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Topics - Dredi

#41
Bug Reports / Turn Undead - Actually Turning Undead
June 02, 2019, 12:37:09 PM
It appears that when you turn undead with an item altered effect (in this case "Planar Rift") it rolls to actually turn undead and does successfully do so.
#42
Suggestions / New item Bundle of scrap
May 23, 2019, 12:04:40 PM
Idea is fairly simple in itself: introduce bundles of scrap, these would work like other bundle items in that when user the item is destroyed and it spawns a number of items.

This item would spawn items of scrap, which are largely unique to this item and cannot be found elsewhere.

Scrap items have no intrinsic purpose, have no unique powers and do not do anything by themselves, but are useful as material components for crafting.

Examples of such items
Length of copper wire
Cracked crystal flask
Pinch of powdered silver
Bottle of coarse sand
Rich soil sample
Iron bands

Their "value" as crafting reagents would vary with some potentially being better than others (Dormant power core and platinum scraps versus length of copper wire and bottle of dirty water, for example)

You would always get a random selection whenever you opened a bag.

Why implement this idea?
Crafting is a long term thing which requires a lot of time, patience and materials. In the last chapter we could produce shards which acted as constants, easily accessible from other objects to be used as reagents.

Without shards crafter's are pushed to use random bits and bats they find, but their usability as reagents is heavily effected by their ability to get things they can find for crafting with, which can be found again  to remake said item if it results in a success.

This is a suitable compromise between shards which were way too common allowing literally thousands of experiments to take place, and our current system to allow a certain level of consistency in crafting reagents.

These bundles of salvage would just be standard loot table drops, fairly common from both NPC remains and salvage spots and you could implement NPC buyers (akin to old animatron parts) which gives the items value to non crafter's making sure they are not considered worthless drops for many players.

Thoughts?
#43
Suggestions / V5 Necromancy
February 17, 2019, 02:35:19 PM
Just a few things, nothing major!

"Rotting corpses" an item already in the loot system but with no (known) purpose. - Allow these to be raised producing one of the Rotbringer Sorceror Perks "special" zombies.

Adding new animatables which are more setting-fitting
As examples perhaps: Crocodile/Aligator, Giant Trashgull or perhaps something more Insectoidy like the Scarabi or a Carrion Crawler.

Additionally for skeletons already present (More a bugfix..) The Warrior skeleton continues have a wrong feat for his weapon (P sure its either weapon focus or specialisation for battle axe, its using a longsword)
And for Archer skeletons, can they be forced to not unequip their bows when engaged in melee? This makes them go unarmed and there is no way to swap back afterwards
#44
Bug Reports / Rotbringer
February 06, 2019, 09:58:51 PM
Rotbringer "Raise dead on kill" mechanic and "Special Zombie" summoning do not currently function.
#45
Suggestions / Maps, Mapping and Blank Maps
February 03, 2019, 04:20:48 PM
A few suggestions here.

A bunch of shops have blank maps or bundles of blank maps - this item is functionally pointless. You literally cannot use it for anything.

To copy a map you use mapping tools on an existing map. Using mapping tools on a blank map does nothing.

As such a "Bundle" of blank maps is extremely pointless.

My suggestions would be:
Remove Blank maps from shops, drops etc.
Remove "Bundles" of blank maps from shops, drops, etc.
Make mapping tools cheaper (they're currently 60-80 for a single map/map copy) or multi charge. (2-5 per mapping tool?)

Mapping is a cool function, but one thats practically never used because its super expensive for relatively little use.
#46
Bug Reports / Quest Items not marked "This reset only"
February 03, 2019, 11:35:52 AM
So far a number

Alices missing Book (From the under the book shop quest)
Aunt Maries Famous Meatballs (from the Famous Knight of house glitt quest)
Rat catching cheese (From the ..rat catching quest)
#47
Bug Reports / Summoning Tome - The Dictates of Law
January 27, 2019, 02:06:59 AM
This does not function as a summoning tome, but nor does it produce a "This item is not a suitable summoning reagent" when cast and active.

It recognises it as a summoning tome in the text, but fails to actually change it

https://imgur.com/a/7e4MwJa

Edit: Further testing shows I just cant take it OFF earth theme
#48
Bug Reports / Portable Cooking Kits
January 25, 2019, 07:38:29 PM
Do not function - but are still in stores.

I dont know if they should function or not
#49
Bug Reports / Rogue Perk: Treasure Hunter
January 23, 2019, 07:26:37 PM
I'm getting procs for "you found additional loot" but there never is any actual additional loot.

