MoRE 0.0.2 released

MoRE 0.0.2 is now out. This removes some test code accidentally left in the Charlatan, as well as fixing a few spelling errors, and changes the Goblin start text slightly.

If you already have 0.0.1 installed, use the updatemore batch file if you system can do patch files. Use the moreinstall batch file if you have not downloaded 0.0.1. If your computer can't use batch files, copy and rename the tome module folder to more of you don't have a more folder, then dump the contents of the moreinstaller folder into the more one.

Enjoy!

http://freedomforceforever.com/more0-0-2.zip

More bugs

Note that I am aware of some of the error messages popping up in combat. I've fixed the one that triggers sometimes when you kill something. There's another one that appears to more rare situations that I'm still working on. I'll upload another bugfix version once that's done. Do report on anything else you find, including other bugs and spelling/grammar errors.

the firexplosiontrap doesnt

the firexplosiontrap doesnt work correctly anymore, it is not used up and and does not hit evyery monster. As i love Rogues i was looking forward to the throwing dagger,unfortunatly it causes a bug if u hit an empty field or something is in between.

I fear that the throwing dagger is too powerful because of the fact, that it doesnt break stealth, stealth is so strong if u put a category point in it, that i assume i would always use throwing daggers and nothing else as a rogue. (if it synergizes with the dagger, knifecombat, poisontree and the stealth critical, which i assume but dont know as the many bugs deterred me of further testing)

The goblin looks really nice and will be deadly with any rogueclass.
The charlartan looks great too, but seems to be a bit too strong, masscontrol and massdmg 2 ways of entering stealth again only 3 trees to unlock and every tree with 1.3.

Anyway great work and ideas, i really looking forward to do more testing when a few bugs are removed! Thx a lot for your work.

Working on it

The dagger bug I am aware of. It's a result of using an external function to run all the dagger throws that renders the normal way of detecting lack of target useless. I'll have to re-arrange the way it's done, but I was already planning on it.

Throwing knife doesn't stack with weapon skills for now and should get a lot weaker in later levels, but I can rebalance it if necessary.

Compare the Charlatan to the Rogue. Similar number of trees and locked trees, and every one with 1.3. Nothing unusual to see.

And only one mass damage skill. We'll see if the control centric style is really too powerful or not.
Glad you're enjoying it so far. 0.0.3 will fix a ton of bugs and will rebalance the Charlatan somewhat, so you'll definitely want to check it out.

Testing

Hey Catwhowalksbyhimself,
Thx for the fast reply and work. Unfortunatly iam away for 1 month, afterwards i will do some intensive testing, as i really like the ideas. If throwingdaggers should be too powerful, t would be a possibility to make them just work with stealth the normal way, so they have a chance of break stealth like a nrmal attack if u skill for it.

Iam curious to see, what More will be like in 1 month.
Greetings,
Tagedieb

Testing

Hey Catwhowalksbyhimself,
Thx for the fast reply and work. Unfortunatly iam away for 1 month, afterwards i will do some intensive testing, as i really like the ideas. If throwingdaggers should be too powerful, it would be a possibility to make them just work with stealth the normal way, so they have a chance of break stealth like a normal attacks if u skill for it.

Iam curious to see, what More will be like in 1 month.
Greetings,
Tagedieb

Thanks

Actually, I would rather just reduce the damage in that case. I doubt it though, the monsters spot you when stealthed a LOT when you use throwing daggers, so it's not as powerful as it sounds, though a full 5 points in stealth might change that.

Here is an idea

How about make the chance to break stealth scale with talent level. so at tlvl 1 its 20% not to break stealth to 100% at tlvel 5

Actually at lower stealth it

Actually at lower stealth it isn't actually an issue, because enemies spot you a lot, so it's actually when you have more points invested in it that it becomes an issue in the first place.

I was thinking 20% chance to break stealth with it possible to lower it down to 5%.

Throwing dagger

If i decide to use stealth i go 5 points + category point + high cunning, in which case stealth is very powerful. i look forward to run a test with throwing daggers and charlatan when i come back in 3 weeks. :)
Tagedieb