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

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

#931 Post by nekarcos »

@Gottschkopf
Awesome report! Taking everything to heart to think of how I can retune some things. The recent update, if anything, made every Avatar stronger, so it's good to know what's OP right now and what's not.

RE: Build
Ah! You are VERY optimized! To be honest, I've never analyzed just how much you can Min-Max an Avatar! I always gave them a great deal of let and leeway (ESPECIALLY Hydra) because of their strategy in combat usually being to just let everything punch them in the face (you would be UTTERLY APPALLED at how far you can get with a build that is just 100% Melee Retaliation :lol: )

Also, yes: The way Inner/Noble Animal work: As long as you've satisfied the conditions to receive that extra point, you'll get them 1-by-1 with each level, so EVENTUALLY, you'll catch up.

RE: Broken Ubers
For a while, I've wondered if I should lock Avatars out of "standard" Ubers... But I feel like that would really be killing the fun. I'll maybe rethink this once I've finished all the Wildness ubers ("Wild Resolve" was intended to *replace* "Draconic Body", by the way-- Since not all the avatars can become dragons...)

RE: Unkillable
Just as you say, Avatar survivability tends to be TOO good as soon as you know what you're doing. There is not much I can do to tweak this without making them become TOTALLY beginner-unfriendly...

RE: The Plot
Oh? Did you RAZE Zigur...? How unfortunate! :lol:
... Y'know, Hydras are an endangered species, so they never intended to hurt you in the first place... (hint hint)

RE: Infinite Dungeon error
... Oh-- An error?!?! Darnit... I have a confession. I never really TRIED to enter the Infinite Dungeon with an avatar yet. I kinda just... Assumed it would work...?! :oops:
(... Ugh... This is DEFINITELY a can of worms I'm VERY scared to open...)

Also: To catch an error, you have to keep the game on without going to the main menu-- So it's likely that error message is gone (unless you can replicate it)


(oops, submitted too early)
RE: Water-breathing Lanterns
There are "Corpselight" lanterns that turn you undead and cause you to no longer breathe. You can also use "that prodigy" to wear a water-breathing hat.


Again, grats on the win, and thanks for the feedback!
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

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

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

#932 Post by nekarcos »

Quick status update: AHHHHHHHHHH!!

Whoa! So, in the last 24 hours, I've gotten a DELUGE of error reports on rather NASTY problems-- Not to mention the problematic things me and my testers have found... But it's okay! This was EXPECTED to happen during the first-week launch! Heck-- I expect this to happen for the rest of the month!

So, to summarize, today is going to be a VERY busy day, meaning my goal to update daily during August... Well, I MIGHT miss today. Y'know, just this once, right? :lol:

(... Yeah right...) :(

Anywho-- Just to let you know: DO NOT stop sending me error reports-- EVEN if you think I've heard it already! It helps me to know which issues are a priority if MANY people are reporting the same thing, so DO NOT hesitate!
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

Arcvasti
Wyrmic
Posts: 269
Joined: Sat Apr 29, 2017 9:39 pm

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

#933 Post by Arcvasti »

Something I noticed while playing Ritch was that "Toggled" talents say that their usage speed is: "Standard 0%". It doesn't take a turn to activate, but the autouse menu says that it takes a turn to use. Other instant abilities instead have their usage speed at "Instant 0%".

EDIT:

Also, ambush locations count as "Indoor" for Buzz-Off purposes, which seems like an oversight.

Kamani
Archmage
Posts: 371
Joined: Tue Sep 20, 2016 1:28 am
Location: Var'Eyal, in Wovenhome

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

#934 Post by Kamani »

I was able to fix my glitch in the spoiler forum with save file editing. Then I ran into another issue, also posted in the spoiler forum.
Pronouns: They/Them

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

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

#935 Post by nekarcos »

@Arcvasti
The "Standard 0%" thing is fixed now.

RE: Outdoors?
It's not really my say what places are considered as outdoors. DarkGod decided on that. :lol:
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

Almonihah
Cornac
Posts: 41
Joined: Thu Jun 05, 2014 2:09 am

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

#936 Post by Almonihah »

Huzzah! I very much look forward to trying this!

...after the first round of bugs are fixed. XD Good luck!

nsrr
Sher'Tul
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Re: "Odyssey of The Summoner" is OUT!! Find it here...

#937 Post by nsrr »

nekarcos wrote: RE: Outdoors?
It's not really my say what places are considered as outdoors. DarkGod decided on that. :lol:
Who says gods are infallible? :P

I'm guessing it was either an oversight, or done intentionally to prevent Ambush! from having the day/night cycle or events like thunderstorm, perhaps? Considering the particular danger of the zone and the fact that it appears (at least to people who can't see the Matrix) to be 'outdoors', I would recommend putting in an exception by checking for the zone name. Considering this is the only talent (and an escape talent, no less) that is affected by this parameter, you'll probably here about this 'bug' again, especially if it gets someone killed.

Just a suggestion, of course.

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

#938 Post by nekarcos »

@nsrr
Alright, alright. I'll make an exception ONLY for the Ambush though. Everywhere else is fair game, I think.

