Code: <primarybuff id="0" amount="12"/> <primarybuff id="2" amount="12"/> <primarybuff id="[I]5[/I]" amount="12"/> <primarybuff id="1" amount="-20"/> <primarybuff id="3" amount="-20"/> <priamrybuff id="5" amount="-20"/> Corrections: Code: <primarybuff id="0" amount="12"/> <primarybuff id="2" amount="12"/> <primarybuff id="[B]4[/B]" amount="12"/> <primarybuff id="1" amount="-20"/> <primarybuff id="3" amount="-20"/> <priamrybuff id="5" amount="-20"/>
Weird...my version is corrected already, and I swear to the Diggle Gods I haven't altered it at all. ...which means, either way, that it'll correct itself with the next rollout regardless.
New version: Warlockery removed, Degree in Dungeoneering put in. It's only been playtested on the most basic level, so if there's any issues with it, please let me know ASAP. thanks!
The description for Degree in Dungeoneering is too long to show up in the skill selection screen The skill itself is also going to need a bit of buffing and fleshing out. Little pendantic request: make the saffron robes of the apprentice a 3 star item like the leather cuirass and the robe of the grey warlock.
Description edited, stars added. Will appear at next upload. Also, what kind of buffing and fleshing do you think it needs?
I think it needs at least one or two more spells. Also the first could perhaps use more than one knock effect to make it stand out a little bit more considering how little damage it does. The problem with the tree as it is now is that it's supposed to be full of misellaneous useful things but it only has 5 levels and the skills are a little too unambitious with their usefulness. Maybe a hungry buff to make you more sneaky would be cool for example. Or a spell that debuffs constructs, reflecting your skills at handling computers. Honestly it's just a little underwhelming in general right now. Numbers could use a slight tweak up on things like Extra Beer and Extra Cheese and it could use one or two more levels.
Well, the point of the first is that it's not supposed to be a combat spell. It's supposed to be for opening secret walls and retrieving items off of islands. That's why it's so cheap. l'll be more willing to listen to detailed feedback once boozeBuff and it's cousins work, so we can see what the actual in-game effect of the skills are.
This is why I suggested putting in more "knock" effects into the spell. It'd make it more reliable at knocking stuff back and make it knock things back further
If it's dirt cheap, and also not a combat spell, it really doesn't need to be 100% reliable nor knock things very far, does it? If it's not being used during a fight, there's no reason why you can't just cast it again. Am I missing something?
Here, have this savegame Enjoy a lime, or a drink, and see what happens Spoiler: the game crashes So much for Conjure Extras
I got a weird crash that may or may not have anything to do with Final Stand in Bushido. Details: I'm fighting a zoo on floor 13. I did final stand at a choke-point not far from the doorway and took out all the Red Deths and Tuber Spirits one at a time. This left me with about 30 Witch Heads in the back of the zoo where I can't quite get line of sight to them. So I step off the Final Stand space, and move into the zoo. About 20 turns later the game crashes. Reload from auto-save, and it does it again. May be a slightly different number of turns each time, but it keeps happening. Glanced at Final Stand and didn't see anything obviously wrong there, but you've got a lot more experience with spells than I do. Only thing I could think of was maybe the second halo effect, being outside the buff? I've never messed with halos, so I don't know how they work. My auto save returns me to the point in the fight where I haven't left the Final Stand space yet, but when it does so the conflux halo isn't glowing. Neither is the second halo, but I honestly can't say that I've noticed that second halo being displayed at all. I've got no other special effects going on that haven't behaved perfectly fine dozens of times before, but this is my first time ever taking Final Stand. So I figure it's either a problem with Final Stand, or a rarely cast WitchHead spell that is only triggering in this zoo because of how many witch heads there are.
That's bizarre. I can't think of anything that would cause this -- I'd honestly post it up for Nicholas to see.
Hmm, anti-poison's healing seems a bit strong for a 48 round cooldown on a rogue character - it can heal me from about 33% to full.
Funny, someone else recently mentioned they thought it was weak. I'll note that and see if anyone else has anything to say about it. What level are you on, and what's your archetype level spread? It may be that it's too little up front but scales too strongly.
On DL12, rogue but wearing heavy armour, 40 EDR. Each tick is 2+0.3 EDR, which makes it 15 per tick. A tad strong, I'd say, for 48 turns.
Knock down the scaling. If I'm understanding the math correctly, it's currently just shy of 10 consecutive healing potions, but only takes 1 action. Even if you could only do that once per floor, it'd be a bit much. Aren't most of the healing spells in the main game in range of 2 to 3 points per turn?