Worn Haste Item
+6
Dae_Blazin
Felix
TheMothMan
Professor Plum
Skaldic
-terenee-
10 posters
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Worn Haste Item
Looted a Scimitar of Speed from a high level chest
Stats are Enhancement +1, 1d6 Sonic and Haste worn
This is a mistake, right?
Stats are Enhancement +1, 1d6 Sonic and Haste worn
This is a mistake, right?
-terenee-- Posts : 280
Join date : 2011-06-25
Age : 39
Location : Somewhere else
Re: Worn Haste Item
Server rules
paragraph 6:
Items with the following properties have been illegalized:
.
.
.
.
-Permanent Haste.
So yea, good of you to point out new random loot could have these properties
paragraph 6:
Items with the following properties have been illegalized:
.
.
.
.
-Permanent Haste.
So yea, good of you to point out new random loot could have these properties
Skaldic- Posts : 172
Join date : 2012-06-04
Re: Worn Haste Item
It does not follow the naming format if moths random loot. It is a default item I believe, perhaps it was allowed after some scripting changes associated with loot
-terenee-- Posts : 280
Join date : 2011-06-25
Age : 39
Location : Somewhere else
Re: Worn Haste Item
Random items are super-broken right now IMO - however, you're right, that's not one of them!
I'd hold off on using it until Felix says otherwise!
I'd hold off on using it until Felix says otherwise!
Professor Plum- Posts : 783
Join date : 2011-04-09
Re: Worn Haste Item
Yeah, it's totally illegal.
Perma Haste from an item should never been availible for this MOD, for several reasons.
But hold on to it, I will make a script that removes it next update (which will be soon).
I've been going over the loot scripts this last few days and I found that close to half of the items in the loot isn't actually being spawned, possibly more.
Now this presents a real problem;
This MOD has, since day one (which was several years ago), been running with a broken set of loot scripts.
The creators of the original Anphillia, did NOT create the base loot scripts being used in this MOD.
They just imported it, along with many other scripts-sets related to loot.
I can only assume they never really tested it to see if everything actually spawns, which is understandable, we are talking about several hundreds of items.
In the original Anphillias infancy, I adopted the MOD and started making it into my own version.
It took me several months, if not years, of running my version of the MOD before I noticed the loot scripts not working as they should.
By then the availible loot was already established and classes, stores, ATS, mobs and even spells/abilities were already formed and molded around the current set of items availible in the loot.
So this means that back then, and right now, a broken system is the norm here - it's the "right way" for this MOD.
Hence why I never really wanted to fix it.
But I think we need more items just as bad as we need more areas, so while my new sets of areas are on the backburner (lacking in inspiration ATM), I wanted to sink my teeth into this and expand upon the loot.
All aspects of it.
This is why I'm slowing trying to introduce more and more items into the regular loot and you guys should expect more of these "illegal" items to pop up.
I would obviously never create and add an item with perma Haste, but there are many items in this MOD and NWN in general, so it's hard to screen them all beforehand.
Some items might be too good (or downright illegal).
Some might be balanced in themselves, but spawn too often and so on.
Since this is something that needs to the tested over a longer time, a long time exposure so to speak, it's really hard for me to "test" the loot out.
Chests needs to be looted and respawned hundreds of times to give an reliable reading on how the changes and fixes to the loot script really really works.
Just be sure to keep us posted and we'll sort it out as we move forward with expanding upon the loot - because at the end of the day we all want more fun, balanced and useful items availible for us to find, right?
-TheMothMan
Perma Haste from an item should never been availible for this MOD, for several reasons.
But hold on to it, I will make a script that removes it next update (which will be soon).
I've been going over the loot scripts this last few days and I found that close to half of the items in the loot isn't actually being spawned, possibly more.
Now this presents a real problem;
This MOD has, since day one (which was several years ago), been running with a broken set of loot scripts.
The creators of the original Anphillia, did NOT create the base loot scripts being used in this MOD.
They just imported it, along with many other scripts-sets related to loot.
I can only assume they never really tested it to see if everything actually spawns, which is understandable, we are talking about several hundreds of items.
