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Retaliator [Fighter Kit] v1.3


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#1 Adul

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Posted 27 April 2010 - 02:26 AM

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File Name: Retaliator [Fighter Kit] v1.3
File Submitter: Adul
File Submitted: 27 Apr 2010
File Updated: 10 May 2010
File Category: Miscellaneous Released Mods

2010/05/10: Ninja update to version 1.3. Added text notification to indicate when someone has been blinded by smoke bomb. Also corrected the recharge notification text to say "Smoke Bomb Ready" instead of "Smoke Bomb ready" for better consistency with how notifications are capitalized in the rest of the game.

The retaliator is an offense oriented, light armored, executioner type character. He has the ability to ignite enemies by spitting fire on them or get out of eye's sight in the middle of combat and turn up behind the enemy line, stabbing at their backs. In short, he is a very nasty fellow and a lot of fun to play.

New abilities have new icons and also some new animations. Yay!

Description:
Judge and executioner in one being, the retaliator has committed
himself to the cause of those who are no longer in the position to
carry out justice for themselves. The core tenet of retaliation is
that the end always justifies the means.

Advantages:
-  Bonus +2 to damage
-  Bonus -4 to speed factor
-  Immune to fear and morale failure
-  When camouflaged, the Retaliator can  backstab foes for double
   damage, and triple damage from 10th level onwards
-  Smoke Bomb once each turn (twice from 8th level, three times from
   15th level): blinds nearby creatures and provides brief camouflage
-  Fire Breath once a day for every 6 levels (every 10 levels from
   18th level onward): spit flaming oil at foes to cause them fire
   damage and set them on fire for a short period of time

Disadvantages:
-  May not wear armor greater than studded leather
-  May not achieve mastery with ranged weapons



Version history:
----------------

v 1.0: Initial release
v 1.1: Tweaked the ability distribution among levels
       Added more Fire Breath uses at higher levels
v 1.2: Increased initial damage output on the Fire Breath ability
       Now Fire Breath pauses the caster for less time
       Fire Breath is no longer affected by magic resistance
       Made minor changes to the Fire Breath projectile
v 1.3: Added text which notifies the player of Smoke Bomb's recharge

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#2 Jarno Mikkola

Jarno Mikkola

    The Imp in his pink raincoat.

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Posted 27 April 2010 - 03:26 AM

That's a little out balanced at level 8, see he gains the camouflage ability at level 7 which doubles the damage coming out of it, and at level 8 it becomes triple... that with the warrior classes +1/2 attack per round at level 7 become a lot withing the very limited experience range, make this kit dual class-ers dream kit... so my recommendation is to 'balance' it with moving the bonuses to different levels... and extend the ADULRE.2da all the way up to the 50th level, and perhaps give a few more uses of the Fire Breath at higher levels... so it continues all the way up to the 48th level.

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#3 Adul

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Posted 27 April 2010 - 04:24 AM

I do agree with all of your suggested changes and I have implemented all of them. I also felt like the level distribution was not appropriate between abilities, but I didn't care enough to fix it until you mentioned it. I appreciate the feedback, thank you.

Now version 1.1 is out, containing Jarno's suggested changes. If you have the old version installed, you will need to reinstall the new one to get the changes working.

Now, the ability distribution is as follows:
Level 1: 2× Backstab
         Smoke Bomb 1/turn
Level 6: Fire Breath 1/day
Level 8: Smoke Bomb 2/turn
Level 10: 3× Backstab
Level 12: Fire Breath 2/day
Level 15: Smoke Bomb 3/turn
Level 18: Fire Breath 3/day
Level 28: Fire Breath 4/day
Level 38: Fire Breath 5/day
Level 48: Fire Breath 6/day

Edited by Adul, 27 April 2010 - 04:30 AM.


#4 Adul

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Posted 27 April 2010 - 11:16 PM

Another update today, version 1.2 implements a few tweaks for the Fire Breath ability. Now it's easier to use than it was, with less pause time, slightly more damage, and to top it all it's no longer affected by magic resistance. Those flesh golems will fall like it's a flesh golem epidemic. :P