#50
Bug Reports / Fetching Eggs
January 22, 2019, 09:27:59 PM
This starter quest is now giving 2 Ropes and Grapples, rather than 1 rope and grapple and 1 grapple gun.
#51
This spell's changes appear to be missing from the forum list. Can we have it re-added?

Thanks
#52
Character - Human, male, Cleric (7) (Lawful Good)
Item "Moon Cleric's Jerkin" (See image)

Item has a secondary bonus providing a +1 effective caster level and it is alluded to in the description, however when tested with stone-skin (The benefit that should be perceived being +10 damage absorbed) the maximum absorption amount was still 70.

Log and item description in Image

https://imgur.com/a/fNpKd1E

secondary test: Darkfire. Darkfire at level 8 goes from 1d4 damage to 1d6 - Confirmed damage is still 1d4 when cast by a level 7 with this item equipped
#53
General Discussion / Lore Query: Negative Energy
May 07, 2018, 08:14:43 PM
I am curious and its a fairly simple question on the face of it but may be a bit to the answer

Is Negative energy in this setting inherently evil, or simply a tool? Is channeling it an inherently corrupting and evil act, or does it depend on context? (Summoning spirits, animating undead vs energy blasts)
#54
Bug Reports / Shadows
April 28, 2018, 10:45:58 AM
Shadows (Minmazar Boss room) and Shadow Lords (Sandy Crypt) are no longer attacking as they used to instead choosing to use a strength draining attack and standing completely still between uses.

This attack drains strength with no saving throw at an incredibly fast rate.
Further, when strength reaches 0, the character is immediately put to 0hp, again, with no saving throws.

While for most people this is less of an issue, this permanent drain is devastating for RSD's and they can end up being killed in about 6 rounds of combat, or if you had low strength you could be killed almost instantly. by 2-3 shadows.
#55
Bug Reports / Red Star Defiant - Fighter_Perk
April 28, 2018, 10:42:04 AM
Following de-leveling from level 8 back to 6 (and now 7) my Fighter_Perk no longer restores itself with time and is now once per rest like a normal fighter perk.
#56
Suggestions / Archaeology
January 11, 2018, 01:31:52 AM
Would it be possible to allow the Archaeology Efuss skill to provide a small bonus to lore for the purpose of translating and identifying ancient texts?

It would give benefit to an otherwise largely unused skill and seems fair
#57
Well! That was short lived!

Holy moley, what a ride though.

Arlin died tonight being horribly crushed by a huge mutant behemoth spider, which is exactly the epic way he should have gone.

The character turned out admittedly very different to how I initially envisioned it, quite greatly shaped by the world and the people around him.
The concept of the character from the offset was fairly straight forward, be intimidating - but be fair. Drum up an image surrounding himself in the eyes of his enemies of someone that should be feared by making an example out of people who crossed him.

What he didn't expect however, was to make a bloody example out of someone - and be heralded as a hero for it - something he was initially deeply uncomfortable with.

The character lasted a little over a week, and died exactly one time - which unfortunately turned out to be the only one needed - and was, to my elation, the only character I've ever managed to hit level 9, just an hour or so before he kicked the proverbial bucket.

Anyway, an exert from the PCN page - and unfortunately only 2 screenshots (I've got a few more but they're spoilery)

Quote
Feats:
Luck of Heroes
Weapon Focus (Great-sword)
Weapon Specialization (Great-sword)
Disarm
Improved Disarm
Skill Focus (Heal)
Great Fortitude
Knockdown
Improved Crit (Greatsword)
Iron Will

Brief character history: A lay-sword of Hoar, Arlin was always zealous in his pursuit of what he saw as justice to a rather extreme degree. When the darkness came and chaos came he wound up in Crows bluff, a port town around the sea of fallen stars with no small adventuring population before the darkness fell. Arlin would end up being a blade in service of the cities mayor a slimy human by the name of Argent Synneria in a harsh attempt to keep the peace as the world fell apart around them, but when the mayor would sell out the cities defenders for his own, selfish means Arlin would set out as the city burned in his pursuit of him, seeing red with rage he would not rest until he saw him dead. Unfortunately, while he tracked him for some time the scent would eventually go cold and only a portal to sanctuary would remain. Low on resources and with little other choice he has now found himself in sanctuary and a whole host of sinners who would see his blade.

