"Odyssey of The Summoner" is OUT!! Find it here...
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Re: "Odyssey of The Summoner" is OUT!! Find it here...
Try disabling infinite 500
Pronouns: They/Them
Re: "Odyssey of The Summoner" is OUT!! Find it here...
@Kamani
OH! I just realized "ID500" is an add-on... That other guy wasn't talking about Floor 500 of the Infinite Dungeon... WHOOPS.
@tabs
... It's... REALLY bizarre... But, that error... It doesn't point to anything...
Is there any context about when or how it happened...?
OH! I just realized "ID500" is an add-on... That other guy wasn't talking about Floor 500 of the Infinite Dungeon... WHOOPS.

@tabs
... It's... REALLY bizarre... But, that error... It doesn't point to anything...

Is there any context about when or how it happened...?
Creator of the (rather large) "Odyssey of The Summoner" add-on pack
Re: "Odyssey of The Summoner" is OUT!! Find it here...
Something about using Dine and Dash (I was on when it happened). I remember someone saying that ID500 broke wild attacks, and Dine and Dash has one, so it could be relevant.
Pronouns: They/Them
Re: "Odyssey of The Summoner" is OUT!! Find it here...
The next chapter on the Ritch bubble...
It's been quiet recently, so I thought I'd continue my (testing) adventures on Ritch. As a reminder, this run DOES NOT use "Flamespit" or any "Impermanent" objects whatsoever, putting Ritch's balance to the test... And, so far, everything feels QUITE smooth and fine! Also, again, as not to bore you, I'm only going to give the summarized version of it. If you want detailed accounts, just ask!
So far, this has been VERY easy and VERY fun. Ritch is behaving a lot like my original vision-- And I don't even need ranged attacks or blades to fulfill it! Oh well-- Let's see how smooth things continue to go once I'm in Dreadfell or I reach the Far East...
It's been quiet recently, so I thought I'd continue my (testing) adventures on Ritch. As a reminder, this run DOES NOT use "Flamespit" or any "Impermanent" objects whatsoever, putting Ritch's balance to the test... And, so far, everything feels QUITE smooth and fine! Also, again, as not to bore you, I'm only going to give the summarized version of it. If you want detailed accounts, just ask!
- Stopped after completing Tier 1, visiting the Lumberjack Village, and completing the Bandit's Lair.
- Last Hope: Learn Martial Combat! The Defense this gives will be VERY useful.
- Old Forest: Least dangerous of the four Tier 2 areas, in my opinion. Also the best EXP yield because of the monster nests (with exception to corrupted Maze).
- Sandworm Lair: Needed a new Natural Attack and some STR wouldn't hurt my build!
- The Maze: My Fire resistance is very low (due to my headhunts), so saving Daikara for last. Boring here otherwise.
*** Dealing 150-200 per bump.
- Daikara: Ice version. Lucky me.
- FORSAKEN CRYPT: Whoa!! Rat Lich! ... Uhhh, kinda easy. Short scare because I forgot that it resurrects!
- Daikara (again): Finally learned the "Agonize" talent tree and got "Torture". This is my character's "end-game"!
*** Giant Village! Was only somewhat concerning-- But this is because the boss SOMEHOW landed stuns on me (even though it said they MISSED) and BOTH my Rabbit's Foots failed. Wasn't so lucky this time!
*** Dealing 250-300 per bump. This number is going to decrease from now on because I'll be leveling up "Open Veins" (as not to "accidentally" kill things for "Torture").
*** Torture has made me somewhat indestructible, as long as I'm paying attention to what I hit.
*** Thanks to all these sustains, "Wild Savagery" has improved (since my Equilibrium is now locked to 65 or so).
*** ... The Dark Crypt is approaching, I'm level 23 and don't have a blight torque... Wuh-oh.
*** Cultists on the last floor. Killing Shasshy... Whatever-- Is trivial thanks to "Guillotine" silencing her. She also didn't have any time to use her crown because of how fast she died.
- Last Hope: No torques in rare shop...
- Shatur: ... A 25 damage blight torque... Only good enough for diseases. Eeeep...
- Golem Graveyard: "Metalbolism". Nuff said.
