View Full Version : Strathspey on 730
Fallen
04-22-2008, 08:27 AM
Funny you should ask.
Update:
After recently putting the wrap on a Secret Project of general interest to the game, I've had some more time to devote to poking at 730. I'm working on updates that hopefully make them more useful and less bumble-prone in combat. The process of making crystals, MAL, and duration of the spell will stay as they are now. Some updates will come quickly; others will need to get in line behind updates to other game systems.
Specifics will be announced at some future date.
-Strath
Allereli
04-22-2008, 09:05 AM
RSN!
TheWitch
04-22-2008, 03:02 PM
If they don't fix the MAL, they may as well not bother, IMO.
Necromancer
04-24-2008, 02:17 PM
I wouldn't go that far, but they certainly are continuing to skirt the fundamental design issues that make the system so lackluster.
Numbers
04-24-2008, 04:41 PM
If the duration stays the same, the spell will always be a disappointment.
Fallen
04-28-2008, 11:40 PM
Previously, spells 909 (Tremors), 410, 435, and 707+717 affected animates indiscriminately. Animates now will be affected according to grouping mechanics for those spells.
I think this takes care of all the AoE spells. Let me know if any got left out. And don't go TOO e-wave crazy.
-Strath
Fallen
04-28-2008, 11:41 PM
Unfortunately, he has missed a ton. 612 and 319 for a fact hit animates. Still, I am glad he is starting on the monumental task of cleaning up all the AD bugs. He has a LOT of work ahead of him.
Danical
04-28-2008, 11:55 PM
1030?
Allereli
04-29-2008, 12:06 AM
maelstrom
Necromancer
04-29-2008, 03:50 AM
319 was fixed by Estild silently (I'm pretty sure it was Estild) at about the same time Oscuro fixed 316 and 217. I don't think 316/217 were announced either.
Maelstrom has been fixed for a while I believe. The big gaps now are all bardic spellsongs and all paladin spells. Still, not a bad start.
Hopefully he'll also take over the defensive spell group checks- that's a laundry list in and of itself. And it'll help make casting animates more useful.
Necromancer
04-29-2008, 03:54 AM
What other things do people want to see fixed, by the way?
Allereli
04-29-2008, 04:04 AM
ranger companions attacking my animate, which i posted about
magical ones killing their nerves
Wasn't aware that maelstrom was fixed. I know that Sereg killed one of mine with an open storm three or four months ago.
Necromancer
04-29-2008, 04:09 AM
OH, yeah it checks for your spell, but perhaps not your group's casts. Post on that.
The nerves issue was addressed oncd, but I agree it needs to be looked into again. And that compqnion issue is VERY annoying.
Allereli
04-29-2008, 04:18 AM
OH, yeah it checks for your spell, but perhaps not your group's casts. Post on that.
The nerves issue was addressed oncd, but I agree it needs to be looked into again. And that compqnion issue is VERY annoying.
i did post on it, he said it was fixed. we'll have to play with it.
Danical
04-29-2008, 04:26 AM
Make 1035 cast by Siren Animates affect the group (how awesome would that be!?)?
Make normal Sirens 1035 affect allied creatures like creature-cast paladin spells. :)
Danical
04-29-2008, 04:28 AM
HOLY SHIT!
Can you animate a grimswarm shaman or a warchief?
THAT WOULD BE SICK!!!
Miscast
04-29-2008, 05:02 AM
where's my fucking major demon
Fallen
04-29-2008, 08:58 AM
The Animate M-strike bug on both ends fixed. Stopping Animates from blowing their nerves AGAIN. Fixing the bug where Open Implosion closing erases your Animate (!).
There are a few other bugs, but I am afraid to report them or they may just erase the animate's ability to perform certain tasks rather than fix them.
Fallen
04-29-2008, 08:58 AM
HOLY SHIT!
Can you animate a grimswarm shaman or a warchief?
THAT WOULD BE SICK!!!
Grimswarm Scout > Grimswarm Huntmistress/Shaman/Warchief
Grimswarm Champions are nice, though.
Allereli
04-29-2008, 10:58 AM
There are a few other bugs, but I am afraid to report them or they may just erase the animate's ability to perform certain tasks rather than fix them.
I know this is going to come off as completely naive and stupidly optimistic, but it doesn't seem like Strath is looking to nerf.
Fallen
04-29-2008, 11:09 AM
Eh, he has his plate full for the moment. Once he fixes these I will name some more. No desire to overwhelm him. If he had any sense of the sheer amount of bugs this spell has he likely wouldn't touch it.
