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

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

#391 Post by jenx »

the blurred screen visual from heat stroke looks terrible and is giving me a headache. please remove it asap :-)
MADNESS rocks

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

#392 Post by jenx »

Died to shade of telos :-(

although I had a close to optimal build for fire drake, this was still very difficult and MUCH more difficult than any other class currently in tome at Normal level.

So overall, the class is UP and needs to be significantly strengthened.

The BIG issue is not being able to remove status effects. They are just impossible to get rid of when you have 8, 10, 12 negative status effects.

The fundamental problem with the active version of wild gifts is that they all go on cooldown. With infusions, you can pop heroism, wild, cast a talent to remove negative effects etc.

But with this class, you have only heroism or poisons, etc.

There are no talents that reduce CDs either, which many classes nowadays have.
MADNESS rocks

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

#393 Post by jenx »

Ok, trying a different approach now that I"ve been to the East and back and done all backup guardians.

absolutely, the issue is status effects. So this time I'm maxxing saves to see if that works.

http://te4.org/characters/2460/tome/102 ... 1f3ccb4841

level 21, so far 56, 51, 69 for phys, spell, mental. it's making a big difference here. but can i scale it up as I progress to get saves in 90-100 zone? that's 300 raw, which is a tough ask.
MADNESS rocks

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

#394 Post by nekarcos »

@jenx
RE: Sandworm Lair
NOOOOOOO!!! I thought I got rid of that stupid error permanently! It looks like it relapses if you come back to the place after that happens...? jenx, can you try to replicate this?

RE: Upchucking
Are you sure? You seem to always have "Relief" sustained and you might have forgotten that's what it does...

RE: Heatstroke
Ya-- I was curious if anyone else was experiencing the same effect I was (and the slowdown it causes too). I'll see about using a new placeholder effect until I can come back and make it look really nice.

RE: Shade of Telos
Absolutely NIGHTMARISH opponent, no matter which Avatar I have played in the past. I have ALWAYS elected to go to the other place instead-- But now that I think about it, that's a HORRIBLE way to play-test, isn't it? In any case, generally, "I'm a spammy ice ghost" mobs tend to absolutely push my s**t right back-- Particularly "Ghost of Telos", "Kor's Fury", and "Celia". I was always curious if these were my weakness as a player, or generally a weakness as Avatars-- Or maybe these opponents are just... Well... Absurdly strong...

RE: Underpowered
... Were you using Drakelings at the time? A little bit back, I heard you were fighting without any before, and that really does make a big difference when we talk about Fire Drake's power level (especially since the design principle is that you are dealing 100% damage, and each Drakeling you have deals 50% damage-- Amounting to a potential 250% damage)

RE: Infusions, Status Removal, CD reduce, etc...
... All the bells and whistles, huh...? Wouldn't be a very unique experience if the class just HAD everything you wanted. Part of the fun is finding (and building) the class's weaknesses away-- Which is a core point of "Odyssey of The Summoner" gameplay: "Evolution and development"... But, knowing you, you don't really want to hear all this philosophical junk, do you? You just want fixes and patches! Wait for the next update, then let's hear your opinion about power!

RE: Maxing Saves
I definitely commend your effort in trying the most unorthodox builds possible-- But maybe you should wait until this next ENORMOUS update before you start trying out bizarre things...?

Another question-- "Treasure Hoarder's Will" used to increase Physical Save, Mind Save, and Spell Save (instead of Physical Power, Mind Power, and Spell Power). Would you like it better if it improved saves instead of powers?



*** Note to self:
- Double check Sandworm Lair AFTER "the event"
- Replace "Heatstroke" graphic... This is not working out.
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

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

#395 Post by lunitan »

Level 21 ritch reporting in (the highest level without cheating on the vault) about to do dreadfell. I can say for sure ritch is the least powerful class (and avatars are less powerful than any normal class) but it isn't impossible. I've had to run away a lot and avoid zones but I think I've got a shot at beating the game. As my character name suggests (carriedbypassives) I'm focusing entirely on getting as many passives as I can in order of my tier list. If you aren't investing in passives heavily it's like you have no gear, which is why I think almost everyone dies before level 20.

The armor and defense/luck ones are tier 1, growing bones I thought would be tier 1 but 300 hp ends up not being that much for avatars (though ritch kind of needs it because their hp gain is garbage in comparison.) Saves and phys power is tier 2 which I'll invest in afterwards. But I have significant concerns with scaling into the endgame. Flamespit is my main skill and it's almost capped in damage since it doesn't scale with mind power at all (why is there a mind power passive if it doesn't scale at all.) I'll have a 100 flamespit dmg max for the rest of the game and, unlike hydra and fire drake, ritch has the weakest gear scaling. Hydra has 12 slots for rings and such, while fire drake has 7. Ritch only has 3! (neck, mouth, helm) 5 if you count weapons but weapons don't usually have many defense stats like you need, this makes stun immunity very hard to get and makes ritch have horrible scaling defensively since gear is whats supposed to scale you into the endgame.

Ritch also has an unfair restriction on healing. Growing bones is only good if you have a really good hp pool (which ritch doesn't have) since you lose your 300 hp, which makes you more vulnerable and your only other way to heal is from a bleed effect. Only the problem is you don't want to ever be in melee if you can help it since ritch has poor hp and status effects are such killers. Ritch once again gets shafted on status effect removal (hydras have heads and fire drake has meat shields and another skill I think.) Ritch desperately needs two things to even make it even close to equal to other classes, a ranged bleed with at least range 7 and a big lifesteal effect (something that can be used outside of melee) that can be popped like recuperate/renewing flames. I'm thinking a 50% lifesteal effect, for 5 turns with a 50 turn cooldown (so it can only be used once during a boss fight) good options to replace are cut loose or bloody roar (why would you ever want to end bleeds, you need that for healing.)

Also I don't like how hoarding beast is locked, it is very important for survival (plus every other avatar has it unlocked). I know every avatar has a certain number of unlocked categories but ritch is supposed to be the clever one, so I think it should have one extra category unlocked from the start, it makes sense thematically and more importantly opens up more build diversity. As is you are forced to spend your first cat point on it. Cold blood is nice and all but it's basically just a +20% exp buff, if it wasn't unlocked no one would ever spend a cat point on it. Speaking of hoarding beast I've also ran into a bug that makes you both randomly puke out items (I've lost several artifacts this way and can't find them) and on level up it opens up the relief menu when I didn't click on it. By the way I don't think anyone uses relief for the damage reduction a better idea would be to increase your max encumbrance by X% of the weight you've consumed already, or just to increase your max encumbrance.

I have a suggestion for a new class category that can be unlocked for ritch (strewn and agonize are both not very good, metal rending is a better but all can be replaced without losing much) this category I'm tentatively calling big mouth. It follows the logical conclusion that if a ritch can spit flames why can't they spit other things/use their mouth to bite or store more items. Here's my tentative 4 skills that you can take or leave, they are designed to give ritch what it's lacking while sticking with the theme and lore, it requires strength and is kind of a bleed and strength counterpart to the stinger tree (which btw i think is under powered).

Bloody Bite (One day the ritch realized it could use it's mouth for more than spitting...)
X% (scales with strength and skill level) chance to bite an opponent after a melee attack (like stinger attacks) dealing X damage and doing X bleed over X amount of turns.

Gaping Maw (... It's mouth grew bigger until it could swallow men whole...)
Level 1: Adds 0 mouth slots, Adds X* effect
Level 2: Adds 1 mouth slot, Adds X* effect
Level 3: Adds 1 mouth slot, Adds X* effect
Level 4: Adds 2 mouth slots, Adds X* effect
Level 5: Adds 2 mouth slots, Adds X* effect

*This secondary effect could be any number of things, better bites/bleeds, +accuracy, +physical power or something else entirely, feel free to add an upside and downside if you think it's too powerful. The 2 extra mouth slots (that can be used for clasping) should give ritch better endgame scaling and an easier time capping stun immunity and getting resists. It also, if you count weapons, gives ritch 7 slots which is the same as fire drake. If you think its too op you can also limit these two mouth slots so you can't do helms if you think that's too much.

Mouth of Metal (... It chewed metal into deadly little balls...)
You can create deadly spiked balls out of metal (Any metal armor or equipment, this gives a use to war axes and such though mail will obviously give more balls) each level gives you an ammo you can use in an ammo slot, kind of like alchemists gems, talent level also gives you more balls per encumbrance level of metal consumed. You'll have to figure out the amount created and the damage values. (maybe prodigy to use gem balls too?)

Level 1: Misshapen ball
Level 2: Round ball
Level 3: Spiked ball
Level 4: Deviously Spiked ball
Level 5: Ball of a hundred spikes

Spit Spiked Balls (... and fired them until it's enemies were full of holes.)
Deals X% of ammo damage and applies X bleed for X amount of turns. Range scales with level maxing out between 7-10.

There that's it, I think the tree fits pretty well, it may be a little op but you can nerf it/ nerf bloodletting beast to compensate. That said I think ritch needs a tree like this to compete with the other stuff the two other avatars have (attacking with 16 heads lol.) I think you'll see alot more ritches this way.


P.S. Jenx you sly bastard, you came up with the worldly knowledge idea too? How did it go? It's kind of a big ask for ritch because you can't stat boost as much and have to actually invest in cunning but light is pretty much the best defensive category in the game.

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

#396 Post by lunitan »

I died at level 24 in dreadfell constantly got status effect locked into oblivion, couldn't even avoid the monsters to go down to the next level. I'm doing the same thing jenx is and investing in saves.

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

#397 Post by nekarcos »

lunitan wrote:I died at level 24 in dreadfell constantly got status effect locked into oblivion, couldn't even avoid the monsters to go down to the next level. I'm doing the same thing jenx is and investing in saves.
Same class, same difficulty? Link me to your character-- I'd like to see what's going on as best as I can.

Edit: Nevermind. Sometimes, I forget that computers are a wonderful technology that can do these things for me...
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

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

#398 Post by lunitan »

Meh I'm done for now past level twenty is a brick wall. The only reason I got to dreadfell in the first place last time is because i had a teleportation torque, this time i didn't and just got constantly stunned and trapped at the sand queen lair. This class really, really needs a good escape, maybe buzz off is that but I doubt it. I'll come back and try again when you make significant changes and deal with the constant problems everyone including myself has brought up (hopefully in this next update) Need reliable status effect removal for all 3 types, need better ways to heal and need an escape. Ritch could use some more damage and healing especially.

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

#399 Post by nekarcos »

@lunitan
RE: Brick Wall
... This has been a long 5 days, hasn't it?
Just wait until tomorrow. I have A LOT in store for you and everyone else.

RE: Good Escapes
Ugh... So hard to satisfy everyone... I always knew "Wing Pod" would be necessary for effective Ritch gameplay...
Although "Buzz-Off" isn't exactly the end all of escapes, it was there to give you hope and a second chance. I honestly felt pretty sad when I ended up locking "Wing Pod"... To me, it meant nobody believed in luck or hope... But I guess the people have spoken, hm?

RE: Reliable Status Removal
... Mmmm... I DID want to keep this a secret... But the "Ranged" avatars are, intentionally, undone by stuns and close-quarters combat. Whenever I get around to the "Melee" avatars, they are going to be MUCH better suited to the "attrition" of CC, and their main gameplay difficulties will be similar to standard melees: Getting in close and cracking heads.

You can think of Ritch as a... "Flimsy Hybrid" version of a Melee Avatar.