- Ruined Halfling Complex: Dogroth Caldera opened nearby, but didn't find a torque! Now I'm Level 24... *fear*
- Dogroth Caldera: A joke. I actually managed to bumrush Mindworm BEFORE entering a dream and even fought off all the things that attacked me. Easy!
- DARK CRYPT: AHHHHH!!!! IT GOT ME!!!
* Floor 1 ~ Using "Subterranean Surprise's" passive effect to scout corners and doors. Just move carefully!
* Floor 2 ~ Used my "Skull of the Rat Lich" to distract the mages while I assassinated them. Haven't been touched by blight AT ALL yet!
* Floor 3 ~ Exit right by the entrance. I feel guilty, so I purposely look for trouble. Bah! I got touched by blight. No fun allowed! I'm OUTTA here!
* Floor 4 ~ Got nabbed by a Dark Portal aimed at my rats. Grrr... Got baned again.
* Floor 5 ~ Lots of really cool flips-- Killed cultists, saved Melinda-- Not a single bit of blight. Rest of the zone was so dull, I even started auto-exploring. Dark Crypt was EASY!
And that's that.
... TO BE CONTINUED...
So far, this has been VERY easy and VERY fun. Ritch is behaving a lot like my original vision-- And I don't even need ranged attacks or blades to fulfill it! Oh well-- Let's see how smooth things continue to go once I'm in Dreadfell or I reach the Far East...
- Attachments
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- testritch-20170813-215833.txt
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Creator of the (rather large) "Odyssey of The Summoner" add-on pack
Re: "Odyssey of The Summoner" is OUT!! Find it here...
How have you managed with only two points in Eagle Eyes and none (!!!) in Savage Strength? 

Re: "Odyssey of The Summoner" is OUT!! Find it here...
@tabs
"Luck" also gives Accuracy. Not to mention that I'm maxing Dexterity!
Damage-wise, I was VERY weak as first, but now that my Dexterity is rising and "Burrowing Beast" is giving me some Strength, it's really starting to show. Finally, "Strongarm" is more than enough to represent my damage output. The hard part, really, is just not getting killed from the bleeding it causes (which is trivial now since I have TL5 "Blood Heat").
"Luck" also gives Accuracy. Not to mention that I'm maxing Dexterity!

Damage-wise, I was VERY weak as first, but now that my Dexterity is rising and "Burrowing Beast" is giving me some Strength, it's really starting to show. Finally, "Strongarm" is more than enough to represent my damage output. The hard part, really, is just not getting killed from the bleeding it causes (which is trivial now since I have TL5 "Blood Heat").
Creator of the (rather large) "Odyssey of The Summoner" add-on pack
Re: "Odyssey of The Summoner" is OUT!! Find it here...
Still on my War Hound game, currently in the Maze at level 15 with zero deaths. The entire Locomotion tree scales really really well with movespeed, which is worrying considering how easy it is to stack. Full-Body Tackle deserves special mention for being able to hit for ~850 damage on a crit with both Elusiveness and Rapid Dash active. If I was using Hoarding Beast, I'd be able to stack a Movement Infusion and send the damage into truly ludicrous levels. Rapid Dash also lasts an obscenely long time[14 turns at max rank] and gives a pretty big DPS boost early on.
Natural attacks are still fairly weak despite me pumping both Dex and Wildness as much as I can. Moreover, I take huge damage from any enemy with high retaliation damage because I have around four hits per turn, more if Wild Savagery decides to proc. This is annoying, especially since most of said hits are hitting for less then 10 damage. Tolerance's retaliation reduction helps somewhat, but that's a lot of points that could go somewhere more useful. The best solution I can think of is to apply the "off-hand" penalties from consecutive natural attacks to the retaliation damage said attacks cause, but that might be impractical to code.
Natural attacks are still fairly weak despite me pumping both Dex and Wildness as much as I can. Moreover, I take huge damage from any enemy with high retaliation damage because I have around four hits per turn, more if Wild Savagery decides to proc. This is annoying, especially since most of said hits are hitting for less then 10 damage. Tolerance's retaliation reduction helps somewhat, but that's a lot of points that could go somewhere more useful. The best solution I can think of is to apply the "off-hand" penalties from consecutive natural attacks to the retaliation damage said attacks cause, but that might be impractical to code.