Necromancer
04-29-2008, 12:46 PM
Oh he knows- trust me.
Allereli
04-29-2008, 04:46 PM
I'll be around 7:30 est-ish if anyone wants to try the maelstrom/animate group thing.
Allereli
04-30-2008, 01:55 AM
I tested the maelstrom thing with Sereg and it was working
Fallen
04-30-2008, 08:47 AM
Glad to hear it? What are the other bugs that anyone who uses the spell would like to see fixed?
Addressing animates blowing nerves would be great, and making Guard have a point would be awesome as well.
TheWitch
04-30-2008, 08:52 AM
No one else can attack our animates, why can we.
I already put this on the officials, but that has just been SO friggen broken from the outset. I have to say, it is pretty much THE reason I don't bother animating anymore. Aside from the crap duration and broken CMAN's of course.
Necromancer
04-30-2008, 03:17 PM
I agree it's cumbersome, but if you use the TARGET and INCANT verbs you can't hurt your own animate, and it takes no more time than PREP and CAST.
I can't say I've killed an animate since the INCANT fix, but I also don't focus 708 to be fair.
Would it be a total bastard or near impossible to make ANIMATE the active noun of the creature?
I just considered the scope and would it mean an entire critter / critter animate overhaul or an entire identical copy of each critter once animated?
Necromancer
04-30-2008, 04:59 PM
Hard to say without looking at the code. It relies heavily on the BCS of the creature, as opposed to creating a whole new object with its own base coding- which is likely what would have to be done to make it an 'animate'.
Allereli
04-30-2008, 06:23 PM
I can't say I've killed an animate since the INCANT fix, but I also don't focus 708 to be fair.
yeah, that's usually when I attack mine, or when other critters come in during swarms and mess up the order and "third supplicant" or whatever becomes your animate.
Necromancer
04-30-2008, 08:05 PM
If you TARGET third supp, then INCANT, it won't hurt your animate if it ended up being the third supplicant. That's why I use it.
Allereli
04-30-2008, 08:08 PM
yes, but in a swarm i'm not focusing on one creature, i'm going to disable them all and i'm not going to retarget between every cast
Peanut Butter Jelly Time
04-30-2008, 08:12 PM
So why complain here, when you could complain on the officials, and maybe, MAYBE even be heard by someone who can do anything about it? Just curious... not trying to be a dick. :s
TheWitch
04-30-2008, 08:19 PM
So why complain here, when you could complain on the officials, and maybe, MAYBE even be heard by someone who can do anything about it? Just curious... not trying to be a dick. :s
Fail.
Anyhow, target and <third> and incant and all that do not help with 708, and are of no use when using a scout in OTF because of their annoying habit of fading in, by the handful.
As Allereli said, keeping track of where my scout is numerically in a pile of scouts is something I can't and don't want to do. I've tried all sorts of workarounds, belive me, and the best solution I've found is not to animate a scout. Janissaries are slower, but not so gnat-like. And they don't throw their weapons into the bushes.
This is obviously not as much of an issue before end-game either, because you have the option of bringing an animate in from another area. Speaking of, Allereli, rogue ogres are great in the temple, supps rock in the tower and all the way into the ducts, from my experience.
Peanut Butter Jelly Time
04-30-2008, 08:31 PM
Fail? It's a valid point. None of the folks in the current discussion here can really make any changes that would be brought up, much less serve as a really influential spark to said changes, on this forum. Why not move the discussion to the officials, where Sorcerers are already shouting about the eighty other changes and additions they should have before Warriors get something other than sheath making?
TheWitch
04-30-2008, 08:33 PM
Fail? It's a valid point. None of the folks in the current discussion here can really make any changes that would be brought up, much less serve as a really influential spark to said changes, on this forum. Why not move the discussion to the officials, where Sorcerers are already shouting about the eighty other changes and additions they should have before Warriors get something other than sheath making?
The point is less about pushing for it to be changed, which Strathspey has already said its next on his list....than it was about making suggestions on workarounds until it is fixed. That's all.
Allereli
04-30-2008, 08:33 PM
Fail? It's a valid point. None of the folks in the current discussion here can really make any changes that would be brought up, much less serve as a really influential spark to said changes, on this forum. Why not move the discussion to the officials, where Sorcerers are already shouting about the eighty other changes and additions they should have before Warriors get something other than sheath making?
umm, have you read the officials at all the past couple of days? we are discussing it there.
Peanut Butter Jelly Time
04-30-2008, 08:34 PM
Ahh, fair enough. I'll shush, before Virilneus starts posting in this thread.
