While trying to farm on the outskirts of Telegrad, I am only able to dig a hole but not hoe the soil.
Details and how to replicate the bug:
While trying to make a small additional farming spot on the road that goes west, specifically near Whilom Aventine's house I was unable to go further than making a hole.
I was trying to make a little surprise, so I was really close to a tree, using the dynamic transparency to hide the crops behind it, it gave me the default not allowed message.
I tried to do the same a couple of tiles away, same result.
I went north, behind the cave where you can find Iron, Orichalum and Etherium. and tried to do the same, same result.
I wondered in it was counting a sign placed by my character as an NPC, so I removed it, same result.
I though it may be that the bug was inside the Iron Hoe itself or in the shortcut I had assigned (F4), both deleting the item and creating a new one, as well as trying other key for the shortcut didn't work (F7)
I saw that there was a reported bug about a similar problem, but the ground looks even to me, no little prop.
PD: This is my first time reporting a bug, so if there is a need of extra information, I'll gladly add it.
Update:
[*]Seemingly other people don't have this problem. As I've seen on a screenshot that other people have been able to make farmable spots. I suspect that it may also have to do with another bug that my character in particular is having (0 tile range on whispers due to Quiet Person trait.)
Update 2:
[*]After trying once again on a "designated farm spot", I was able to do both the hole and the hoeing. Still can't do the second process on any other "grass tile" even though I am able to dig there.
Small clarification:
I am trying to use the hoe while being over the tile with the hole in the ground. The screenshot does not show me doing that for the sake of showing the existence of the hole better.
I think that Sidecut and Sillcut should be useable by all weapon classes similar to Repel, or at least all melee weapon classes, I think that this would solve a lot of the gripes that I have with certain weapon types like Fists or Axes which just simply lack the ability to gap close when using duelist, and hanging already serves a better purpose than Sidecut except it's not attached to Duelist (which is probably weaker than BK currently anyway)
Doing this not only buffs Duelist to be a bit more all encompassing towards builds like it used to be, but also makes for cool combos in general, and now that Sidecut is fixed to not process knockbacks during the animation anymore (I think), I really see no issue in allowing this.
I don't really see many running these right now. How about for a small buff to Jewels if they are on Torso slot items they grant 5%/10% resistence to their respected element?
New thought right here. New Enchantment for weapons, one that replaces a small percentile of SWA, maybe 25% but replaces it with50% of your elemental attack. (One of all elements) of course this would need to be balanced but it would allow you to swing a long sword for 75% STR SWA + 50% Fire Attack, it would not by-pass elemental resistence, reflections or absorption but could ignore any other form of defense. Similar to those weapons like Narcus, Icebreaker, Crystal Blade, so forth.
I could even see it being -25% Scaling +25% elemental damage (Of the chosen type)
You've been created in a more unorthodox yet refined way than the others. Gives access to all racial parts in the game, allowing more options to change your appearance.
While Ki Awoken is active, if you take more than 15% of your maximum HP as damage (Ki Awoken's health reduction also counts), you will gain Dragon Instinct for 3 rounds (effect is a sub-status of Ki Awoken, and ends if Ki Awoken ends).
Quote:Dragon Instinct
Temporarily grants the effects of Riposte, with a bonus to its activation chance equal to Ki.
A successful Riposte or Evasion while under Dragon Instinct will reduce the next Ki Awoken's HP drain effect by 80%.
Is there any chance we could make it so Ki lasts between battle now similar to Void Energy? That be interestign since it would speed up Monks from needing to power-up at the start of every combat.
Summary:
Enchanting a Boulder material weapon (Dagger, Shuriken) with a Feather has failed to halve the weight.
Details:
My weapons are the Venomous and Knock Down variants of Shuriken.
Boulder material is very heavy, so naturally I've enchanted them with the Feather enchantment to alleviate this.
I did the enchants myself. I am a level 1 Enchanter +1 from LE.
My weapons still weigh a ton with no noticeable changes in combat.
5 Base Weight +25 Mat Weight 30 Total Weight
-7.5 Talent Reduction -2 Lightweight
12 Base Weight +25 Mat Weight 37 Total Weight
-7.5 Talent Reduction -2 Lightweight
So, if my numbers are right- Depending on if Talent and Thinning weight are taken before or after the weight halving-
The top one should weigh 10.25 at most, 5.5 at least.
The bottom one 13.75 at most, 9 at least.
With my other equipment weighing 0, this should make me at heaviest 24 weight.
Even if the calculations are played out differently, the numbers aren't adding up to any difference granted by the enchant.
I have no idea if this is intentional or not, but I found it worth bringing up since I've a feeling this should work proper.
Quick question, I assume its not a bug but I kinda liked the idea so I ask anyway:
Is it intentional that the Special basic attack from Verglas does not trigger twice with Twindance?
Whats happening right now is:
Example Hare stance-> Use Hare-kick-> One attack is a Kick, the other is a usual basic attack without it.(meaning no kick boni applied)
I thought it be cool to combine it with Phoenix Talon to get two procs since I twindance two kicks, but I fear that was never intended?