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[MoM] Final 0.H Fixes #71437
[MoM] Final 0.H Fixes #71437
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Not sure if it's intended, but pyrokinesis Crucible have 12000 base stamina cost on the verge of what is possible with pumped up cardio. The difficulty level exceeds the difficulty of other psionics branches, where second high cost is 11500 for telekinesis Earthshaker (much more expensive in terms of stamina too, than other branches). This is 'mind over matter', but in the end this is cardio over mind, so matter over mind. Crucible has descriptions 'entirety of your power into a single white-hot point', seems it's intended to check all current possible max stamina for character, not a fixed amount, that can be out of character possibilities. |
IIRC the max with pumped up cardio is closer to 21000 (I just checked and medium cardio Sky Island character has 14400 base stamina), so it's a significant cost but it's not insurmountable. |
To maintain cardio person need to do some sorts of exercise, which decrease current max stamina to improve global max stamina level, so as result Crucible rarely possible to use enough time to actually training it like other powers before stamina before current stamina level drop below it's usage level. And for some strange reasons I see no effect to cardio, when do all this psionic at all, so needs to use exercise action, as well. After whole season of pyrokinetic practice training day by day (using abnormal amount of stamina daily) I achieved enough stamina to use crucible only after start exercise, which strange. At fact I was losing cardio daily, when used only psionic without anything else. The fitness bracelet also showed insufficient body load. |
The way I implemented the calorie drain from psionics doesn't count as exercise, which I'm actually happy with (it's supposed to be weird and not really fit how physics works), but it does mean you'll have to supplement your psionics practice with mundane exercise. Spellcasting stamina drain not counting as exercise might be unintended, though--I'd report that as a bug and see if that's how it's supposed to work or not. |
The teleport code reminded me of an old bug associated with it. If you cast a Gateway, but do not choose a direction and cancel it, then the nether attunement will still be increased. After a successful cast with teleportation, it will be count twice. This is a bug from before the introduction nether attunement with older system, seems it's still here. |
Contemplating Lacerating touch also have wrong description.(btw if you think this is spammy i can tonne down) |
Also would be nice if enervating touch scaled the regen debuff with levels. Let's say -4 per level. At 12, that would be -48 and would negate most regen things in the game. I'm really not really feeling the flat half debuff since the duration is so short for those fights that matter which last long. And maybe some debuff effect on enemy so i know they have it or not? |
Minor stuff should be dumped here, right? practice_biokin_adrenaline typo: success message says "You've unlocked the Hardened Skin power" |
Known bug with JSON-defined activities: #69780 |
If you have a very low level of Voltaic Strikes, that can happen, but once you get a couple levels it shoudn't be a problem any more. |
Now that this is in, here is the list of 0.H Backport PRs: #70621 (Itzcuauhtli uniform changes--might already be in depending on when in the day 0.H was taken from)
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* Telepathy * Power Description Spoilers * Hobbies * Professions * Matrix crystal * Pyrokinesis + ReadMe
Summary
Mods "[MoM] Final 0.H Fixes "
Purpose of change
Now that the power learning overhaul is done, this is a PR to collect any bugs before setting it to be ported to 0.H stable and I move on to more new content.
Fixes #71572
Fixes #71614
Fixes #71621
Describe the solution
Fix bugs
Describe alternatives you've considered
Testing
Listed bugs are fixed.
Additional context