Character brief: Arlin's character is based around a very "Dark Knight" concept - a man who relies heavily in instilling fear of reprisal as a primary method of keeping the peace, when he is called upon to enforce this justice he is violent and to an extent showy. Cuts would be made to instill bleeding in the target to make sure that the people he would fight are killed in the most violent and gruesome of a manner as possible and would not shy away from desecrating a body once it is already dead to further this means. He is more focused on the punishment of the guilty than he is saving the innocent, in a hostage situation he would make it clear he is only here to punish the perpetrators, rather than saving the target and may have to be heavily dissuaded from taking action to this nature.

To this end, Arlin is heavily focused on gaining power - in whatever form it should take - and fame to further his violent, deadly image and is not beyond being perceived as the bad guy if it furthers his plans.


The Dead Wolf



And Goodbye

#58
Bug Reports / RSD's and Player Cursed Items
January 01, 2018, 12:18:27 PM
It seems currently there is no way to remove a cursed item from an RSD once it is equipped.

RSD Brew "Hallowed" which confers immunity to curses does not help.
Resting, Which applies "Restoration" does not help remove the item (But does remove the curses negative stats until you try to remove the cursed item again, where the script runs again andit is reapplied)
The level 8 RSD Ability "Restore" which applies "Greater Restoration" and "Remove Curse" does not help.

Further, with remove curse not functioning on RSD's, it is to be the best of my knowledge functionally impossible to remove such an item.
#59
Unfortunately, Gradak died today trying to do the first scripted quest for over a week after being instapopped by a bugged alchemy fail.

Gradak was my run at an alchemist, one I nearly gave up on at many points. He was horrifically unlucky on multiple occasions and had more deaths to single bugged Alchemy fail than anything else in the game but he was also staunchly stubborn and determined.

From his character notes, some insight:

Character
Gradak is fair and honourable without being zealous or overbearing. He is willing to make both changes and friends on all sides where it suits him and is typically willing to give someone a chance before cutting them off.

Gradak is willing (And has, on multiple occasions) to conjure demons, devils and other evil creatures where it is required and especially when his back is pushed up to the wall or he feels he has something to proove.

Gradak places alot of value in his word and happily repays the aid of those who would help him in kind, if in slightly different ways.

Gradak is notoriously clumsy, a quality magnified many times by his heavy investment of time and resources into alchemy and a quality also seeming to attract more than his due attention when out and about having lead very closely to his death on many occasions.



Pursuits and Long Term Goals
Gradak as a character was produced to study and test out the alchemy system in more depth and really have some fun with it and is very heavily devoted to this often trying to find a solution to any given situation with his alchemical prowess.

Gradak is currently aiding Calab and Rago with the investigation and, hopefully freedom of Castle Avgardii. He was quick to offer Caleb his oath to complete the task - an oath he now regrets having seen the hell portal and what lies ahead, but one he intends to keep none the less.

Should he be successful in doing so and live to tell the tale, Gradak will attempt to run for Prefect of the House of Knowledge with Miriam's recent removal from office in an effort to pursue the rather far-fetched agenda of reversing the 7 steps.

Finally, Gradak would like to be attributed to atleast one major scholarly, alchemical or magical discovery, while the Castle Avgardii would most certainly come close, he is unlikly to be satisfied unless it is something he himself has pursued from the off-set.



Breif history
Gradak originates from a Dwarfhold deep beneath the earth and hidden away among the dragonspine mountains. Closed to outsiders and home of a reclusive cadre of dwarven sorcerors - the "Spiritforged" clan. It is here that Gradak was born, here that he was raised and taught, here that the hold remains even to this day among the hills.

It would be an enviable life for most, to live in a functioning dwartfhold after the darkening while remaining cloistered away from the end of the world but as time went on and things became more and more desperate it was clear to some in the clan that they could not remain cut off forever unless they were to resort to the darker arts.

It is as well known fact between scholars, alchemists and Mages alike that great power is available in the darkness , in the shadows - and fundamentally - in evil and that it is much more easily accessed than those of more goodly stints and so this was the path chosen by the elders of the clan, quietly at first but when the corruption begin to spread it became obvious, acceptable.

Eventually disagreements, infighting and other fel results of the corruption would begin to become apparent and this would cause Gradak to leave for good before finding his way to sanctuary.

Gradak's story is fundamentally one of a person who wants to do the right thing, but that was willing to use - or was constantly tempted by - the forces of evil in order to acheive this.



Gradak never got any loot and I am as a player pretty damn awful at taking screenshots but if anyone has anything of him, please free to post them up.
#60
Suggestions / Workmill - Alchemical Metals
March 06, 2017, 10:47:04 PM
Pretty simple. Have alchemical metals be donatable to the workmill.

Not much more to say than that