ToME: the Tales of Maj'Eyal

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 Post subject: Necromancy+ v2.1.4
PostPosted: Sun Jul 21, 2013 9:18 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5940
Now available! http://te4.org/games/addons/tome/necromancy

Features:
Cunning/Dead Secrets - generic category available to Necromancer, Doomed and Shadowblade.
Grave Resolve: passive. Bonus to Fear immunity and Mental save.
Darktouched: active. Small resistance bonus against darkness, cold, undead. + touch attack Heals undead/harms others.
Dead Whispers: active. Grants telepathy Undead for a short time. Also let's you see what your minions see.
Necroanatomy: passive. You do increased damage to undead. Decreased damage you do to your own minions. Adds healing to Surge of Undeath. Increases max life of Doomed Shadows.

Spell/Charnel - class category available to Necromancer only.
Blood Burst: radius 1 blight damage ranged burst, splash heals undead.
Grasping Claws: mass pin/bleed.
Meat Shield: sustain, grants a physical ward on kill.
Vampiric Gift: moved from Spell/Grave

Tweaked Categories:
Spell/Grave
Chill of the Tomb: no change
Will o' the Wisps: Also buffs your cold damage and resistance a little. Grants a chance to summon a wisp on spell hitting.
Frozen Flames: Slowly burns status effects from friendly and enemies. Selective about whether it burns beneficial or detrimental.
Ghost Touch: Curse, lowers mindsave, cold resist and stun resist.

Spell/Advanced Necrotic Minions
Undead Explosion: If used on a Wisp, it will be a radius 1 freeze. If used on a Bone Giant it will provide the Bone Shield and do physical damage.
Soulwind: Increases minion's movement speed and grants a chance to recover a soul when a minion dies.
Assemble: Better level scaling.
Minion Mastery: Added a Greater Mummy that upgrades on Ghoul King. Also protects your minions from interminion damage.

Spell/Necrotic Minions
Aura Mastery move to Necrosis.
Undeath Link moved to slot 2, now does less damage to your minions, but also adds all minions life drains together.

Spell/Necrosis
Undeath Link moved to Necrotic Minions.
Impending Doom moved the slot 3.
Aura Mastery added to slot 2.

Spell/Shades
Shadow Tunnel now also includes the effect of Curse of the Meek.
Curse of the Meek removed.
Nether Breach added to slot 2. Its like Aether Breach but does darkness damage and won't hurt minions with Invoke Darkness 5.

Tweaked the talent levels granted by Blighted Summoning.


Also adds in a new class called the Spiritmancer:

The dead do not always rest easy, even free from fell influences.
Some linger, wishing to finish some unfinished business.
Others want to pass on a message to a loved one.
Some seek another chance for glory in battle or revenge against those who killed them.
They all eventually find a Spiritmancer, and bargain temporary servitude for closure.
The Spiritmancer can give form to the lost souls, allowing them to fight again. They also have powerful light and lightning magic.

Categories:
Spirit
Ghost Light: active. Summons Wisps of light. Melee light damage.
Spirit Guide. sustain. each summon you control increases your defense and saves.
Rest In Peace: active. bolt does light damage. more vs undead. becomes a beam at 5.
Spirit Form: active. can walk through walls temporarily. Light affinity.

Karma
Sprites: active. Summons Wisps of lightning. Ranged zappers.
Jolt of Fate: active. Lighting hits a random visible enemy.
Karmic Shield: active. Absorbs damage for a few turns then explodes based on damage absorbed.
Karmic Wave: active. weakish lightning damage cone. stronger when you are low on health.

Life Giver
Clay Golem: active. imbue a clay golem with the soul of a fallen warrior. Golem grants a physical resistance aura.
Poltergeist: sustain. randomly inflicts disarm or knockback against nearby enemies.
Gift of Life: active. give part of your life to your summons, healing them and making them tougher.
Hope: sustain. reduces debuff durations, increases fear resist.

Ghosts
Ghost Bulwark: active. summons a ghostly bulwark which can block attacks against adjacent allies.
Pale Veil: passive. allows your ghosts to Fade.
Ghost Berserker: active. summons a ghostly berserker. Choppy ghost.
Banshee: active. summon a banshee. Caster ghost.

