Update to runics
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Joined: 22nd Jul 2014
Rank: Moderator
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12th Dec 2016

Through my experiments and testing I discovered that runics did not seem to be functioning properly. After looking into this closer I noticed that while BaseWeapon.cs has the appropriate code to support pre-aos attributes, the BaseArmor.cs currently does not. So my plan is to update BaseArmor.cs accordingly.

In testing, I saw that you must use the same color ingot as your runic hammer in order for the attributes to have a chance to appear. So copper ingots for copper runics, etc. I have not yet tested sewing runics but I would assume BaseArmor would effect it the same way. I also noticed that fletching tools do not allow one to switch wood types yet, so I'll be updating that so that I can test those runics as well. 
Joined: 19th Nov 2016
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13th Dec 2016

What kind of stats do runics give with pre-aos attributes? And how does one acquire runics? BoDs?
Last Edit: 13th Dec 2016 by Dude
Joined: 22nd Jul 2014
Rank: Moderator
Likes 157
13th Dec 2016

Since we are pre-aos, you would get say force or power and maybe some accuracy modifier on a weapon and armor attributes on armor. I'll try to get a list put together on what each runic can do.

As for how to obtain them, yes bods are the common method. I have not yet enabled them for this reason. I may also consider quests as an alternative but I haven't decided.
Joined: 22nd Jul 2014
Rank: Moderator
Likes 157
26th Dec 2016

Ok runics should now be able to produce enhanced armor and weapons. I've turned on Blacksmithing and Tailoring BODs, which also means the possibility of powerscrolls. However there are some BOD rewards that need to be tweaked a tad, and I'll get that done soon.
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