Originally Posted by Stabbey

44) Teleport/Freefall spell BADLY CODED

The teleport spell (snip) can only teleport objects that are in a direct walking line of sight from the target. This means if an enemy is in the way, you cannot teleport the target behind the enemy. The code only seems to check "is it possible to walk there". It also only uses the target's line-of-sight as the center of the radius. This has the odd effect of a max range teleport being able to move the target 15 m past the casters normal max limit.


I just had a fight where my party got half-bunched up into a small room, with walls blocking the way. Jahan could cast Blind on enemies who he could not actually see, but he could not Featherfall-teleport anyone inside the room to outside it.

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That's not why I posted this though: I just found a document I made during the beta with some more ideas. Granted, a bunch probably suck, but here they are anyway.


NEW SKILL IDEAS

Skill ranks, AP costs, cooldown times are guesstimates.



Man-At-Arms - War Cry - "The call of battle pounds in your ears."
Man-At-Arms: 3 // AP: 8 // Duration: 3 Turns. // Cooldown: 6 turns.
This boosts the damage of all units in a 7 meter radius around the caster (possibly including enemies?) - by 20%.


Man-At-Arms - Martyr - "The suffering of others becomes your own instead."
Man-At-Arms: 2 // AP: 3 // Duration: Instant // Cooldown: 5 turns.
Remove all negative status effects from a target ally and apply them to yourself. The remaining duration is passed along as well.


Man-At-Arms - Tackle - "Take the enemy down no matter what."
Man-At-Arms: 4 // AP: 6 // Duration: Instant // Cooldown: 9 turns.
A 150% chance of knockdown on both the touch-range target and the warrior. The caster only has 1 turn Downed, the target has 3 turns Downed.


Expert Marksman - Piercing Shot - "Punch your way through."
Expert Marksman: 3 // AP: 7 // Duration: Instant // Cooldown: 4 turns.
Shoot an arrow that passes straight through multiple enemies. Has a -40% damage penalty.


Expert Marksman - Seeking Shot - "No one can elude your aim."
Expert Marksman: 5 // AP: 6 // Duration: Instant // Cooldown: 7 turns.
This has a 100% chance to hit - it can even hit foes behind walls if another party member has vision on them.


Expert Marksman - Salved Shot - "Reach out and heal someone."
Expert Marksman: 2 // AP: 6 // Duration: Instant // Cooldown: 15 turns.
Targets a party member, and heals them with an arrow for a moderate amount of HP. Cannot target enemies. Will hurt party members with the Zombie talent.


Aerothurge - Wind Blade - "The wind cuts like a knife."
Aerothurge: 3 // AP: 7 // Duration: Instant // Cooldown: 6 turns.
An air-elemental attack which hits enemies in a thin, narrow arc in front. Not a cone-shaped attack, more like a crescent-shaped attack.


Aerothurge - Gust of Wind - "Blow them away."
Aerothurge: 2 // AP: 4 // Duration: Instant // Cooldown: 5 turns.
Disperses gas/smoke/steam in a 5 meter radius around the target. Possible 10% chance of a knockdown for 1 turn.


Geomancer - Earth Wall - "Build your walls of mud and dirt."
Geomancer: 3 // AP: 9 // Duration: 3 turns. // Cooldown: 8 turns.
Draw a barrier of dirt to block movement and attacks. Does some Earth-type damage with a chanee to petrify any enemies in the path of the barrier when it is cast.


Pyrokinetic - Inferno - "Breathe out the fire, breathe in the ashes."
Pyrokinetic: 5 // AP: 10 // Duration: Instant // Cooldown: 9 turns.
The caster emits a cone-shaped burst of flames in a short area in front of the target. Leaves a burning area.


Pyrokinetic - Firewall - "Raise a little hell."
Pyrokinetic: 4 // AP: 7 // Duration: Instant // Cooldown: 7 turns.
Raise a wall of fire that does not impede projectiles or spells, but will set anyone who stands in, or passes through it alight.


Pyrokinetic - Cauterize Wounds - "Fire is the best medicine."
Pyrokinetic: 2 // AP: 4 // Duration: 6 turns// Cooldown: 4 turns.
Cures bleeding on a target, and sets immune to bleeding for the duration (6 turns), but does some fire damage to the target.


Witchcraft - Hex Protection - "Shield thy soul."
Witchcraft: 2 // AP: 5 // Duration: 3 Turns // Cooldown: 6 Turns.
Boost an ally's Willpower by 2 for 3 turns.


Special - Empower - "True leaders inspire greatness in others."
LEADERSHIP: 5 // AP: 4 // Duration: Instant // Cooldown: 6 turns.
Share all positive status effects with a targeted ally. The remaining duration is passed along as well. Requires: This Talent-granted skill requires 5 points into Leadership to take the associated Talent.


Special - Swap Places - "If you value your life, be somewhere else."
INTELLIGENCE: 9 // AP: 3 // Duration: Instant // Cooldown: 9 turns.
Switch places with any other entity on the battlefield. Requires: This Talent-granted skill requires 9 points in Intelligence to take the associated Talent.




NEW TALENT IDEAS

Appraiser - Grants you an extra point into Barter, and one into Loremaster (similar to Scientist.)

Bloodthirst - (Credit: Mr. C) While standing in blood you get a +5% bonus to damage or +3-5% Critical hit chance. Incompatible with Leech and Elemental Affinity.

Medic - Your healing (and possibly buffs) are now 25% more effective (and/or last an extra turn). However, your offensive magic and damage are 25% less effective.

Summoner's Friend - Your summons gain a 25% boost to their health, and their chance to hit is increased by 15%

Trained Ears - When in sneak mode, you can see the outlines of enemies in your hearing range which aren't in your line of sight. This lets you know which way they're facing to let you sneak around. Requirements: Sneak 1, Perception 8