FORUM ARCHIVED

Turreteer Mod (Skill ID 182)

Discussion in 'Mod Releases' started by RaustBlackDragon, Feb 7, 2012.

  1. Daynab

    Daynab Community Moderator Staff Member

    I'll add this to the mod index once it's stabilized and you consider the balance alright :)
     
  2. r_b_bergstrom

    r_b_bergstrom Will Mod for Digglebucks

    Some recipes in the main game have multiple outputs. So if you have zero levels of tinker, the recipe creates iron bolts. But when you've got 5 levels of tinker, it creates cruelly scythed barbed iron soul-sucking bolts of doominess... I may have the name wrong.

    The point is, the recipe produces a different bolt type depending on how many levels of tinker you have. Not everyone realizes this because the game doesn't document it during play, you find out only when you try to make one item and get a better one instead. The first time I tried to make a throwing axe and gotta a nzappa zap, I reported it as a bug. I would guess the ampoule bolts become bottle bolts with high enough tinker, but since it's not obvious in game, I've never tried it.

    If a turreteer recipe relies on the weaker bolt type, having too much tinker will prevent you from being able to make that component.

    You could fix this by adding a new recipe to your mod that produces just iron bolts (not the upgrades). Of course, if someone confuses the two recipes and clicks on the wrong one, they'll get annoyed when it makes the lower bolt type. Still, that's probably better than the annoyance of not being able to create something that is the purpose of an entire skill tree because you're too good at another skill.
     
  3. Loren

    Loren Member

    Sorry I didn't catch that you had a question about the recipe loss earlier. RBB is right. Instead of a recipe that produces just iron bolts, you could also make recipes that take the better iron arrows and turn them into iron bolts (break the barbs off and whatnot). Then you can't really be confused as to what power the bolts you make will be.
     
  4. Essence

    Essence Will Mod for Digglebucks

    Had a chance to test it. It's weak -- real weak. Even if you survive up to Squidbolt Traps, you then have to either survive a nearly point-blank Squidbolt or somehow manage to put the trap somewhere that you know the enemy will step on it in 4-5 turns after you're safely away.

    Honestly, I would just have the skills summon the traps outright instead of bothering with tinkering anything. That would help a lot. I would also, though I don't know if it's possible, add some sort of mouseover text so that you can tell which trap is which. It got really annoying until I started putting them all on my belt in order, constantly putting down a stronger trap than I wanted to because they were all identical and blank.

    It's not a bad idea -- the one problem with trap-based fighting is that all of the traps that you can pick up are one-offs; having a reusable trap at your disposal is nice. But as-is, this skill is nearly unusable. Sorry. :)