ToME: the Tales of Maj'Eyal

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PostPosted: Mon Jun 29, 2020 7:47 am 
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Higher

Joined: Wed Mar 25, 2020 4:28 am
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Download link: https://te4.org/games/addons/tome/frog_demo_rework

A full redesign of the Demonologist class, featuring rewritten flavour text, enhanced QoL, some enhanced visuals, and many, many balance and design changes to talents intended to reduce tedium and enhance gameplay diversity while holding true to Demonologist's core gameplay as a heavily-armored melee/caster hybrid.
(Note that this addon requires Ashes of Urh'rok to be both installed and active to work, and will fail to load otherwise.)

Features include:

An entirely new talent tree: Bloodbinding, replacing Combat Techniques and Combat Veteran. Lay down hexing circles to strip foes' strength and restore your stamina, and go for their throats with a deadly gap closer that strikes without fail!

No more tedious sustain management: Osmosis Shield, Rain of Fire, and similar talents have all been reworked so that they only drain your Vim when they directly take effect, preserving their functionality while removing the need to manually toggle them off and on to conserve your limited reserves of Vim!

Enhanced demon seed management: Demon seeds are now automatically replaced when you acquire a new seed of the same type but greater level, and cleaning all the outdated seeds from your inventory is as quick and easy as pushing a button! Seed descriptions are now more verbose, giving a short explanation of what equipped talents actually do!

Rebalanced and redesigned talents: Every single one of Demonologist's unique trees and talents has been given a revamp to improve midfight utility, reduce tedious prebuffing, streamline awkward mechanics, focus their damage output, and provide more sensible scaling that rewards investment in specific aspects of the class! Poor talents have been buffed, broken talents fixed, and centralisation has been moved away from just a few extremely strong skills to a wide array of potential build options, all while preserving the class's core ethos as a spellslinging melee fighter that refuses to die no matter how much punishment it takes!

Massively redesigned demon seeds: Ring seed effects are much more diverse, and all other seeds have been rebalanced as well, with improved or all-new effects on the vast majority of seeds. Demon seed talents have been given the same balance and design pass as those of the core class, giving enhanced functionality while maintaining the same wild variety of diabolical techniques to respin the class's basic gameplay!

And many more! A (mostly) comprehensive list of changes from basegame can be perused in basegame_changes.txt within the .team file.


Truth has many facets, adventurer. Those who walk in darkness can see the light all the more starkly.

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Last edited by Mr Frog on Thu Sep 17, 2020 12:52 am, edited 2 times in total.

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PostPosted: Mon Jun 29, 2020 10:03 am 
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Wyrmic

Joined: Mon Feb 13, 2017 4:43 pm
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Initial feedback (will be updated as I play):
- Black Mark has a maximum number of stacks, but does not say how high that number is.
- Fire Imp looks neat so far, although I will miss the shotgunning.
- The class has a very high number of sustains at low level (5 sustains at level 5 if you have Fire Imp). I'm not sure if this is a bad thing or not, it just feels like a very high number.
- Resource bars on this class switch between full and empty faster than my coffee cup (not a bad thing, just something I noticed.)
- Rain of Fire is paradoxically a wonderful vim generator when coupled with high levels of Black Mark.
- The dúathedlen seed gains next to no benefit from level 25 to level 50 (telepathy range goes from 5 to 6). But hey, it stacks if you have two of them. Nice!
- The forge-giant finger seed is the most disappointing seed I've seen so far... 5 life regen at level 50 is next to nothing.
- Demonic Wound from Demon Horns also has a cap and does not say so.
- Thanks to Black Mark and Fearscape not doing what it says in its description , you can sustain Fearscape forever. (The sustain cost does not increase (basegame bug.))
- The existence of Pendant of the Sun and Moons plus Elemental Fury makes Mal'Rok's Requiem amazing and it should probably have a per-creature-per-turn cap, since it is now only limited by your vim generation. I got it to trigger 33 times per turn thanks to gloves "of the alchemist".
- ...screw that. 283 triggers in one turn with the above setup and Delasta's Scales.
- Sidenote: the damage from Requiem is absorbed by iceblocks.
- Said iceblocks allow you to deal more instances of Requiem by allowing the test dummy to live longer. My attempt at maximizing the amount of triggers has so far gotten me 428 triggers from a single attack (+- 10-15 triggers or so, I counted by hand and might have missed/skipped a line.)


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PostPosted: Mon Jun 29, 2020 3:44 pm 
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Wyrmic

Joined: Mon Feb 13, 2017 4:43 pm
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More stuff, meteor edition:
- Rain of Fire says the meteors deal darkness/fire damage. They deal physical/fire damage.
- Rain of Fire is affected by Range Amplification Device, but does not say so. Black Mark is not affected at all.
- Rain of Fire does not seem to cost vim per meteor.
- Rain of Fire still summons meteors when you are below 30% vim.
- Rain of Fire summons 2 meteors no matter your vim.
- Meteors can very rarely not hit their target at all.


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PostPosted: Mon Jun 29, 2020 3:59 pm 
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Higher

Joined: Wed Mar 25, 2020 4:28 am
Posts: 48
Erenion wrote:
More stuff, meteor edition:
- Rain of Fire says the meteors deal darkness/fire damage. They deal physical/fire damage.
- Rain of Fire is affected by Range Amplification Device, but does not say so. Black Mark is not affected at all.
- Rain of Fire does not seem to cost vim per meteor.
- Rain of Fire still summons meteors when you are below 30% vim.
- Rain of Fire summons 2 meteors no matter your vim.
- Meteors can very rarely not hit their target at all.


