raekuul wrote: ↑Yesterday, 21:09
40 repairs is a good amount, considering pre-broken items (though this creates an interesting strategy choice - do I deliberately trigger the trap to try for broken items to repair, or do I just disarm the trap to progress towards traps? This certainly makes me less likely to use Thieves together with Knights/Paladins since progressing one slows down the other)
I for one accumulated enough uses of repair on my paladin without having to break items on purpose. It helps that low-level items are both more likely to generate broken, and easier to repair.
raekuul wrote: ↑Yesterday, 21:09
but it still burns the repairer's turn, which slows things down unnecessarily when the party is in the Green range (I'm fine with it burning the turn when you're in combat, because
combat, but it's silly when you're in a cleared Castle Harmondale or your allied castle. Come to think of it, I think I'd be fine with it if it kicked you out of the inventory screen like it does when you use a scroll/potion, since then it's actually reminding me that it's burning the turn).
It does kick you out in turn-based mode. I'm generally against giving "recovery discounts", but as long as no monsters are nearby, the quick repair hotkey will (attempt to) repair all worn and carried items at once, with stacked recovery like when auto-casting spells.
raekuul wrote: ↑Yesterday, 21:09
Re Disarm: E4 with +6 in bonuses is 20 total disarm. I need to sit down and go through the docs again (not your docs, "The" Docs) to see how map chest lock level correlates to total disarm skill. (And I swear one of these days I'll remember that training multipliers include bonuses)
In 7-8 it's simple, map lock level doubled must be less than or equal to total disarm skill. I also added a 50% failure chance when it's exactly equal, so that raising disarm from e.g. 6 to 7 would be meaningful.
raekuul wrote: ↑Yesterday, 21:09
Re Apprentice Tokens: Wait so does that mean I end up with more than nine total tokens if I cross-promote, or are the extras only awarded if I rejected the opposing faction's offer outright? (And how would that interact with the Sidequest token, since that doesn't require completing the training grounds first?) Having more than nine tokens is wasteful given you can't complete both paths for the same class (which is annoying since it means Ranger Lord has one extra quest to get experience from on top of the benefit of quelling the trees. Maybe allow quelling the trees regardless of which branch you're on? But I don't know how much extra work would go into that) and as far as I'm aware they can't be sold to anybody.
They were supposed to be sellable, but then the player could accidentally sell too much and lock themselves out of promotion quests; ideally that's where the black market comes in, but currently my code cannot track multiple instances of the same item type, so the whole idea remains unimplemented.
The extra XP for ranger lords is just 5000 per PC, and personally I wipe out all the trees in the early game (gems!) so it seems a minor issue to me. But I suppose allowing the oldest tree to initiate the quest unconditionally wouldn't be very hard, if I were to go that way.
raekuul wrote: ↑Yesterday, 21:09
Re ID Monster: so if I identify a monster for the first time and see its resistances, is that one success or four?
That's just one, and never any more.
raekuul wrote: ↑Yesterday, 21:09
OH! something I forgot to mention - thrown knives don't animate without MMExt, which was why I was confused about throwing knife range before.
Weird, I just re-checked and it works for me (without MMExt).
Lone_Wolf wrote: ↑Yesterday, 23:54
I'm having big trouble with an evil eye .
It took 3 bows, a flail and 2 daggers from my party .
Only my assassin seems to be resistant to it, is there a defence to telekinesis by monsters ?
Will I get the items back after killing the evil eye or do I have to visit the black market for them ?
Same as with thieves: the first two stolen items are carried by the monster, the extras go directly to the black market. Also like thieves, there's no immunity but you may resist based on agility and luck.
raekuul wrote: ↑Today, 00:32
Re Auto alchemy: I tried using auto alchemy on a recipe that I did not have enough potions/reagents for and got zero feedback (tried doing it from the Potion Recipes section of the notebook, so it's possible that I misunderstood what "or its Recipe" meant.)
Yes, I now see the ambiguity. I meant the recipe scrolls sold in alchemy shops.