Dawn
Shining Binds: active. ranged explosion for light damage and pin.
Pool of Light: active. Ground effect. Heals friendly. Lightblind enemies.
Holy Word: active. All nearby enemy undead/demons/horrors take light/arcane damage and are deafened.
Endless Light: sustain. increases light damage, light penentration and decreases spell cooldowns.

Justice
Lightning Flash: active. Throws a ball of lightning that explodes for lightning and blindness.
Peacemakers: active. Increases your summoned creatures strengths and speeds.
Indignation: active. Inscribe a symbol of justice on the ground. After a short delay it explodes with high lightning daze damage.
Righteous Fury: Lightning Mastery that also adds lightning damage to minion attacks.

_________________
My feedback meter decays into coding. Give me feedback and I make mods.


Last edited by HousePet on Fri May 22, 2015 10:20 am, edited 14 times in total.

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 Post subject: Re: Necromancy+ v1
PostPosted: Sun Jul 21, 2013 2:04 pm 
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Higher

Joined: Fri Jan 18, 2013 9:37 pm
Posts: 52
Seems like a nice buff to necros. I don't like Ghost Touch though, seems weak.

Would be way cooler if Sageacrin's New Prodigies worked on 1.0.4, even more minions


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 Post subject: Re: Necromancy+ v1
PostPosted: Sun Jul 21, 2013 2:09 pm 
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Archmage

Joined: Sat Oct 22, 2011 10:31 am
Posts: 394
Will surely try this. Any chance of looking into forgery casting priority?


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 Post subject: Re: Necromancy+ v1
PostPosted: Sun Jul 21, 2013 6:02 pm 
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Archmage

Joined: Tue Nov 09, 2010 7:43 pm
Posts: 355
Could you please add in the ability to command your undead?


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 Post subject: Re: Necromancy+ v1
PostPosted: Sun Jul 21, 2013 6:19 pm 
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Archmage

Joined: Tue Nov 09, 2010 7:43 pm
Posts: 355
Found an error when i was autoexploring.
error = "Lua Error: /hooks/necromancy+/load.lua:19: attempt to call method 'getTalentFromId' (a nil value)\
At [C]:-1 getTalentFromId\
At /hooks/necromancy+/load.lua:19 \
At [string \"return function(l, self, data) local ok=false...\"]:1 triggerHook\
At /data/damage_types.lua:65 defaultProjector\
At /data/damage_types.lua:607 projector\
At /data/damage_types.lua:1275 projector\
At /engine/interface/ActorProject.lua:198 project\
At /data/general/traps/natural_forest.lua:24 triggered\
At /engine/Trap.lua:138 trigger\
At /mod/class/Trap.lua:121 trigger\
At /engine/Trap.lua:151 check\
At [string \"return function(self, x, y, what, ...) local ...\"]:1 checkAllEntities\
At /engine/Actor.lua:205 move\
At /mod/class/Actor.lua:994 move\
At /mod/class/Player.lua:241 move\
At /engine/interface/PlayerRun.lua:137 runStep\
At /mod/class/Player.lua:318 act\
At /engine/GameEnergyBased.lua:126 tickLevel\
At /engine/GameEnergyBased.lua:62 tick\
At /engine/GameTurnBased.lua:46 tick\
At /mod/class/Game.lua:1054 "
seen = true
reported = false


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 Post subject: Re: Necromancy+ v1
PostPosted: Sun Jul 21, 2013 6:31 pm 
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Archmage