(... But, if you ask me, "Buzz-Off" is BETTER as an "indoors" effect when you're in the Ambush...)

By the way, how does Ritch feel now?
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

Arcvasti
Wyrmic
Posts: 269
Joined: Sat Apr 29, 2017 9:39 pm

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

#939 Post by Arcvasti »

nekarcos wrote:@nsrr
By the way, how does Ritch feel now?
For my first game, very lackluster. I made some pretty questionable build choices and ended up losing all my lives. I was focussing pretty heavily on the melee assassin aspect of Ritches and ran into some problems with durability[Both of my weapons and of me]. In retrospect, I was far too paranoid about breaking my weapons and should have gone more ham against actually dangerous enemies.

The Ritch game I'm currently playing is going better so far. This time I'm milking Flamespit for all its worth. Flamespit itself does very little damage due to only scaling at a 1:1 ratio with Willpower points, but its super good at quickly stacking up Inflame to silly levels. I also took Hoarding Beast, so I'd have a way to deal with confusion, teleports and emergency healing.

That said, Ritch really suffers from not having especially reliable self-healing capabilities. They've got lifesteal, but the majority of it is locked behind inflicting a bleed effect[And incidentally by the Bloodletting Beast tree being Willpower based, despite being most beneficial to a Dexterity build]. Against undead[A non-trivial segment of enemies], they have great difficulty sustaining themselves through long combats.

Other balance things I noticed:

-Flamespit travels SUPER slowly, especially given how fast you can shoot them. If you're doing what I do and bind it to left clicking on an enemy, its super easy to misclick and walk straight into your own Flamespit.
-Summon Vines seems basically useless, except maybe on Hydras, who can wield more mindstars. The %weapon damage and physpower increases are tiny and the equilibirum sustain cost is pretty huge.
-Flutter seems like it doesn't have any use whatsoever. Melee Ritches suffer horribly from losing a bunch of accuracy and stamina[Plus access to Predator Stance] and Flamespitter Ritches can't afford the 30 equilibrium sustain. Plus the defenses seem only so-so unless you have a whole big pile of Luck.
-Blood Feast is really really weak for what its trying to do. Less then 11% of any adjacent burn/disease is pathetic and I don't know if 22% of any adjacent bleed is any better. It also doesn't work with the blights that your Stingers inflict, which seems pretty strange considering that's your only source of DoT blight damage.

I also found at least one, possibly two bugs.

Bug #1: I reloaded the game, took a step and got the following error:

Code: Select all

Lua Error: ...erianthropy_summoner/talents/heart/ritch/firestarter.lua:53: attempt to index global 'Map' (a nil value)
	At [C]:-1 __index
	At ...erianthropy_summoner/talents/heart/ritch/firestarter.lua:53 particles
	At /engine/interface/ActorProject.lua:515 projectDoStop
	At /engine/Projectile.lua:230 base_act
	At ...a_therianthropy_summoner/superload/engine/Projectile.lua:18 act
	At /engine/GameEnergyBased.lua:129 tickLevel
	At /engine/GameEnergyBased.lua:64 tick
	At /engine/GameTurnBased.lua:51 tick
	At /mod/class/Game.lua:1386 
It turns out that I'd saved and quit in the middle of a Flamespit barrage at some enemy or another. When I reloaded, I got this error several times per turn. My Flamespits all moved to their target location and then stayed there, instead of exploding like they're supposed to. For science, I walked into the mass of Flamespits, hoping to dispel both them and the constant Lua errors. Instead, I took ridiculous amounts of fire damage and died. I respawned and the mass of Flamespits was still there. I upped my fire resist to prevent another instadeath and walked into them. I took the same amount of damage from all the projectiles stuck in one place, but they didn't disappear and neither did the Lua errors. I ended up having to abandon the Old Forest entirely, but the errors didn't follow me out of the zone. I used one of the obsolete Summoner meeting areas to test if I could reproduce the bug. I fired 3-4 Flamespits at a location, saved and quit the game and then reloaded. Sure enough, I was greeted with the same error.

Bug #2:

Sight of Red is a super weird ability to start with. I can't even imagine how much of a pain it was to manually mark monsters as being red or having red blood. That said, sometimes it will trigger semi-randomly with the following message[Paraphrased]:

[Insert monster here's] staff causes you to go nuts!

This triggered a lot in the Rhaloren compound, from enemies with staves. But I found the same message from a degenerated skeleton warrior in a vault there, who didn't even HAVE a staff. I don't know what's going on here.

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

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

#940 Post by tabs »

Currently on a Ritch run myself (only lvl 12) and have a few thoughts off the top of my head:
  • Flamespit is painfully slow. I understand making it non-instant, but geez!
  • I really wish axes could be reshaped.
  • I still have a cat point unspent. There are almost too many options.
More to come, I'm sure.

Arcvasti
Wyrmic
Posts: 269
Joined: Sat Apr 29, 2017 9:39 pm

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

#941 Post by Arcvasti »

I really hate how Rabbits Foot has a chance to basically do nothing. Avatars have really sucky status clearing and its incredibly frustrating that their one actual cleanse is so unreliable.

