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 Baali flaw not working properly

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Dragatus
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PostSubject: Baali flaw not working properly   Thu Aug 16, 2012 3:58 pm

I've been playing my Baali again and I noticed that their flaw isn't working as intended. While I can't spend XP to increase Humanity higher than 7, it seems that gaining Humanity through quests and dancing ignores that limit. When that happens the Humanity displayed in your character sheet gets all messed up and it looks like you have 0 (it's all black), but otherwise it seems to work like having 8 or whatever. If it gets lowered back to 7 or less the display returns to normal.

This seems to be an engine error and can't be directly fixed. My suggestion is to change the flaw from a max 7 Humanity to a -3 Humanity penalty. This actually does limit it to 7, while also presenting the newly embraced Baali with a nice little challenge as he would start the game with only a 3 in Humanity. Twisted Evil

IMO it would be only fair because the experience bonus is godly and the current flaw doesn't balance it out. It would also better fit the clan description. If the Baali only embrace the most evil people, it would make sense that a newly embraced Baali would have a lower Humanity than other clans.

And while you're at it, you could change the description of Daimonion 5 to make it more clear that Concordance uses unarmed. Right now the description says (among other things): "In addition to this the demon will add +2 to Strength as well as adding aggravated fire damage to all melee attacks." I suggest changing it to: "In addition to this the demon will add +2 to Strength as well as adding aggravated fire damage to unarmed attacks." I was disappointed when I found out that I'm not getting my Katana of Flaming Doom. Sad
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Zer0Morph
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PostSubject: Re: Baali flaw not working properly   Wed Nov 21, 2012 9:19 pm

I thought Childe and I fixed the Humanity glitch by adding a code that checks if the player is Baali and if so, checks the Humanity score. If it's above 7 then it automatically brings it back to 7. Maybe the code isn't working?

Also, Concordance, for some reason uses the melee feat to determine damage if I'm not mistaken, which is why I said it was Melee and not Unarmed in the description. I'll have to check that out again. (The flaming fists are considered melee weapons and I can't fix it).
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Dragatus
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PostSubject: Re: Baali flaw not working properly   Thu Nov 22, 2012 2:49 pm

Zer0Morph wrote:
I thought Childe and I fixed the Humanity glitch by adding a code that checks if the player is Baali and if so, checks the Humanity score. If it's above 7 then it automatically brings it back to 7. Maybe the code isn't working?

Well, I later noticed that there are safeguards in dialogue so you don't get any Humanity if you're already at 7. Must have been the dancing then.

I still think a straight -3 penalty would be a good solution. It wouldn't be so bad. You'd just have to spend 6 XP on Humanity to get equal with other clans and from there on it becomes like it's now. And with the XP bonus you should be able to afford investing 6 XP.

When I ran through quest rewards I found 14 events that trigger the bonus XP that every character goes through and 9 further optional ones, though that was probably still for Wesp's UP. Anyway, I consider a +1 XP bonus to be worth about 20 extra XP. So even if you have to spend 6 on Humanity, you're still left with 14 more than other character. The only thing is that you'll have to burn XP on humanity in the early game and you'll get most of the bonuses only once you get to Hollywood. But that then makes it early suffering for late game power, which IMO is a fair trade.

Quote :
Also, Concordance, for some reason uses the melee feat to determine damage if I'm not mistaken, which is why I said it was Melee and not Unarmed in the description. I'll have to check that out again. (The flaming fists are considered melee weapons and I can't fix it).

Interesting. I just assumed that since I was using my hands it used unarmed, I didn't actually check which feat was used.
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Karavolos
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PostSubject: Re: Baali flaw not working properly   Thu Nov 22, 2012 4:17 pm

Dragatus wrote:
Interesting. I just assumed that since I was using my hands it used unarmed, I didn't actually check which feat was used.

Ditto.
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Childe of Malkav
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PostSubject: Re: Baali flaw not working properly   Thu Nov 22, 2012 6:22 pm

Zer0,
how did you implement the flaming fists? An item, or do you use another method?

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Zer0Morph
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PostSubject: Re: Baali flaw not working properly   Fri Nov 23, 2012 12:21 pm

I believe the flaming fists is one of the aggravated protean claws changed. I tried to make it unarmed every way I knew how without success. In the end, the game made it based on melee which I don't like.
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Childe of Malkav
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PostSubject: Re: Baali flaw not working properly   Fri Nov 23, 2012 2:51 pm

And you did remember to remove the fists, and add the item limitation for clawed form?

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PostSubject: Re: Baali flaw not working properly   Thu Nov 29, 2012 5:22 pm

Childe of Malkav wrote:
And you did remember to remove the fists, and add the item limitation for clawed form?

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I'm not sure what you mean? Explain...
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Childe of Malkav
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PostSubject: Re: Baali flaw not working properly   Thu Nov 29, 2012 5:48 pm

Same thing as for frenzy. If you give the claws, you have to take away the fists, and set the clawed_form item restriction. Look it up in traitseffects. Frenzy is in the clans part of traitseffects, right below the Gangrel. (At least it is for CE, I don't know if you moved it in TFN.)

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PostSubject: Re: Baali flaw not working properly   Today at 10:02 pm

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