Joined: Tue Nov 09, 2010 7:43 pm
Posts: 355
Can you please tweak aura mastery so that it can benefit from using a mastery point?
And found another error it involves stepping on a trap.
error = "Lua Error: /hooks/necromancy+/load.lua:19: attempt to call method 'getTalentFromId' (a nil value)\
At [C]:-1 getTalentFromId\
At /hooks/necromancy+/load.lua:19 \
At [string \"return function(l, self, data) local ok=false...\"]:1 triggerHook\
At /data/damage_types.lua:65 defaultProjector\
At /data/damage_types.lua:607 projector\
At /data/damage_types.lua:1275 projector\
At /engine/interface/ActorProject.lua:198 project\
At /data/general/traps/natural_forest.lua:24 triggered\
At /engine/Trap.lua:138 trigger\
At /mod/class/Trap.lua:121 trigger\
At /engine/Trap.lua:151 check\
At [string \"return function(self, x, y, what, ...) local ...\"]:1 checkAllEntities\
At /engine/Actor.lua:205 move\
At /mod/class/Actor.lua:994 move\
At /mod/class/Player.lua:241 move\
At /engine/interface/PlayerMouse.lua:57 mouseMove\
At /engine/interface/PlayerMouse.lua:129 mouseHandleDefault\
At /mod/class/Game.lua:1747 fct\
At /engine/Mouse.lua:52 "


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 Post subject: Re: Necromancy+ v1
PostPosted: Mon Jul 22, 2013 9:31 am 
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Uruivellas

Joined: Sun Feb 03, 2013 12:29 am
Posts: 703
Location: Turtlemire
Would like to say, that the trap-thing applies to ALL traps, and even when sand falls on you in the Sandworm Lair.

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<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal


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 Post subject: Re: Necromancy+ v1
PostPosted: Mon Jul 22, 2013 9:37 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5940
cttw wrote:
Will surely try this. Any chance of looking into forgery casting priority?

In what way?

_________________
My feedback meter decays into coding. Give me feedback and I make mods.


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 Post subject: Re: Necromancy+ v1
PostPosted: Mon Jul 22, 2013 1:34 pm 
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Archmage

Joined: Sat Oct 22, 2011 10:31 am
Posts: 394
It may be too much to ask, but a rule that says if your proposed shot will do 3x more damage on friendlies than on the enemy, try a different shot. Or maybe if it hits more than a certain number of friendlies. Or cast spells with only one talent point on them last.

It would also be awesome if you could prevent double applying of the 10 turn arcane damage spell whose name I can't for the life of me remember now.


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 Post subject: Re: Necromancy+ v1
PostPosted: Tue Jul 23, 2013 1:55 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5940
Should be able to tweak the compassion value, but I don't think I can change much of the AI easily.

_________________
My feedback meter decays into coding. Give me feedback and I make mods.


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 Post subject: Re: Necromancy+ v1
PostPosted: Tue Jul 23, 2013 4:37 am 
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Archmage

Joined: Tue Nov 09, 2010 7:43 pm
Posts: 355
Would it be possible to grant the player the ability to give simple commands to their summons.


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 Post subject: Re: Necromancy+ v1
PostPosted: Tue Jul 23, 2013 5:36 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5940
Sure.

Getting them to listen might be a little harder...

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My feedback meter decays into coding. Give me feedback and I make mods.


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 Post subject: Re: Necromancy+ v1
PostPosted: Tue Jul 23, 2013 6:00 pm 
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Archmage

Joined: Tue Nov 09, 2010 7:43 pm
Posts: 355
Maybe looking at the summoner's code might help, I heard they can command their summons. If you could grant the abiltiy to command them so many people would most likely be very grateful.


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 Post subject: Re: Necromancy+ v1
PostPosted: Tue Jul 23, 2013 6:38 pm 
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Higher

Joined: Wed May 02, 2012 11:34 pm
Posts: 45
Hellcommander wrote:
Maybe looking at the summoner's code might help, I heard they can command their summons. If you could grant the abiltiy to command them so many people would most likely be very grateful.


I believe summoners command their summons by taking direct control of them, much like an alchemist can take command of their golem.

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Remember: Losing is Fun! <- a motto i live by


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 Post subject: Re: Necromancy+ v1
PostPosted: Tue Jul 23, 2013 11:01 pm 
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Archmage

Joined: Tue Nov 09, 2010 7:43 pm
Posts: 355
Guess it might me a little harder to implement then but it would a great addition and would help prevent some of the problems summons have (like making them target someone or stay put and protect you).


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