Some changes made to Brofistery per Bergstrom's suggestions. Plus, salty bawl got a buff and TACOs are probably fixed (can't test, don't have one atm). 0.8.RevB is up.
Code: \FaxPax.0.8.RevC\mod\itemDB.xml(49): <triggerondodge percentage="25" name="Adventurer Aikido" /> triggerondodge should be dodgeBuff.
To quote the quick reference thread. targetHitEffectBuff playerHitEffectBuff targetKillBuff crossbowShotBuff fireCrossbow (as CrossbowShotBuff, but doesn't require your bolt to hit it's target) thrownBuff triggeroncast triggerondodge boozeBuff (this and all following are planned for 1.0.10 and not currently available.) foodBuff consumeBuff criticalBuff counterBuff blockBuff And to quote the game files: Code: <triggerondodge percent="30" name="Adventurer Aikido" /> (1.0.11 RC5)
Then the reference thread is wrong. Test it like I did and you'll see that, on items, triggerondodge does nothing and dodgeBuff works. Here's a different core game snippet: Code: <spell name="Transdimensional Dodging" downtime="3" type="self" icon="skills/transdimensional_dodge32.png" > <anim sprite="sprites/sfx/psionic_generic/psionic_generic" frames="5" framerate="100" sfx="ping" /> <buff useTimer="0" self="1" stackable="0" removable="1" stacksize="1" icon="skills/transdimensional_dodge64.png" smallicon="skills/transdimensional_dodge32.png" > <effect type="buff" self="1" sprite="sprites/sfx/psionic_generic/psionic_generic" frames="5" framerate="100" sfx="magic" /> <dodgebuff percent="100" name="Froda's Jump Discontinuity" /> <secondarybuff id="6" amount="3"/> <!-- dodge --> </buff> <description text="Sometimes you can dodge almost out of reality (and then back into it). Whether this ends up being a good thing is to be seen on a per-case basis. You may activate this ability at will."/> </spell> The game XML is not 100% consistent.
The world of DoD XML is a crazy, mixed-up place. Another example: sometimes "percent" is used, and sometimes it's "percentage".
New skill in 0.8.RevD! The Dastardly Scoundrel: 0th level: Vanish 0, invisible for 6 rounds Passive: +3, +3 1st level: Sneak Attack 5% of the time on hit, deal extra equal to 1+(.5*) Passive: +1, +3, +3 2nd level: No Ticket Castable: + sign shaped burst that deals 2+(.1*), knocks back, and locks down for 2 rounds. Usable every 30 turns. Passive: +1, +1, +2 3rd level: Cool Guys Don't Look At Explosions 10% of the time when struck, create explosion that deals 2+(.1*) behind player Passive: +2, +1, +1, +2 4th level: Never Outnumbered Castable: AoE centered on player: for each creature in area, give small, randomized, stacking buff to player. Usable every 100 turns. Passive: +1, +1, +1, +1, +1, +1 5th level: Flee The Scene Castable: randomized repeated blink, leave behind a clone to clean up for you. Usable every 75 turns. Passive: +5, +4 6th level: Out Of Phase Castable: brittle 10 buff that gives +20, +20, +20, +20. Usable every 50 turns. Passive: +2, +2, +5, +5, +5, +10
Infinite free invisibility on-command as the first level has some potential to be kinda good, don't ya think? Maybe that was a typo?
It's short duration, goes away if you do anything but move, and costs a turn to keep up. EDIT: Let me clarify. In order to have invisibility up permanently, you have to spend fully 1/7th your turns casting invisibility. If it's that huge an issue, I'll make it into a hungry or cooldown buff.
Alright, on second consideration: Duration of Vanish doubled to 12 turns, given a cooldown of 24 turns. RevE up.
Well, I would love to give this a try, but I'm also testing the RC beta. So, It might be awhile before I play this. Unless the beta is stable enough now to play with mods without breaking. Also, Diablo III. Which is slowly taking over my life.
I have been using the Beta with mods since the very first day. It certainly works just fine. In fact, half the mods we commonly used were made by those who contributed great volumes of insanity to the DLC Beta. FaxCelestis was a definitive part of a good portion of the content, and has helped fix other parts too. *Edit* In particular, I can confirm that FAXPAX, ID, RR, and most other mods work fine with the Beta. It would be a much shorter list to tell you what mods do not work than those that do. But note that some mods like ID are partly included in the DLC Beta, so you need to go to that thread and grab the version that he says o use for the Beta or you will certainly have problems.
Uh oh... Rod of Necrotic Might is a reproducible and instant game ender. No warnings about what went wrong either. It just goes necrotic. (Pun intended.) And there seem to be a few other little issues I have not pinned down enough to mention too. But it is still good. Until the next revision that changes the RoNM, players should simply avoid using it.