Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem






I will start working on the new version and I will send you a message when is ready : )
The Jetpack's a quirky one, given that it has such a long cooldown compared to the Knight's Rocket Jump. I did really like the second effect, and it got me to thinking that as a Squire, you're basically the Knight's helper and errand boy forgo the experimental jumping bit, and save the cool second effect- It'd make more sense to clean up their messes after they've been rocket jumping. Some sort of Fire Brigade-esque skill, giving yourself blast and fire resistance which syncs well with the Knight's jump skills by making them more survivable. As for the second effect? Give an activated ability and use Template 4 or preferably Template 601 (Which I like better, but is large.) doing low-moderate Hyperborean and Asphyxiative damage, Confuse, and either a 1-round stun or 1 block knockback.
___________________________________________________________
New Skill 5- Place Suit Sync here, but tweak it a bit. Make it an always-on buff like Plutonic Fist from Battle Geology and Mana Maille from Warlockery. My thoughts on the matter would be to Have it boost heal Regen by 3 or 4, and decrease Mana regen by the same amount. Drop the static armor boost and the buff armor boost each to 2. Passively add 1 to Smithing, and switch the block and counter buffs to the activated skill, at 4 or 5 each.
___________________________________________________________
I realize that is a giant wall of text. My apologies. I've played probably 40-50 characters now using different builds incorporating the Squire, and it felt lackluster. It FELT like it was the Knight's Errand boy, but not in a good way. I really feel like it would be better suited to tell the story of a Squire coming into Squire-school fresh and rough, going through the motions of being a good student, becoming a Knight, getting stronger. And maybe using that lockpick robot finger to sneak into the blueprints department.
0 - Mechanical Implants
1 - Grappling Hook
2 - Overclocked Impants
3 - Experimental Jetpack
4 - Suit Sync
5 - Steam Punch
Suggested new Skill lineup.
0 - Steam-Piston Uppercut
1 - Cybernetic Claw Machine
2 - Blast Safety Training
3 - School of Hard Blocks (School of Hard Knocks play on words.)
4 - Cog-Driven Mechano-Pick
5 - Suit Up! (How I Met Your Mother reference.)
6 - All Systems Go!
I took some liberty with naming, and I think if you do like this different take on it, I could certainly write some flavor text to help tell the story. I love this mod quite a lot, which is why i use it so much, I just feel a rethinking could lead to better, more fun playability.
As you probably noticed, I give the Squire some skills that resemble some of the Clockwork Knight equipment (Grappling Hook, Overclocked Implants and the armor) and some skills that can be passed down as armor or gadgets. Squires carries the shield and armor of their master so I tried to show that by giving the squire similar weaponry/skills but with less power/usefullness.
I love the first 2 skills (0,1,2), level 3 is somewhat vague and was intended as a malfunction of the Rocket Jump (because the squire is still trying to master that technique). Level 5 is out of place... I just wanted to give them a long range attack. A Shield Bash or Shield Throw may be more related to the squire concept. I cant remember if the Clockwork Knight have shields...
I need to play more with the Clockwork Knight to find something to sinergy with.
Also looking at what holes exist in the Clockwork Knight class and filling them would go a long way.
The idea behind the Steam Powered Squire (not a Clockwork Squire because I did not wanted any copyright problem) was to give the poor Knight in training some dubious equipment and stuff that does not work perfectly all the time. I tried to keep it balanced and since it was a Squire and not a Knight, I thought it was best to keep it at level 5 instead of he 7 the Knight reaches. The two extra skills can be added. I just do not know what else to add. It should be something cool but not overpowered, maybe two utilitary skills.
Beyond that, perhaps rearranging the order in which the skills are received, and possibly adding a 6th and/or 7th end game skill(s) would benefit the perk, especially if they helped diversify it somewhat from Clockwork Knight. Right now it copies it rather closely and could possibly synergize a bit better if it's focus shifted to be a bit more rogueish or perhaps add another passive.