since when it's an error?
It should be a warning, not an error (pretty sure that it is). Aimed at me, more than at anyone else. I wanted all locations to become class instances at some point.
You can log with different messages:
Logger.info(msg, *args, **kwargs)
Logs a message with level INFO on this logger. The arguments are interpreted as for debug().
Logger.warning(msg, *args, **kwargs)
Logs a message with level WARNING on this logger. The arguments are interpreted as for debug().
Logger.error(msg, *args, **kwargs)
Logs a message with level ERROR on this logger. The arguments are interpreted as for debug().
Logger.critical(msg, *args, **kwargs)
Logs a message with level CRITICAL on this logger. The arguments are interpreted as for debug().
There is a lot to balance, starting from class and elemental traits, they are too powerful.
Goal should be to make class traits and elements meaningful, so it's not too big of a stretch that they are a bit overpowered. Spells also got to be balanced to cause more or less the same amount of
base damage. We're using menu_pos to try and guess power of a skill and they are not all on the same level.
I also believe that spells should cost a lot more. Percentages in damage and cost of skills also need to be kept in check or we'll have weak chars casting powerful sh!t or do good amount of damage at far less of a cost than powerful chars.
System is in a fairly decent shape, you can tweak it or even rewrite it but it is playable as it is. Main issue are super spells atm, whoever gets a chance to attack first, wins the round
