Originally Posted by gamel
Bitter cold is a ridiculous spell at the moment. 2AP disable with great range, compared to freezing touch which basically is the same spell with 3AP and 3 meters range.

The biggest problem with the game is level 4-9, the rest is a piece of cake (just like vanilla). Dealing with skeletons/boars/zombies without a proper pyro mage is a nightmare. Rangers with fire/explosive arrows could do the trick if there was a recipe to craft these valuable arrows...Maybe oil barrel+arrowhead? Like poison arrows.

Rogues are useless early game, not enough APs and movement to position and deal damage. With some speed and dual wielding 5 they become real killing machines though. Blacksmithing 5 allows for dual +2 speed daggers, and great damage compared to what you might loot. That's a shame really, most weapons are useless unless you craft and improve them.
Winged feet should be at least adept tier, this spell is totally gamebreaking. It could even deserve master tier...

If you could do something to reduce heal cooldowns to 1 turn outside combat I'd be very happy too. Healing outside of combat is just tedious. Or you could improve food : give long-lasting healing effects.


Nerfed Bitter Cold to chill only. Still good if you set up with it with rain or whatnot, but it's a lot more situational.

I don't think the undead are particularly hard without a pyro, though it does make it easier. Looking into adding bludgeoning weapons you can backstab with (already made branches/nail-studded branches backstab) to make rogues more useful in the beginning. Dunno if Winged Feet is gamebreaking, but it's definitely strong. Probably could be an adept spell, but again, the beginning is really when the rogue needs all the help he can get. But I think it's too easy to throw a point into scoundrel and you basically don't have to worry about surfaces again.

How about making winged feet adept and cloak and dagger novice? Though Cloak and dagger is pretty good too. What about precise incision as novice?

Considering giving rogues the "Wind Walker" skill, a really awesome skill that Dietmar uses: whenever you're hit by a melee attack, you're teleported away. Not entirely sure how it works, whether it will teleport you into fire or what have you, but I think it's a freaking sweet concept regardless. Probably an adept spell though.

Not entirely sure how to help rogues out in the beginning without overpowering them later. (Taking away winged feet from beginning rogues ain't exactly helping, but precise incision might give them some extra damage early on).

Also want to make healing outside of combat less tedious. Maybe food could heal a little bit for 15 turns or something, so everyone could just munch on something, loot stuff, run around for a bit to the next battle, and they'll be good to go, but it wouldn't be too strong of a heal in combat. But also don't want to make food even more useless as a combat item than it already is (though I've yet to try Five Star Diner, not sure if they made it much better.)

Originally Posted by Scrubwave
To fix sneaking (and by proxy Guerilla) make the AP cost scale with sneaking level, maybe 3ap at level 4 and 5, 2ap at level 6.


So far can't change AP cost of sneak, but I'm looking. Once the editor comes out and I can script, I'll make Guerilla affect invisibility too, though I want to make sneaking more useful too.

Edit: Found another way to make rogues more useful: You can put requirements on items for abilities now. So I could make items that require pickpocket or lockpick, and have those items grant you skills. And I'll take away bonuses to pickpocket and lockpick on items. A little contrived, but it'll do for now with just the stat files.

Any suggestions for pickpocket or lockpick abilities? I'd like to make lockpick abilities more like traps, and pickpocket abilities close-range debuffs (but I'd like interesting stuff, not just -20% elemental resist boringness.) I'd like to play with on death effects, like rogue turns invisible on enemy's death, but not sure if I can do that.

Probably will make gloves that require pickpocket 5 but give you crawling infestation. That seem like a fair reward for investing 15 points into pickpocket. But I also want unique skills.

Last edited by Baardvark; 15/11/15 10:40 PM.