In the original Anphillias infancy, I adopted the MOD and started making it into my own version.
It took me several months, if not years, of running my version of the MOD before I noticed the loot scripts not working as they should.
By then the availible loot was already established and classes, stores, ATS, mobs and even spells/abilities were already formed and molded around the current set of items availible in the loot.
So this means that back then, and right now, a broken system is the norm here - it's the "right way" for this MOD.
Hence why I never really wanted to fix it.
But I think we need more items just as bad as we need more areas, so while my new sets of areas are on the backburner (lacking in inspiration ATM), I wanted to sink my teeth into this and expand upon the loot.
All aspects of it.
This is why I'm slowing trying to introduce more and more items into the regular loot and you guys should expect more of these "illegal" items to pop up.
I would obviously never create and add an item with perma Haste, but there are many items in this MOD and NWN in general, so it's hard to screen them all beforehand.
Some items might be too good (or downright illegal).
Some might be balanced in themselves, but spawn too often and so on.
Since this is something that needs to the tested over a longer time, a long time exposure so to speak, it's really hard for me to "test" the loot out.
Chests needs to be looted and respawned hundreds of times to give an reliable reading on how the changes and fixes to the loot script really really works.
Just be sure to keep us posted and we'll sort it out as we move forward with expanding upon the loot - because at the end of the day we all want more fun, balanced and useful items availible for us to find, right?
-TheMothMan
TheMothMan- Posts : 309
Join date : 2011-06-17
Re: Worn Haste Item
I have found 4 or 5 illegal items in my time looting on this server. You can trade it in.
Felix- Admin
- Posts : 1253
Join date : 2011-02-28
Re: Worn Haste Item
TheMothMan wrote:so while my new sets of areas are on the backburner (lacking in inspiration ATM),
Insperation in how they should look? Or what you want them to do? Because if it's just making area's that arn't blank I can help. Most of the time I'm loged into the server I'm dinking around in the toolset making areas, spells, mobs, exc.
I'll take some of the burden if you need help. I just require you to ask.
Dae_Blazin- Posts : 68
Join date : 2013-02-14
Age : 40
Location : Void of Reality
Re: Worn Haste Item
Dae_Blazin wrote:TheMothMan wrote:so while my new sets of areas are on the backburner (lacking in inspiration ATM),
Insperation in how they should look? Or what you want them to do? Because if it's just making area's that arn't blank I can help. Most of the time I'm loged into the server I'm dinking around in the toolset making areas, spells, mobs, exc.
I'll take some of the burden if you need help. I just require you to ask.
Thanks!
I will keep that in mind!
But the issue for me right now is more about the story than making areas.
-TheMothMan
TheMothMan- Posts : 309
Join date : 2011-06-17
Re: Worn Haste Item
Id love to vouch for dae. she is an excellent scripter/builder i would use her abilities as much as possible.
SeXy_SnipER- Posts : 154
Join date : 2012-04-29
Re: Worn Haste Item
Since this is a current thread and it is discussing the revamp of items, I would like to take the opportunity to mention the lack of specialized items. In this instance, there are no Hand Axes available at either Lomir's or Daron's (have not checked the desert). Believe it or not, there just might be a brave warrior out there willing to wield those small hacking machines (me)!
JacktheStripper- Posts : 4
Join date : 2012-07-07
Re: Worn Haste Item
JacktheStripper wrote:Since this is a current thread and it is discussing the revamp of items, I would like to take the opportunity to mention the lack of specialized items. In this instance, there are no Hand Axes available at either Lomir's or Daron's (have not checked the desert). Believe it or not, there just might be a brave warrior out there willing to wield those small hacking machines (me)!
Really?
Are you sure?
I will look into that.
-TheMothMan
TheMothMan- Posts : 309
Join date : 2011-06-17
Re: Worn Haste Item
Harrem Hector sells a Handaxe called 'Tolly's Folly' that is pretty decent though you must be 20 levels of fighter to use it, I believe that Daron's does sell an 'Ice Reaver' handaxe but I may be mistaken.
I have found crafting to be the best source for handaxes, there is one for every metal and one named handaxe, Static, though the combine for the named one doesnt always work it seems.