RE: More Damage
The next update is GUARANTEED to improve Ritch's bump power-- And (because Ritch's heal MOSTLY comes from Life Steal) this will, in turn, boost its healing power as well. Now I'm just fearful of how much I might have buffed it, to be honest...
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

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

#400 Post by lunitan »

nekarcos wrote:@lunitan
RE: Brick Wall
... This has been a long 5 days, hasn't it?
Just wait until tomorrow. I have A LOT in store for you and everyone else.

RE: Good Escapes
Ugh... So hard to satisfy everyone... I always knew "Wing Pod" would be necessary for effective Ritch gameplay...
Although "Buzz-Off" isn't exactly the end all of escapes, it was there to give you hope and a second chance. I honestly felt pretty sad when I ended up locking "Wing Pod"... To me, it meant nobody believed in luck or hope... But I guess the people have spoken, hm?

RE: Reliable Status Removal
... Mmmm... I DID want to keep this a secret... But the "Ranged" avatars are, intentionally, undone by stuns and close-quarters combat. Whenever I get around to the "Melee" avatars, they are going to be MUCH better suited to the "attrition" of CC, and their main gameplay difficulties will be similar to standard melees: Getting in close and cracking heads.

You can think of Ritch as a... "Flimsy Hybrid" version of a Melee Avatar.

RE: More Damage
The next update is GUARANTEED to improve Ritch's bump power-- And (because Ritch's heal MOSTLY comes from Life Steal) this will, in turn, boost its healing power as well. Now I'm just fearful of how much I might have buffed it, to be honest...
What's your opinion on my small essay earlier?

I look forward to this new update if it bumps the power of avatars. Btw I second the consuming inscriptions not giving you max health bug, I've tried everything but it just doesn't give you the bonus hp.

RE: Maxing Saves
I definitely commend your effort in trying the most unorthodox builds possible-- But maybe you should wait until this next ENORMOUS update before you start trying out bizarre things...?
Another question-- "Treasure Hoarder's Will" used to increase Physical Save, Mind Save, and Spell Save (instead of Physical Power, Mind Power, and Spell Power). Would you like it better if it improved saves instead of powers?
I think it'd be cool if you split the bonus in half, so half goes to physical power half physical save etc. As is everyone stacks armor because armor doesn't suffer diminishing returns. As is I avoid anything that's not master crafted.

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

#401 Post by nsrr »

nekarcos wrote: -- Completely irrelevant note: I'm thinking of making Consume/Clasp have NO cooldown if there are no hostiles in sight--
Any ideas? I don't want to do something silly like a "hostile-spotted cooldown", because that would just lead to more overhead-- Which I don't want.
No ideas, sorry :?
It is a little bit obnoxious, but, as you say, I can't think of anything that couldn't be easily exploited. I'll get back to you if I come up with something, but I would say it's fine for the time being.
nekarcos wrote: ... Addendum: What if I changed all the "teleport-onto-enemy" talents so that they ALWAYS dropped you the furthest distance possible from where you are? Y'know, as though you were sneaking up behind them??
That could work, as long as the landing spot is predictable. Like I said, in some situations landing on the other side of the enemy is actually better; it's just the randomness that's problematic.
nekarcos wrote: RE: Stinger Damage
... How would you feel if the diseases caused by "Deadly Sting" did some fraction of its total damage upfront, regardless of whether they become diseased or not? Something like... 33%? It would function the same way "Poison" projections do, kinda like "Spit Poison"-- Except it would be 33%, not 16%.
That would probably be an improvement. A couple of other ideas: what if Predator Stance granted some Blight penetration and Diving Bomb gave a chance for the disease applied to ignore resistance? Or a chance that, if the target is immune to disease, it would deal a greater percentage of the damage up front?
Just a couple random ideas; haven't put a lot of thought into them.

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

#402 Post by nekarcos »

@lunitan
WHOA!! I didn't even notice that HUGE post you made before that! Let me speak my mind about this as well!
Addition: Oh god. I'm STILL writing this as you posted the new message...

