Tree should always have a "universally" useful 1st talent, gradually becoming more and more specialized as you reach the 4th talent. If I moved "Open Veins" to the end of the tree, it would break this rule, and people would only put points in in order to reach that talent-- Which is sorta bleh.
The type of balancing I want to make is "is the game too easy now? does the player still have to make meaningful choices?", not exactly "how fair is this for all the enemies you have to fight"

Re: "Odyssey of The Summoner" is OUT!! Find it here...
Ok. I'll try this addon at insane level. See what is its like.
MADNESS rocks
Re: "Odyssey of The Summoner" is OUT!! Find it here...
That's a good point. Did I mention I was very tired?nekarcos wrote: *** Rearrange "Bloodletting Beast"? Hmmm...
It's important to remember: A Talent Tree should always have a "universally" useful 1st talent, gradually becoming more and more specialized as you reach the 4th talent.

I think my thinking was to keep Blood Heat from being available until around the same level it is currently. But, yeah, I agree that Bloodletting is that powerful generic that Ritch needs. I think that most people will pick up Hoarding at some point (it's probably worth the cat point on Ritch just to be able to clasp a Bloodcaller... not to mention some of the 'interesting' things that can happen when you swallow stuff