And Finally.. with the expansion of Moth's random loot system there should now be a chance to find a randomly generated handaxe, though I have only seen ranged weapons so far.
I have found crafting to be the best source for handaxes, there is one for every metal and one named handaxe, Static, though the combine for the named one doesnt always work it seems.
And Finally.. with the expansion of Moth's random loot system there should now be a chance to find a randomly generated handaxe, though I have only seen ranged weapons so far.
-terenee-- Posts : 280
Join date : 2011-06-25
Age : 39
Location : Somewhere else
Re: Worn Haste Item
Some weapons are definitely lacking cool options unless you are VERY specialized. I'm making a 2 hander 30 DD and there isn't anything really cool to use weapon wise unless you go exotic. Especially in the Greataxe department. There's a really cool greataxe for 30 barbarian though.
Rann Cora- Admin
- Posts : 271
Join date : 2011-06-13
Re: Worn Haste Item
Flamebiter is a very nice crafted greataxe with no restrictions
-terenee-- Posts : 280
Join date : 2011-06-25
Age : 39
Location : Somewhere else
Re: Worn Haste Item
To be honest, I never really thought we should have anything better than +5 Enhancement weapons.
Mithril is good enough!
Mithril is good enough!
Professor Plum- Posts : 783
Join date : 2011-04-09
Re: Worn Haste Item
Mithril is so... mundane. I'd take a +4 with some cool stats and whatnot over a regular +5 any day. And there are SO many other weapons that have cool variants, it's just sad that a greataxe doesn't... except for this mythical Flamebiter that I've never seen. *grinds ATS*
Rann Cora- Admin
- Posts : 271
Join date : 2011-06-13
Re: Worn Haste Item
Bonus feat and/or on-hit weapons is where it's at!
(At least for shapechangers... luckily Myra isn't much of a meleer shifter... xD)
(At least for shapechangers... luckily Myra isn't much of a meleer shifter... xD)
TheeVals- Posts : 341
Join date : 2011-02-28
Location : Sitting infront of a Computer.
Re: Worn Haste Item
+5, while boring, is freakin' awesome.
You're all spoilt with +5 +otherstuff weapons!
You're all spoilt with +5 +otherstuff weapons!
Professor Plum- Posts : 783
Join date : 2011-04-09
Re: Worn Haste Item
Max out Craft Weapon and get any weapon with decent stats?
-TheMothMan
-TheMothMan
TheMothMan- Posts : 309
Join date : 2011-06-17
Re: Worn Haste Item
TheMothMan wrote:Max out Craft Weapon and get any weapon with decent stats?
-TheMothMan
Indeed! I believe you need to get the epic fighter bonus to get to +5 attack/+4 enhancement but if it suits your build it is possibly the most useful skill.
-terenee-- Posts : 280
Join date : 2011-06-25
Age : 39
Location : Somewhere else
Re: Worn Haste Item
I suppose my point was more to the fact that unless you go oodles of fighter/barb/ranger (Or in the case of halberd Pal/BG), there's not much out there as far as cool melee weapons. For going 30DD I'm going to get some sweet armor (that has ALREADY been nerfed before I could even get it) but going to be left with very little to choose from as far as a weapon. (Again, excluding this Flamebiter thing which I still haven't seen yet.)
Rann Cora- Admin
- Posts : 271
Join date : 2011-06-13
Re: Worn Haste Item
What constitutes a cool weapon, exactly?
Professor Plum- Posts : 783
Join date : 2011-04-09
Re: Worn Haste Item
Well.. I was going to go craft a Flamebiter to screen shot it and lo and behold now it is acting like some other combines and succeeding but yeilding no result
ATS
ATS
-terenee-- Posts : 280
Join date : 2011-06-25
Age : 39
Location : Somewhere else
Re: Worn Haste Item
Had to pic this from a friends account.. the mythical Flamebiter!
-terenee-- Posts : 280
Join date : 2011-06-25
Age : 39
Location : Somewhere else
Re: Worn Haste Item
That's a cool weapon. I'd trade the +5 from mithril for that any day.
Rann Cora- Admin
- Posts : 271
Join date : 2011-06-13
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