RE: Ritch

Increasing mastery of Inner Animal or Cutting Edge might be a good idea.

In my own Ritch game, I died twice to Sandworm Queen before I finally remembered that Scrap existed. Ritches might have better durability then I thought, especially with enough points in Cutting Edge to make impermanent weapons actually durable.

EDIT:

Also, for people having trouble posting exact debug logs, this page provides useful advice.

Kamani
Archmage
Posts: 371
Joined: Tue Sep 20, 2016 1:28 am
Location: Var'Eyal, in Wovenhome

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

#942 Post by Kamani »

The talent Scale Release is really bad. I have the Multihued Scales prodigy, so it gives me 254 melee retaliation, but that is at the cost of removing my ability to take half damage from nearly everything, and significantly weakens my healing, and it just isn't worth it. Also, melee is not my biggest issue As a side note, the Resolve prodigy and the multihued scales prodigy makes me very good at not dying.
Pronouns: They/Them

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

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

#943 Post by nsrr »

I'll get back to you. I haven't had too much time to put into it yet. I did a couple runs, but I was trying silly builds.

noppa354
Wayist
Posts: 25
Joined: Tue Jul 23, 2013 9:33 pm

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

#944 Post by noppa354 »

The Horned Horror trophy gives me a lua error when I mouse over it. After reloading my save and transmogrifying it, I now get many errors per turn:

Code: Select all

Lua Error: /engine/interface/ObjectActivable.lua:38: attempt to perform arithmetic on field 'power' (a nil value)
	At [C]:-1 __add
	At /engine/interface/ObjectActivable.lua:38 regenPower
	At /mod/class/Object.lua:200 act
	At /engine/GameEnergyBased.lua:84 tick
	At /engine/GameTurnBased.lua:51 tick
	At /mod/class/Game.lua:1386 
On another note, I am finding Ritch to be quite powerful, if fragile when things go wrong.

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

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

#945 Post by nekarcos »

Oh geez... I was hoping to release a new patch today, but after hearing all of this, it's looking like I better go back to the drawing board... :lol:

@nsrr
RE: Bloodletting Beast is Willpower...?
The alternative would be to make it Strength or Constitution-- Two stats Ritch would find even more troublesome. The issue is that it's a very "warrior-ish" type of thing-- And (not to spoil anything) it's used by "a certain something else".

RE: Flamespit
I tripled its travel speed. For "various reasons", I needed it to be considered as a "projectile" and NOT a "projection", so I had to turn it into a travelling fireball. Seems I made it WAY too slow, however!

RE: Summon Vines
I'm not surprised its so wimpy on Ritch. It's more useful on classes that fight with biting attacks. Regardless, I'm going to drop its equilibrium cost. You're definitely right: It's sorta expensive...

RE: Flutter
Reduced its costs by 33%. The effect will remain the same though since its still powerful when paired with no-accuracy sort of attacks (wands, artifacts, etc...)

RE: Blood Feast
I've been thinking the same thing. I am VERY scared of it up-scaling out of control, but whatever. I'm just going to outright double the effect.

RE: Ritch stings don't trigger Blood Feast
YIKES!!! That's a bug! I forgot that I changed stings into "Blights", not "Diseases"...! Fixed it!!

RE: Error with Flamespits
Fixed it. Forgot to carry the 1, so to speak.

RE: Sight of Red
Much like "Buzz-Off", this talent is using parameters specified by DarkGod-- And they are, admittedly, VERY lenient, so to speak (IE: reacting to a paleish-skin-colored wooden staff).
A little known fact: Every character and object has a "color", and characters have a "blood color".


@tabs
RE: Reshape axes
... If it means anything, you can reshape Tridents now...! :o

RE: Too many options!
Ritch can use those points to get TONS of mastery early on if they're okay with ignoring Inner Animal, Noble Animal, and Hoarding Beast for a while.


@Arcvasti
You'll quickly find that an Avatar's ONLY weakness is their weak status-cleansing ability (IE: Gottschkopf's 5000HP Hydra with Draconic Body :lol: )

As for Ritch, I'm REALLY hoping that bonus armor is being helpful. I imagine Ritch can get MUCH more aggressive now that they're getting a good free 30+ Armor from their weapons/mail.


@Kamani
"Scale Release" exists mainly for when you have an excess of resistance-- Or if you're fighting an opponent that doesn't target your resistances. It is DEFINITELY NOT a great option for Multihued Drakes unless you want to cause an obscene amount of retaliatory damage. :lol:

RE: Wild Resolve
... Is it TOO strong...? I mean... I... I *DID* realize how good it was... :oops:


@noppa354
Fixed it.




*** Anywho...
... So, there seems to be a lot of debate concerning Ritch. Good! I'm glad it's getting so much attention now! To celebrate this, I'm going to include Ritch's "deluxe" talent tree in the next update FIRST. Thanks for all the input guys! ... Errr... Sorry for this setback. Didn't expect this much stuff!


PS: I *THINK* I've gotten to the bottom of that "Multihued Drake Scales" glitch. Here's hoping my solution works!
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

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