Peanut Butter Jelly Time
04-30-2008, 08:34 PM
umm, have you read the officials at all the past couple of days? we are discussing it there.
Sandwiches can't read official forums. Sorry.
TheWitch
04-30-2008, 08:41 PM
Oh, and it was also about the fact not everyone wants to deal with the officals.
Allereli
04-30-2008, 08:51 PM
This is obviously not as much of an issue before end-game either, because you have the option of bringing an animate in from another area. Speaking of, Allereli, rogue ogres are great in the temple, supps rock in the tower and all the way into the ducts, from my experience.
Thanks, yeah, i only take a supp back into the temple when i have time left after a hunt in the keen or tower and go to help someone else with a bounty
Deathravin
05-07-2008, 01:25 PM
Do Grimswarm Trolls count for animate troll blood?
Allereli
05-07-2008, 01:37 PM
we were told yes, but the blood level is capped at TK level.
Deathravin
05-07-2008, 01:52 PM
That's really lame.
Something really does need to be done about the duration...
Fallen
05-07-2008, 04:32 PM
They purposefully made that change to ensure the duration remained shitty. Heh.
Allereli
05-10-2008, 02:30 PM
this doesn't get old. Thought I'd post something positive for once:
You shoot strands of webbing at a grifflet!
AS: +387 vs DS: +250 with AvD: +33 + d100 roll: +74 = +244
... and hit for 58 points of damage!
Vertigo! The grifflet clutches stomach.
The grifflet is stunned!
A grifflet is firmly webbed in place.
A grifflet tumbles to the ground!
Cast Roundtime 3 Seconds.
>
A haggard grey-haired gnoll blinks slowly.
>
An animated muscular supplicant swings a naginata at a grifflet!
AS: +388 vs DS: +198 with AvD: +45 + d100 roll: +82 = +317
... and hits for 122 points of damage!
Bladder impaled, what a mess!
** As an animated muscular supplicant's naginata lands home, it flares with a burst of fire! **
... 10 points of damage!
Minor burns to left hand. Ouch.
The webbing around a grifflet catches fire!
... 15 points of damage!
Minor burns to left leg. That hurts a bit.
The scintillating red light surrounding the naginata fades some.
>
An animated muscular supplicant swings a naginata at a grifflet!
AS: +388 vs DS: +160 with AvD: +45 + d100 roll: +71 = +344
... and hits for 128 points of damage!
Left leg ripped from socket at the knee!
The grifflet writhes in agony, its wings flapping fruitlessly as it dies.
The scintillating red light surrounding the naginata fades some.
Necromancer
05-11-2008, 06:45 PM
It's so true. I do love the damage output from good swinging animates. I'd suggest using an e-bladed troll sword instead of a naginata though, better DF.
Allereli
05-17-2008, 11:52 PM
someone [Merchant]: "Selling: a fearsome white ora sledgehammer (modified maul). One of Brother Iasha's works. Four enchants, sanctified, zested. Plasma flaring in the hands of a cleric or paladin. MB: 200k.
saw this and had a thought. Are weapons like these sancted in the hands of a cleric based animate?
Fallen
05-18-2008, 12:48 AM
No clue on that.
Necromancer
05-18-2008, 01:13 AM
No
TheWitch
05-18-2008, 08:16 AM
Just a word of caution, too, about spending 200k on a weapon for an animate.
I did it. I'll never do it again.
Too many of these critters, being BCS, feel compelled to engage in hurling, as well as THW and spell casting. It is way too easy to loose that weapon in the bushes in the mayhem of a swarm. Did it, after having had the weapon for oh, 12 minutes?
Obviously, 200k isn't going to change your life. But when you can pick up cast off weapons and throw an eblade on em free and anytime you want, or pick up a feras/drake two hander in the pawn for chump change, it just isn't worth the hassle.
All IMO, clearly.
Fallen
05-18-2008, 12:02 PM
Nothing beats an e-bladed lance. Get 40 of them from the landing and stack them in a shop. Well, don't e-blade them before stacking them, or they will each take up one slot.
Makkah
05-18-2008, 12:15 PM
Could always buy a perfect awl-pike from Kreek :)
Allereli
05-18-2008, 01:11 PM
Just a word of caution, too, about spending 200k on a weapon for an animate.
I did it. I'll never do it again.
oh no, i wouldn't spend that much on a weapon when animates like to hurl things
Fallen
05-18-2008, 02:01 PM
Could always buy a perfect awl-pike from Kreek :)
YOU ...SHUT UP. And make me a new one.
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