Re: "Odyssey of The Summoner" is OUT!! Find it here...
Getting killed by your Doomed Shade as a headhunter ritch will cause you to get a Trophy of NAME. Not the one dropped by your Doomed Shade, Trophy of Doomed Shade of NAME. I love my Trophy of Kalblek. I hope this isn't removed, but it probably does count as a glitch.
Pronouns: They/Them
Re: "Odyssey of The Summoner" is OUT!! Find it here...
@Kamani
Heh. I was thinking of creating a trophy for having your OWN head hunted-- But ultimately decided to go with the shade instead. Close enough, right?
Heh. I was thinking of creating a trophy for having your OWN head hunted-- But ultimately decided to go with the shade instead. Close enough, right?
Creator of the (rather large) "Odyssey of The Summoner" add-on pack
Re: "Odyssey of The Summoner" is OUT!! Find it here...
Fair enough. Still like my own head as a trophy though.
Pronouns: They/Them
Re: "Odyssey of The Summoner" is OUT!! Find it here...
An expansion on my expansion's expansion...
It's been quiet. Maybe even TOO quiet... Where has your add-on developer gone...? Well, I guess it's time to explain a few things.
* Therianthropy was NOT just a name!
A mechanic for "Therianthropes" (a class I've always wanted to create for a very long time now) was going to be able to encounter various "familiar" beasts about Eyal (the "Hoarding" beast Mantulo, the "Burrowing" beast Totuous, etc...). They would be a sort of "Blue Mage": Learning new Talent Categories based on what beasts they've encountered (and hopefully defeated).
Though "Avatars" would not utilize this mechanic, it (needless to say) dabbles A LOT with them, in that is possesses MANY of their talent trees, even though having NEVER encountered them before. Particularly, "War Hound" ended up having a special interaction with one of these various "Myths of Maj'Eyal" (that IS the final name!) in order to finish its own "Reflections" quest. However, unfortunately, because the expansion is not yet finished, War Hound ended up coming out a little... "Barren".
* "Why is this important?"
Along with all the myths would come various interchanging accesses to talent trees you wouldn't normally be able to get-- IE: "Everything in Worldly Knowledge and then some". But that's just the complicated part. The "simple" part in all of this is: "I have been planning a new add-on that adds some (semi-optional) random enemy encounters to the Campaign, but have been putting it off for AGES due to other priorities". Recently, I changed my mind about this, and bravely decided to take it head-on... Perhaps a foolish decision, depending on how "patient" people feel about waiting even longer for me-- But if it's at all reassuring, it is already mostly there in terms of completion (as I've hinted with those screenshots earlier).
* "What does this mean for me?"
Deluxe content is still coming, but (much like "War Hound") this next update is going to take a while-- While I sort out the mess that is my "secondary testing add-on" and do some real quick testing to make sure nothing breaks (you know, the usual). Since I have intended "Myths of Maj'Eyal" to influence non-Avatar characters, my greatest concern of all is making sure these various new "mid-bosses" don't sway or throw off the game's balance too much. That is to say, I would hate if you turned a corner and "Turigund" (the "Pilfering" Beast) made off with something valuable before glitching out and failing to drop it after you defeated him.
* "I really don't care about all of this. Where's "Minotaur"?!"
You're right. Minotaur DOES NOT utilize the "Myths of Maj'Eyal" content, and could easily be released without necessity of completing it. However, War Hound would remain barren until such is done to complete it. As you can see, I'm at a... "Complicated" impasse.
I'm not concerned, however-- It's always fun taking the community's input about what to do next, because-- As I've said-- I ALWAYS have some tricks up my sleeve, and you are always getting a little more than I ever let on... So, go ahead-- Tell me...
... Where should the "Deluxe" content go next...?
For clarity, my divide is with "finishing War Hound", which involves production on the new "Myths of Maj'Eyal" add-on, or... "Finishing Minotaur", which means continuing to ignore War Hound and starting development on a new playable class.
It's been quiet. Maybe even TOO quiet... Where has your add-on developer gone...? Well, I guess it's time to explain a few things.
