JoKe wrote
Material softening as it stands is terribly overpowered IMO, as even blocking attacks with Eptyron seems to soften the striker's weapon. Going against one of these means that the moment your weapon is softened, you lose the accustomization bonus since it's not shared between materials, not to even mention having to burn through additional SoCMs. The soften also currently works against Neerc and Justifier, neither of which you can change the material of yourself.
So long as the softens are restricted to a single named NPC or such and the melee block soften nerfed, it could be fine.
I agree, the material softening is overpowered and untested. The softening regime used by Eptyron is completely different to the one implemented for the alchemists. This was because I implemented Eptyron first, and then decided to create a "SoftenedMaterial" for each material in the material tree so I could make a relatively straightforward method for use with alchemists. I never got around to porting the latter method to Eptyron.
The bugs where softening works against Neerc and Justifier are indeed true bugs, so I will attend to those. I didn't really know what to expect when I put it in the game. Softening while blocking needs to be eliminated too. The weapon special effect (softening) probably needs to be made less frequent.
An alternative to having an artifact with this softening property would be to code a type of steel material, let's call it "goblin steel". You can't wish for this material, or harden to it, so you'd have to find it. A sword made from this material can have the property of softening the materials of the target during one in 20 successful hits or so. The caveat is that the softening property is only effective if you are polymorphed into a goblinoid (either kobold, goblin or orc). Could make INT a factor in how frequent the effect occurs.
red_kangaroo wrote
Goblin warlocks are awsome, they generate in large numbers when your are strong enough and I was able to slay them without giving them any chance of useing their wands, yielding me literally HUGE number of teleport wands.
It seems like warlocks need to have only mirrored wands in their inventory. That way the player can't accumulate them.
red_kangaroo wrote
grenadier dwarves do not throw any grenades in my experience. They mostly blow themselves up and set off their grenades this way, trapping you in a cloud of mustard gas.
I'll have to look more closely at this, I know it is not 100% there yet
I think they also throw grenades at walls when the player is on the other side of the wall, so their hostile detection scheme needs to check for walls in the intervening space.
I'll attend to these additions once fire is off the ground.