Are you perchance using Minmay's bugfix pack? That one makes Rain of Fire changes and will almost certainly overwrite my own OnActBase changes entirely if the weight's higher (quite likely as I think min puts her addon weights to absurd values).

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PostPosted: Mon Jun 29, 2020 3:59 pm 
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Halfling

Joined: Mon Jul 30, 2018 8:41 pm
Posts: 91
This feels generally better.
I have a feeling that costs and resource generation are both too high.

Stamina management got a lot easier with the expensive powers from Combat Techniques replaced with the Stamina restore of Bloodbinding (which is a more thematic replacement). Not having Demon!Rush until level 4 makes levels 1-3 rather more painful.
Vim management is a lot easier in early levels.

Moving 'new demon seed slots' to Demon Seed itself was a good call.

Demon Blade: was fun to cast, costs 20 vim & 15 stamina, did 15-105 damage.
Demonic Punishment: has my chain-reaction effect, otherwise boring, costs 25 vim & 25 stamina plus a sustain cost, does 6-72 damage (if they have someone adjacent). It's so expensive, actually, that using it at level 4 when you unlock it is suicide.
:(

Hardened Core: Used to give a lot of spellpower. Stripped Life is now more reliable, I guess.
Demonic Madness: Please make Confusion power start lower and scale up to 50.

Should add PreUse routines for Death Grip and Ominous Shadow so they only can be activated if you actually have enough Stripped Life.

Probably decide whether talent descriptions say 'scales' or 'improves'.


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PostPosted: Mon Jun 29, 2020 4:25 pm 
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Higher

Joined: Wed Mar 25, 2020 4:28 am
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And now onto things that actually are 100% my fault...

@Erenion:

The high number of sustains actually is an outright flaw in my opinion; I had a lot of trouble with Weirdling during testing because it'd just sneeze on me and half of my stuff ceased to work (ノಠ益ಠ)ノ Will see what I can do about that.

lol, I kind of figured there'd be some kind of massive exploit with Requiem (friggin Destala's scales lol) but I decided to just let it stew until I saw the mess for myself :p I'll probably put a per-turn sanity check on how often it can trigger per enemy -- nothing too restrictive hopefully as I want it to be something that rewards the player for using Blood Pact or otherwise proccing it more but definitely less than 428/enemy/turn :p

Ring seeds in particular are gonna be a mess, since they're all-new effects and I was forced to spitball em quite a bit (fwiw, Duathedlen rings stacking is intended). All seeds are still probably going to need a lot of work since it's a ton of ground to cover and the most I could really do was make sure as few of them as possible don't literally crash the game and/or have absurd design flaws like fire imp shotgunning.

@Recaiden:

Demonic Punishment might have been a bit rash of me lol; I personally despised having to cast an instant-cast buff on cooldown over and over.

Hardened Core spellpower removal might be in the same boat; a defensive talent in a defensive tree giving (non-scaling!) Spellpower really irked me for whatever reason (felt sloppy I guess).

Demonic Madness's confusion power scaling is pretty reasonable and is 100% in-line in with the stated goal of the addon, will probably do that :D

E: ...God damn it I literally intended to add an on_pre_use to the Black Magic talents throughout the entirety of playtesting but constantly forgot. Will get to that right tout suite :-)

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PostPosted: Mon Jun 29, 2020 6:22 pm 
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Higher

Joined: Wed Mar 25, 2020 4:28 am
Posts: 48
First bugfix update! :D Got a few minor balance changes in here too.

Note that changes made to demon seed tinker stats will not affect seeds that have already been created! For convenience, I have marked such non-retroactive changes with a ○.

Changes for v1.0.1:
Addon weight has been increased to 61428968 so that it loads after minfix pack which has a weight of 61428967, fixing multiple issues where changes in minfix void changes in this addon (this annoys me, a lot, but this is the only practical solution).
Corrosive Slashes's damage has been reduced by 20%; APR has been increased by 1/3
Flash Block's cooldown has been significantly increased (12-7 -> 20-12)
○Uruivellas ring's healmod has been given a flat 20% base value (range is now 24-40, previously 4-20)
○Forge-Giant ring's life regen has been tripled (1-5 -> 3-15)
○Champion of Urh'rok body's stats have been rebalanced (max life: 10-500 -> 55-300, str/mag: 8-40 -> 5-25)
Fixed description error in Blood Shield (the damage reduction value it stated was 50% higher than it actually was)
Dark Thorns now properly reduces combat and movement speed by the stated value, description now correctly states that it reduces both
Blighted Shield no longer attempts to set the effect on things that cannot have temporary effects set (eg. traps)
Black Mark's description now clarifies that it has a max stack size of 4
Death Grip and Ominous Shadow now directly disallow use with a message if you do not have sufficient stacks of Stripped Life
Mal'rok's Requiem can now only trigger up to 10 times per target per turn (will probably still have to tweak the talent a lot more but let's see how this tastes for now)


E: Quick fix for a mistake I made with the urui ring buff (thanks Recaiden for reporting it!):

Changes for v1.0.2:
Demonologist: ReSeeded is now properly set in its init.lua to require Ashes of Urh'rok, and will simply not load if the latter is not enabled.
○Uruivellas ring's base healing factor is now 20, instead of 2,000 (OOF!)

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PostPosted: Thu Sep 17, 2020 12:53 am 
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Higher

Joined: Wed Mar 25, 2020 4:28 am
Posts: 48
Wee li'l update to address an issue found by someone on Discord (hi Blackvision!)

Changes for v1.0.3:
Demonic Wound's associated hook now properly checks if the targeted creature still exists

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