RE: Passives instead of Gear
There you go! That's an inventive way of thinking! That's EXACTLY why you have Natural Combat-- And if you need even MORE "gear", that's also what "Hoarding Beast" is there for!

RE: Ritch is least powerful
Unfortunately...
I'll definitely admit-- "Ritch" is a jarring experience for Natural Combat players because NONE of the rules/tactics taught by Hydra and Fire Drake apply effectively to it. It's a COMPLETELY different animal. However, even with that being the case, even *I* personally feel it needs some power ups and such, and my plan was to see how far people can get, and what they were always generally lacking. This approach will let me slowly "build" on the Ritch's strengths without having to transform it too wildly... Although, this means there's going to be a bit of heartache involved...

Sorry! Just try to bear with this, and always be open-minded! The truth is, most of the end-game is not done yet-- So you aren't really missing anything at the moment!

RE: End-game scaling
Don't worry. In case you haven't been tuning in, I have CONSTANTLY raved that Avatar end-game is absurdly powerful-- Now, it's just a matter of getting people there WITHOUT making their end game any sillier...

RE: Flamespit Scaling
The true source of "damage" from Flamespit is having enough of an Equilibrium cap (Willpower) that you won't get any equilibrium fails, which would cause your "Gatling Fire" buff to reset.
Think of about "Quantity", not "Quality"-- That is, don't think of it as "100 Damage per spit"... Think of it as "5 Spits per turn"!

... Also, the reason it DOESN'T scale on Mind Power is because it would be ABSURDLY strong (since anyone could just invest in "Predation" and just laugh at how insanely powerful their Talent Level 1 Flamespit is).

RE: Gear Scaling
If you account for "Strongarm" (which can make BOTH of your weapons up to 250% more effective), then each weapon actually behaves more like 2.5 gear slots-- Which would mean Ritch actually has 8 scaling slots, if you math it out a bit. Not to mention "Bladed Mail"-- Which lets you WEAR a weapon-- So 9 scaling slots!

RE: Stun Immunity
Ritch is getting SEVERAL solutions next update.

RE: Healing Restriction
I'll admit... This "Life Steal to heal" idea is a VERY experimental thing-- But if I can make it work, Ritch will EASILY be the single most satisfying character to play EVER made. It will NEVER need to rest-- Only repair weapons. It will have a battle and gameplay pacing that makes even "Afflicted" look like turtles. Just bear with me... I'm creating a great thing here... WE'RE creating a great thing here! An unending bloodbath of slaughter!

RE: Growing Bones
The activated effect takes away from your Maximum Life-- It shouldn't hurt you at all unless you're using it at full life.

RE: Stuns in Melee Combat
You should take note of what enemies are capable of stunning and which can't-- It will help you SIGNIFICANTLY. That is, if you don't have it memorized, you should always be inspecting any enemies you haven't seen before.
Me personally, I ALWAYS assume "Unique" enemies can stun in close-quarters, and if I see any kind of warrior-like mob (Skeletons, Orcs, Humans), I don't let it anywhere near me.

RE: Two things it needs
"Ejection" is a ranged bleed. ANY weapon with the "Projection" ego can potentially be a bleed (Projection in 1 hand, Nothing in the other-- You'll make yourself bleed).
Also, "Bloody Roar" ends bleeds, but not the life steal effect it gave you. Note that "Blood Heat" ONLY triggers UPON inflicting a bleed-- It doesn't matter if the bleed is cured or lasts forever.

RE: Why is "Hoarding Beast" locked?!
There was a debate in this thread about which trees Ritch should have unlocked from the start. After a lot of deliberation, everyone agreed unlocking "Bloodletting Beast" and "Cold Blood" would improve Ritch's performance best. However, deep in my heart, I knew "Wing Pod" and "Hoarding Beast" were somewhat necessary to its functionality. Ritch has A LOT of cool tools, but simply giving it ALL of them really isn't reasonable.
So, alas... It's a situation of having your cake and eating it as well, heh...

