No, it's one of the existing ones.
I might have actually set it to 1400 myself when I was adding shortspears and just forgot, now that I think about it. I just checked in-game and it's not live yet, but will be when the patch hits.
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No, it's one of the existing ones.
Yeah, especially the question of whether the recently reported bug has been fixed -- that is, the bug whereby the extra known spells do not stick.
Hey, love that there are so many new items added. I would like to ask on one of these new items, if I may.KOPOJIbPAKOB wrote: ↑Tue May 04, 2021 8:43 am In the next update, there is 50 new epic weapons being added to the server! They are mostly meant to fill the niche of underrepresented weapon types, such as scythes, short swords, darts and others. Most of them will be obtainable through new merchant NPCs — one at the surface and one in the Underdark. It means that, while all of the new weapons are added to the loot table, some of them are loot table exclusive, obtainable only through a lucky epic drop.
Happy treasure hunting!
Per my understanding, ranged weapons actually only receive AB regardless of if it's is an Attack Bonus or Enhancement Bonus.blacksoft wrote: ↑Mon Jun 07, 2021 6:03 pm Why is it a +3 weapon and not a +4 weapon? It would be 1.5 more damage than stunshot sling if it was a +4 weapon and using it would make more sense despite the -2 intelligence, -2 will saves and -8 to some skills....As it stands now, it appears that also getting that extra +1 AB from the Stunshot sling or even from another epic sling makes more sense.
You cannot stack EB between the weapons and ammo, but EB on weapons does mean you can use elemental arrows to get additional damage. (An AB +4 short bow with 1d6 fire arrows does 2d6 damage. An EB +4 short bow with 1d6 fire arrows does 2d6 +4. An AB +4 short bow with +4 arrows does 1d6 +4. An EB +4 short bow with +4 arrows does 1d6 +4)Kitunenotsume wrote: ↑Mon Jun 07, 2021 8:53 pmPer my understanding, ranged weapons actually only receive AB regardless of if it's is an Attack Bonus or Enhancement Bonus.blacksoft wrote: ↑Mon Jun 07, 2021 6:03 pm Why is it a +3 weapon and not a +4 weapon? It would be 1.5 more damage than stunshot sling if it was a +4 weapon and using it would make more sense despite the -2 intelligence, -2 will saves and -8 to some skills....As it stands now, it appears that also getting that extra +1 AB from the Stunshot sling or even from another epic sling makes more sense.
Damage comes from any explicit damage modifyers and from ammo Enhancements (Ammo likewise does not provide AB bonuses).
Intimidate and spell progression will be fixed in next update. Ariella accidentally added bonus spells by the 2da index number instead of the level number, so bonus spells were being given one level later than they were supposed to.Theodore01 wrote: ↑Tue Jun 08, 2021 5:19 am just leveled my toon to CL12 - got an extra lv1 spell, but no extra lv2+3.(build is a Sorc4/Thaum3/Stormsinger5/Bard1, if that's relevant)
also Intimidate is not a class skill yet.
Oh, I am a big fan of the penalties and will happily make use of the sling RPing the curse and such. Mainly, it was the will penalty that hurts the most.KOPOJIbPAKOB wrote: ↑Tue Jun 08, 2021 5:01 am I had Explosive Sling as a point of reference, with its 1d4 bonus fire damage and 4 eb. The caveman sling has 1d3 more bonus damage. However, it has -1 eb, so, effectively, the bonus damage is only 0-2 (~1 on average). In summary, this sling deals on average 1 extra damage compared to the other available slings, but has -1 attack bonus, it was the idea behind the balance. GMW doesn't work on ranged weapons, so it can't be exploited.
As for penalties, well, they're all mostly fun flavor! Imagine rolling -10 bluff in some interaction. The list of penalties is big and scary, yet, in practice, they barely hurt your character, and 2d4 massive crits somehow compensate for them. According to weapon's lore, these slings are cursed.
This is pretty cool. Is it one cosmopolitan feat per skill or one cosmopolitan feat to unlock all non class skills (except those you mentioned)?Rhifox wrote: ↑Fri Jun 18, 2021 11:10 am Hello!
These feats were recently discovered by Valefort in the game files. They were part of vanilla, but the 2da table was messed up so they never appeared.
Cosmopolitan feats allow the unlocking of non-class skills as class skills by taking a feat. For example, a fighter could take Cosmopolitan (lore: arcana) and have access to Arcana as a class skill.
Currently, only non-mechanically-significant skills are available for Cosmopolitan. Heal, Hide, MS, Spot, Listen, Spellcraft, Taunt, Tumble, and UMD are not available at this time. There is some consideration for opening these as well at a later date since they will still require a feat to take, plus the skill points needed to invest in them (though UMD will likely never be allowed).
These feats will come in with the next patch.
Edit: Some local testing has shown that Obsidian did not, in fact, finish coding them. Because this is a good idea, though, I'm going to see if it's possible to code our own solution. This means it may take time before these go in, if they are able to at all.
Edit 2: Crisis averted, Matelener noticed another area that needed to be changed to get the feats to work. This is back on schedule for next patch.
Edit 3: These will be under the name 'Extra Skill' when they go live, instead of Cosmopolitan.