Search the Community: Showing results for tags 'steal'.
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BNW 2.0 - I've gotten some surprising steals using 2x switchblades & Daryl's Soul with Setzer in WoR. The items aren't listed in the "Print Me" so not sure they were intentional. Multiguard - shield that absorbs fire/ice/lit. Stolen from one of the dancers in Jidoor during the trip to get Relm. Not the ones that tonic each time you hit them. Got it during encounter during the floating chest room, but can't get another encounter to spawn for another check. Sorry I didn't notice the enemy name. Update: also available from "Madam" on the phantom train in Cyan's dream sequence in Doma Castle. Easy to farm, just run up and down by the restore save in one of the 1st cars. Economizer - MP cost =1. Stolen from either a troll or a tyrano in the forest above the Veldt. Trying to get another encounter only gets me 2x tyranos which neither have anything. Big surprise since non-human enemies. It can't be used by anyone , at least not anyone in my party atm. I still haven't picked up Gogo, Mog, Umaro, Locke, or Cyan. Update: from "Troll" enemy and only equippable by Umro....haha.... Black Heart - gotten them from THE Dragons (White & Dirt), but died so didn't check what they actually were. Update: HP +50%. I've also gotten the Mystery Eggs from other dragons now as well. I've also noticed that the Blackbelt relic let switchblades hit & steal in the Kefta Kult tower. So far only tinctures, but I haven't finished the tower yet. Update: finished tower, nothing big to report. Anyone else gotten anything that seems OP from odd enemies?
Like the other Steal patch, this is the result of a drunken Nowea, half mad from sleep deprivation, pitching an idea half almost entirely in jest, which upon closer examination actually turned out to be rather good. After Nowea sobered up, he pitched it to BTB, whose fancy was also tickled, enough so that he wanted it included in 1.8.6. I'll accept a modest credit for actually coding it, but otherwise, blame Nowea, that lovable idiot savant of accidental game design. So what does it do? Nothing fancy - it simply makes it so a successful Steal attempt doesn't cost you a turn. It works with Mug (and Switchblade) too, so it actually improves Mug to the point of almost being useful. This is scheduled for inclusion in the upcoming 1.8.6, but if you'd like to test it out right now, I'd appreciate the bit of extra QA. Get it here: header | non-header Finally, from the shit nobody cares about department, here are (spooky voice) Tales From Dev Chat. Although the idea arose from a joke about Steal buffing Locke with Quick, it has nothing to with Quick; that poor, disease-ridden mechanic was taken out back and shot long ago. It doesn't stop time or anything; just prevents the ATB gauge from resetting after a Steal turn, keeping it in the golden "ready" state. If you're super interested in the mechanics: the Steal function now sets a flag upon a successful Steal attempt, which is later checked by the function which increments the ATB gauge. If the flag is set, it skips ahead to the part where it sets the character into the "ready for action" state. If you know how to code, you can make any attack set this flag... Fun fact: the original name I came up with for this patch was inspired by the colloquialism used by Magic: the Gathering players to describe cards like these. It was promptly shot down by BTB (deservedly so, I'll admit). Nowea suggested Stealing Is A Free Action as a replacement, which I kind of like. In the end I think Quicksteal has a nice, simple elegance to it. Call it what you will, at least Steal sucks a little less now. We know you are sensitive about your art, Locke. Code: