ToME: the Tales of Maj'Eyal

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 Post subject: New Gems
PostPosted: Mon Sep 02, 2013 4:23 pm 
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Higher

Joined: Fri Dec 21, 2012 12:33 pm
Posts: 51
Minmay's runic golem left me wanting more gems, so I made more gems!

Three new lines of gems. Gems moved about and standardized. I'll be making a google doc one of these days with a spreadsheet of everything.

Overloads gem.lua.
Hooks ToME:load for defined inventory of IMBUED_GEM slot and crystal data.
Hooks Entity:loadList for world-artifacts.lua
(Replaces Blood of Life with a slightly altered version for crystal usage)
Overloads data/chats/eidolon-plane.lua so Crystals do not get stuck on the world map (forces their movement mode if it is not enabled).

I'm sure you can bork yourself by removing the sustain on the world map, so please do not.


Last edited by jayseesee on Thu Sep 05, 2013 10:02 pm, edited 4 times in total.

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 Post subject: Re: New Gems V1.0
PostPosted: Mon Sep 02, 2013 9:29 pm 
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Uruivellas

Joined: Thu Nov 18, 2010 6:42 pm
Posts: 744
Actually the gems have been long overdue for an update.

First impressions:

1. Consider making each gem series use a more consistent color.

2. Chrysocolla, Carnelian, Tiger's Eye, Kunzite, Tanzanite: These look a bit too strong. +25% crit multiple at end game is potentially much better than Fire Opal at +10% all damage, before considering the resistance penetration. Consider adjusting this series to +2% crit multiple, +2% all penetration per material level.

The manaburn splash values look very high and should probably be 1/2 of those values.

Suggested series color: violet, using the ARCANE damage type. (Might need to come up with different gem names)

3. Jasper, Hematite, Sugilite, Obsidian, Black Pearl: Consider extending the spell speed to attack and mind speed also to make them more useful for the golem and other character classes.

A few ideas for more gem properties:
1. Imbue: mana/health regen (probably blue/green gems)
2. Imbue: Melee on hit damage (when you are hit in melee)
3. Imbue: Melee project (when you hit in melee)
4. Bomb: All damage penalty (2% - 10%)

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Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.


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 Post subject: Re: New Gems V1.0
PostPosted: Mon Sep 02, 2013 11:10 pm 
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Higher

Joined: Fri Dec 21, 2012 12:33 pm
Posts: 51
Yeah, I had an absolutely mess of vanilla to work with. I was debating an overhaul with an overload, but figured I'd let it play nice. Ideally, there'd be one of each color at each tier, then some extras to play around with different ideas. I had spoken with DarkGod about how to hook this to replace vs. overloading, as the trick that people use to pull out by name doesn't quite work with gems since they are created via function.

1. Again, without overhauling, this is how it is in Vanilla, which I'm not sure I want to get into it or not. for instance, All Stats is: black, blue, black, red, white. All dam is: Yellow, Violet, Red, Yellow, Red. Then we have color spreads: 3 yellows at T1, 3 whites and 2 reds at T2. Yuck!

2. I agree here. I'll tone that down for next release.

Manaburn: Yeah, I was not sure what to throw out there. 5 per level seems about right, so we'll go with that over 15. I can move stuff around, especially if I go with overloading as opposed to superloading. It also lets me fix a few pet peeves of a few different gem coloring.

3. Good call.

As far the ideas, Good call, definitely something to work with going forward. I don't see no reason to have a lot of fancy gems. I just have to figure out how to make it not confusing, especially since I am reusing .pngs from other gems since my artistic skills are lacking.


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 Post subject: Re: New Gems V1.0
PostPosted: Tue Sep 03, 2013 2:18 am 
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Wyrmic

Joined: Fri Sep 07, 2012 1:34 am
Posts: 260
i'm sorry


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 Post subject: Re: New Gems V1.0
PostPosted: Tue Sep 03, 2013 2:34 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5954
Black Pearl bomb effect appears to be identical to Obsidian.
Maybe Darkness damage instead?

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 Post subject: Re: New Gems V1.0
PostPosted: Tue Sep 03, 2013 10:20 am 
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Higher

Joined: Fri Dec 21, 2012 12:33 pm
Posts: 51
minmay wrote:
i'm sorry

Pardon?

>HousePet
Yeah, I just wrote the wrong values instead, it follows the same pattern as the rest.
However, what I'm planning doing here soon is a complete overhaul of gems to actually have things follow consistency in color/effect schemes. We'll see how it goes. Maybe a few more artifact gems as well? Who knows!


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 Post subject: Re: New Gems V1.0
PostPosted: Tue Sep 03, 2013 11:41 am 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
Posts: 2397
Location: Ambush!
I really like the idea of more consistent gem effects by color.

Maybe also change the gem tiers members to make a bit more geological sense. Like, Quartz being incredibly common rather than mid-range rare. Would that be possible?

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Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.


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 Post subject: Re: New Gems V1.0
PostPosted: Tue Sep 03, 2013 11:50 am 
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Higher

Joined: Fri Dec 21, 2012 12:33 pm
Posts: 51
Currently all gems of each individual tier share the same rarity. I can move the tier, the rarity, or both. I do plan on shuffling some things around when I overhaul, so I will definitely take that into consideration!

I probably don't want to touch tier rarity, mostly because I'm not entirely sure how it works, but Quartz would make more sense as say a T1 than where it is at T3, and T1 is missing a white anyhow.


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 Post subject: Re: New Gems V1.0
PostPosted: Tue Sep 03, 2013 11:57 am 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
Posts: 2397
Location: Ambush!
jayseesee wrote:
Quartz would make more sense as say a T1 than where it is at T3, and T1 is missing a white anyhow.
Great, that's exactly what I was hoping for.

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Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.


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 Post subject: Re: New Gems V1.0
PostPosted: Tue Sep 03, 2013 12:48 pm 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5954
Not sure that consistency across colour is a good idea.
That would just give us t1 green gem, t2 green gem etc...

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 Post subject: Re: New Gems V1.0
PostPosted: Tue Sep 03, 2013 6:15 pm 
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Uruivellas

Joined: Thu Nov 18, 2010 6:42 pm
Posts: 744
HousePet wrote:
Not sure that consistency across colour is a good idea.
That would just give us t1 green gem, t2 green gem etc...

Yeah, over-homogenation would not be good, but some better trends (with a few exceptions) would make things more cohesive. Right now, gem color has little to do with the gem effects. Also, adding more gems of the same color and tier would keep things interesting, I think.

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Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.


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 Post subject: Re: New Gems V1.0
PostPosted: Tue Sep 03, 2013 6:34 pm 
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Uruivellas

Joined: Thu Nov 18, 2010 6:42 pm
Posts: 744
As for implementing this, I think this is one of the few cases where overloading is OK, since it's limited to this one file.
Just be sure to keep the BASE_GEM definition the same, and the colors_attacks table and the newGem function consistent to avoid incompatibility with other places in the game.

The alternative would be to convert the gem.lua file to use a more typical list of newEntity calls, that would then be compatible with the "Entity:loadList" hook.

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Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.


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 Post subject: Re: New Gems V1.0
PostPosted: Tue Sep 03, 2013 9:16 pm 
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Graphical God

Joined: Wed Jan 05, 2011 8:05 am
Posts: 415
Location: Snowscape
jayseesee (on IRC) wrote:
[2013-09-02 18:44:30] <Jayseesee> Now I need to find someone with artistic talents ;)
...
[2013-09-02 19:37:19] <Jayseesee> as far as icons, F that. Some other day.

Damn you, tempter and damn my minuscule temptation threshold!
Image
The collection can be found here: https://dl.dropboxusercontent.com/u/86125099/%40%20doctornull/Gems/New_Gems_gfx.zip
The reference file is here: https://dl.dropboxusercontent.com/u/86125099/%40%20doctornull/Gems/new_gems_originals.txt (all images used are licensed under Wikimedia Commons)

I've made multiple variants for some (ok, most) of the gems, 'cause, yeah, temptation :)

Cheers and enjoy!

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~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:
~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~


Last edited by rexorcorum on Thu Mar 02, 2017 7:50 pm, edited 1 time in total.

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 Post subject: Re: New Gems V1.0
PostPosted: Tue Sep 03, 2013 9:50 pm 
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Higher

Joined: Fri Dec 21, 2012 12:33 pm
Posts: 51
Oh man those are gorgeous :( I've changed a few so not all are needed, but definitely using what I like of what you have there, thank you!

New Changes:
Changes:
Swapped from hooks to overload and standardized gem effect for the base set of gems.
Changed weight to hopefully play nicer with other addons.

Color changes:
Agate is now Blue
Ametrine is now Violet
Spinel is now Red
Topaz is now Yellow
Opal is now White
Diamond is now White
Fire Opal is now Yellow
Pearl is now Blue
Bloodstone is now Green

Tier Changes:
Quartz moved to T1
Zircon moved to T2
Opal moved to T3
Moonstone moved to T4
Jade moved to T5

New/Removed Gems:
Chrysocolla removed, T1 Blue
Nuummite added, T1 Black
Verdite added, T1 Green
Jasper removed, T1 Black
Tiny Geode added, T1 Stone
Small Geode added, T2 Stone
Geode added, T3 Stone
Large Geode added, T4 Stone
Enormous Geode added, T5 Stone

New Icons!

Standardized base gem color with gem effect:
Black is now Stun Resist on Wear/Imbue, Lifetap 2%/tier on bomb.
Blue is All Stats on Wear/Imbue, increased Bomb damage percent.
Green is Defense and Saves on Wear/Imbue, +5/tier Mana Burn Splash for bomb.
Red is +1%/tier Spell/Mind/Combat Speed and -1%/tier Spell Cooldowns on Wear/Imbue, +5/tier Fireburn Splash for bomb.
Violet is 2% Crit Mult and 2% All Resist Pen/tier on Wear/Imbue, Mana regain on bomb (10/20/30, 30+10 arcane splash, 30+20 arcane splash, to keep from basically getting a ton of mana per bomb toss.)
White is All Resists/Armor on Wear/Imbue, Daze with later stun on bomb. (T1: 20% daze 3 duration; T2: 40% daze 3 duration; T3: 5% stun 2 duration; T4: 10% stun 2 duration; T5: 20% stun 3 duration)
Yellow is +all Damage/Crit on Wear/Imbue, +5/tier Spellknockback splash on bomb.
Stone (new) is +1HP/mana/Stam regen/tier and healing 1%/tier on Wear/Imbue, negative 2%/tier bomb damage and 10 poison damage splash/Tier on bomb.

Stone is its own category for now, and I'll probably introduce an anti-magic artifact one of these days for the category. I was going to go green, but I'd rather have a new category for consistency's sake of one common gem per. I'm not quite sure I like it or not.

Checking the runic-golem add on, it will declare anything not of the default seven colors as multi-hued, which I'm fine by, it's more of a natural element than anything else. This works for now, I do not expect minmay to cater to any new categories I may add, but I will keep that interaction in mind, even if it only does affect one class.

I've toyed also with the idea of mixing about on rarity for some possible new options of gems, but I've decided against it, as the Extract Gems talent of the Stone Alchemy tree doesn't seem to take rarity into account, so they'd be nearly just as common as everything else for them.

We end up Losing the following:
Worn Effects:
+1 Light Radius, +2 Infravision
+10 See Invisible
Bomb Powers:
Bomb Thrown Range
+Lite Damage Splash
+Poison Damage Splash
+Slow damage Splash
+Ice damage Splash
+Acid Damage Splash
+Fire Damage Splash

Please note, I am not a geologist, any accuracy is to be considered thrown out the window. Please do not try to channel gems at your friends or family, they may look at you as if you were odder than you already are. Thank you SO very much to rexorcorum for the icons!

I do agree with HousePet and Hachem_Muche that right now it is quite cookie cutter, but I do want to add more in the future, though I do not want too many in the game, for fear of over-saturation due to their low rarity. Possibly some anti-magic stones/artifacts, who knows. But for now, I nailed down some sort of consistent scale to work from.

Any comments on how over/under powered some new gems would be great too, but if something it's OMG BEST IN CLASS, that's fine, not every gem will be for every character build.


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 Post subject: Re: New Gems V1.0
PostPosted: Wed Sep 04, 2013 4:32 am 
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Graphical God

Joined: Wed Jan 05, 2011 8:05 am
Posts: 415
Location: Snowscape
jayseesee wrote:
Thank you SO very much to rexorcorum for the icons!

You're welcome :). Pity for the chrysocolla - I've grown very fond of it. Feel free to reuse / recolour / remix / etc. the remaining pics for an artefact or three.

About the geodes - it feels a bit weird to have weightless enormous chunks of rock, but on the other hand adding weight just for them kind of sucks. Also - "Alchemist enormous geode" :?. I just can't stop imagining the poor alchemist hauling a cart full with cracked geodes and tossing (or, rather rolling) them around, :lol:. Not that I have much better suggestions though - pebbles, rocks, minerals, marbles?

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~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:
~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~


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