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Re: Coming Soon: FAI/Soubar Vendor Buy Prices

Posted: Fri May 21, 2021 12:19 pm
by Rhifox
Theodore01 wrote: Fri May 21, 2021 12:00 pm Thxs, guess it's one of the new shops no in yet.
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.

Re: Coming Soon: Dragon shape changes

Posted: Mon May 31, 2021 5:30 am
by matelener
Every change from Coming Soon threads is now live

Re: Sorcerer Changes

Posted: Mon May 31, 2021 7:45 am
by Steve
Asking for a confirmation on this as well (knowing that Player Housing is in this later section of Coming Soon, but actually not). Cheers.

Re: Sorcerer Changes

Posted: Mon May 31, 2021 8:30 am
by the_flame_of_anor
Steve wrote: Mon May 31, 2021 7:45 am Asking for a confirmation on this as well (knowing that Player Housing is in this later section of Coming Soon, but actually not). Cheers.
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.

Re: Coming Soon: New Epic Weapons

Posted: Mon Jun 07, 2021 6:03 pm
by blacksoft
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!
Hey, love that there are so many new items added. I would like to ask on one of these new items, if I may.

Just curious about the Caveman sling. It looks like it is on average, half a damage point more damage than the stunshot sling and yet it has a bunch of negative attributes tied to the caveman sling. 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.

Re: Coming Soon: New Epic Weapons

Posted: Mon Jun 07, 2021 8:53 pm
by Kitunenotsume
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.
Per my understanding, ranged weapons actually only receive AB regardless of if it's is an Attack Bonus or Enhancement Bonus.
Damage comes from any explicit damage modifyers and from ammo Enhancements (Ammo likewise does not provide AB bonuses).

So for the Caveman Sling, the AB is +3, while the damage is 1d4+2 (split between both slashing and negative) with an extra additional 2d4 on crits.

Re: Coming Soon: New Epic Weapons

Posted: Mon Jun 07, 2021 9:09 pm
by Rhifox
Kitunenotsume wrote: Mon Jun 07, 2021 8:53 pm
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.
Per my understanding, ranged weapons actually only receive AB regardless of if it's is an Attack Bonus or Enhancement Bonus.
Damage comes from any explicit damage modifyers and from ammo Enhancements (Ammo likewise does not provide AB bonuses).
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)

Re: Coming Soon: New Epic Weapons

Posted: Tue Jun 08, 2021 5:01 am
by KOPOJIbPAKOB
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.

Re: Sorcerer Changes

Posted: Tue Jun 08, 2021 5:19 am
by Theodore01
just leveled my toon to CL12 - got an extra lv1 spell, but no extra lv2+3. :o (build is a Sorc4/Thaum3/Stormsinger5/Bard1, if that's relevant)

also Intimidate is not a class skill yet.

Re: Sorcerer Changes

Posted: Tue Jun 08, 2021 8:11 am
by Rhifox
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. :o (build is a Sorc4/Thaum3/Stormsinger5/Bard1, if that's relevant)

also Intimidate is not a class skill yet.
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.

Also fixed cantrip progression while I was at it. That was at 6 cantrips known, but sorcs are supposed to get up to 9 cantrips known.

Re: Coming Soon: New Epic Weapons

Posted: Tue Jun 08, 2021 9:29 am
by EasternCheesE
Frankly, i love the idea that some epic things do also provide maluses. Something extraordinary with negative feats is good.

Say, some "bloodthirsting greataxe" which has excellent stats, but -1 wis and -1 int etc.

Re: Sorcerer Changes

Posted: Tue Jun 08, 2021 10:12 am
by Steve
Thank you Rhifox for the update to the coming update AND for fixing the update up with updated updates!!

Re: Coming Soon: New Epic Weapons

Posted: Tue Jun 08, 2021 1:04 pm
by blacksoft
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.
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.

For me, 1 more damage did not seem to equate to the -1 AB as I was comparing to the Stunshot sling (as opposed to the explosive sling) since it's damage is more consistent (no RD).

I guess my thinking was that this sling was meant to be objectively better damage-wise and have some penalties which hurt saves and RP dialogue, cursed etc and it being +4 rather then +3 hit the right spot - as slingers, especially, warslingers want to get as much AB as they can.

Either way, thanks for the cool sling.

And I do want to stress that the concept of making epic items better than the standard epic items, albeit with some penalties is an excellent way to open the field more without out-shinning the older epic items.

Re: Coming Soon: Cosmopolitan feats

Posted: Fri Jun 18, 2021 12:08 pm
by TheKai
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.
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)?

Re: Coming Soon: Cosmopolitan feats

Posted: Fri Jun 18, 2021 12:10 pm
by Rhifox
One per skill.