Archery Fix v1

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Hirumakai
Thalore
Posts: 192
Joined: Wed Aug 11, 2010 2:39 pm

Archery Fix v1

#1 Post by Hirumakai »

I noticed a bug in the archery lua code, that was preventing most ego ammo and ranged weapons from having their on hit, on crit, and on kill effects actually work. A few artifacts bows, slings, bullet pouches, and quivers were unaffected because they had not been updated when the object code was setup to handle multiple special functions (i.e. two on hit effects like elemental explosion and being cursed).

So I've pushed a simple addon for 1.3.0. Its located at:
http://te4.org/games/addons/tome/Archeryfix

Not really sure the longer term balance implications given those effects haven't been working for many versions now. It should be a direct buff to archers, skirmishers, and archery based temporal wardens. It uses an overload of the Archery.lua file, so it may not play nice with addons which modify that particular file. However, thats the only thing it modifies.

Bear in mind this will in fact make archer type enemies (such as Master Skeleton Archers) more dangerous, as any ego weapons they spawn with will now do what they are supposed to do.

Assuming this works reasonably, I hope to petition DG to put in the next bug fix release.

ibanix
Wyrmic
Posts: 244
Joined: Thu May 23, 2013 12:25 am

Re: Archery Fix v1

#2 Post by ibanix »

Thank you for this!
Please help with the ToME wiki!

Dracos
Archmage
Posts: 405
Joined: Sun Jul 13, 2014 4:09 pm

Re: Archery Fix v1

#3 Post by Dracos »

Props for doing.
ToME Tips - auto-generated spoilers for ToME. - someone else made. I find super awesome, so spreading as well.

0player
Uruivellas
Posts: 717
Joined: Fri May 24, 2013 4:27 pm

Re: Archery Fix v1

#4 Post by 0player »

You don't mind if this gets snatched upstream, do you?

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