RE: New Talent Tree
*** Excuse me for a moment here-- I'm going to critique these talents (ya, ya, I know-- these were probably haphazardly written-- But, as a rule, I must always explain my reasoning for agreeing/disagreeing with ideas/suggestions-- I don't want to simply ignore them)
To start, Ritch has neither a big mouth or a big stomach-- Hence why it only gets x0.9 Mastery of Hoarding Beast. In fact, there was a time that Ritch wasn't going to get Hoarding Beast at all, but I elected against that because it would alienate the trend of each Avatar getting it-- As well as disqualify it for "Consumable" effects. So, I guess you can say Ritch only has a mouth out of necessity-- particularly because of something wonderful you get after Dreadfell...

- Bloody Bite
The presence of "Blood Heat" is mainly why a bleed effect like this shouldn't be so easy to access. But more importantly, I don't think anyone would like a talent that only has a chance of causing bleeding-- Doesn't this just further intensify the Ritch's problems...?

- Gaping Maw
Multiple equipment slots should never be something you can just click and get so easily-- It's too much of a no-brainer. That's mainly why the requirements for the "Hydragon" talent tree was tightened. To elaborate, the bonus this gives is just TOO easy, and begs nothing of the player in return. Within the "Odyssey of The Summoner" philosophy of design, this is just too much...

- Spiked Balls
*... Shifty eyes...*
Spoiler-Written-In-Very-Hard-To-Read-Text-Here: -- AHEM-- Spoiler alert: Ritch already has something like this... "Later".
Ritch's secret prodigy is something called "Death From Above". It allows you to make "Crossbows" out of 4 different objects, transferring their ego effects and effectively giving Ritch the ability to use bows (and hence, deal physical damage from a distance). And YES-- You CAN equip a crossbow in each hand, ENABLING DOUBLE SHOTS.

*clears throat* ... Yeah.

RE: More Power = More Ritches
Definitely true.
Can't wait for you to see what's going to "happen" in the next update...


Addition: AHHHHH!!!! THIS POST WILL NEVER END!!! Now I gotta respond to nsrr!!


@nsrr
RE: Stinger Damage
I've given "Stinger" an ENORMOUS buff. Here's a bit of a leak:
- "Stings" now stack 100% of the time and are not at all mitigated by prior diseases
- Diseases caused by "Needles" are now considered as "Pain" effects, allowing them to operate with "Torture"
- "Ejection" cooldown is generally shorter (from 60~24 to 48~20)
- Diseases now have slightly more base damage


... It's not exactly what you asked for-- But it will make it a MUCH more viable and reliable combat option now.
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

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

#403 Post by jenx »

nekacors wrote" Another question-- "Treasure Hoarder's Will" used to increase Physical Save, Mind Save, and Spell Save (instead of Physical Power, Mind Power, and Spell Power). Would you like it better if it improved saves instead of powers?

I thought of that too, but I like power as well. So I"m undecided. 50/50?

btw, my save focussed character is going well, but is under powered in attacked. Very few players focus on saves, because there are a number of talents that remove saves regardless. And at levels other than normal, the power of enemies becomes too strong to save against.

anyway, let's see how my current run goes, and I"m interested in the next update...
MADNESS rocks

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

#404 Post by HousePet »

Why did you decide to not have infusions working as normal?
They are critical for success in vanilla ToME and making something that works just as well appears to be a nightmare.
My feedback meter decays into coding. Give me feedback and I make mods.

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

#405 Post by nsrr »

nekarcos wrote: @nsrr
... It's not exactly what you asked for-- But it will make it a MUCH more viable and reliable combat option now.
Hey now, I've never asked for anything.
Merely asked what you thought of my ideas :wink:
Looks good, though :)

Also... that spoiler... I couldn't help myself...

:shock:

Maybe after this update I'll get far enough to try it out :D

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