* Therianthropy was NOT just a name!
A mechanic for "Therianthropes" (a class I've always wanted to create for a very long time now) was going to be able to encounter various "familiar" beasts about Eyal (the "Hoarding" beast Mantulo, the "Burrowing" beast Totuous, etc...). They would be a sort of "Blue Mage": Learning new Talent Categories based on what beasts they've encountered (and hopefully defeated).
Though "Avatars" would not utilize this mechanic, it (needless to say) dabbles A LOT with them, in that is possesses MANY of their talent trees, even though having NEVER encountered them before. Particularly, "War Hound" ended up having a special interaction with one of these various "Myths of Maj'Eyal" (that IS the final name!) in order to finish its own "Reflections" quest. However, unfortunately, because the expansion is not yet finished, War Hound ended up coming out a little... "Barren".
* "Why is this important?"
Along with all the myths would come various interchanging accesses to talent trees you wouldn't normally be able to get-- IE: "Everything in Worldly Knowledge and then some". But that's just the complicated part. The "simple" part in all of this is: "I have been planning a new add-on that adds some (semi-optional) random enemy encounters to the Campaign, but have been putting it off for AGES due to other priorities". Recently, I changed my mind about this, and bravely decided to take it head-on... Perhaps a foolish decision, depending on how "patient" people feel about waiting even longer for me-- But if it's at all reassuring, it is already mostly there in terms of completion (as I've hinted with those screenshots earlier).
* "What does this mean for me?"
Deluxe content is still coming, but (much like "War Hound") this next update is going to take a while-- While I sort out the mess that is my "secondary testing add-on" and do some real quick testing to make sure nothing breaks (you know, the usual). Since I have intended "Myths of Maj'Eyal" to influence non-Avatar characters, my greatest concern of all is making sure these various new "mid-bosses" don't sway or throw off the game's balance too much. That is to say, I would hate if you turned a corner and "Turigund" (the "Pilfering" Beast) made off with something valuable before glitching out and failing to drop it after you defeated him.
* "I really don't care about all of this. Where's "Minotaur"?!"
You're right. Minotaur DOES NOT utilize the "Myths of Maj'Eyal" content, and could easily be released without necessity of completing it. However, War Hound would remain barren until such is done to complete it. As you can see, I'm at a... "Complicated" impasse.
I'm not concerned, however-- It's always fun taking the community's input about what to do next, because-- As I've said-- I ALWAYS have some tricks up my sleeve, and you are always getting a little more than I ever let on... So, go ahead-- Tell me...
... Where should the "Deluxe" content go next...?
For clarity, my divide is with "finishing War Hound", which involves production on the new "Myths of Maj'Eyal" add-on, or... "Finishing Minotaur", which means continuing to ignore War Hound and starting development on a new playable class.
Creator of the (rather large) "Odyssey of The Summoner" add-on pack
Re: "Odyssey of The Summoner" is OUT!! Find it here...
Whatever happens is all good. The upcoming stuff sounds super cool, and I like the classes in anyways, so I am fine waiting for now.
Edit: Actually, Wolf and the rest of that stuff gets my vote. I love the Wolf class, and their skill lore makes me wonder what the full story with them is.
Edit: Actually, Wolf and the rest of that stuff gets my vote. I love the Wolf class, and their skill lore makes me wonder what the full story with them is.
Last edited by Kamani on Tue Aug 15, 2017 10:26 pm, edited 1 time in total.
Pronouns: They/Them
Re: "Odyssey of The Summoner" is OUT!! Find it here...
Minotaur gets my vote. 

Re: "Odyssey of The Summoner" is OUT!! Find it here...
Since Minotaur could be implemented without having to put out Myths first, that gets my vote.
Re: "Odyssey of The Summoner" is OUT!! Find it here...
Glitch in spoilers forum.
Edit: I heard people complaining about how bad War Hound's start is. I am at maze with zero deaths. Unless it got buffed, it wasn't that bad.
Edit: I heard people complaining about how bad War Hound's start is. I am at maze with zero deaths. Unless it got buffed, it wasn't that bad.
Pronouns: They/Them