ToME: the Tales of Maj'Eyal

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 Post subject: Blood Knight class
PostPosted: Wed Jan 15, 2014 2:40 pm 
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Archmage

Joined: Tue Nov 11, 2003 10:54 am
Posts: 379
Location: Wroclaw/Poland
Hi there,

After a long time I finally managed to learn a bit lua and create my first addon.
Its a Blood Knight class.
http://te4.org/games/addons/tome/bloodknight

The core mechanic of the class is bleeding damage. You get stronger when you bleed and you enemies get weaker when they bleed. The class is desighed with big 2h weapons in mind.

I created 6 new talent trees:
Generic:
Lifeblood
- Damage coverted to bleeding, defence stats increase on bleed, additional bleed damage, life leech on bleed.

Class:
Bloodfloow
- Utility skills: rush, vision, heal, detrimental effect removal
Carnage - hard hitting (or cutting) damage skills
Blodomination (from level 6) - various powerful skills useful for the build
Crimson (locked from level 10)- killing enemies or eventually taking damage creates a crimson fog which buffs the player in various ways and debuffs the mobs.
Bloodfury (locked, from level 10) - like the Rampage tree but with a bloody twist


I was learning lua while writing this addon so its far from perfect and a few errors might have slipped by me. The lore part of the class is also lackluster.

The class has two main stats: str and con, antimagic is a very valid option here, but conditioning is also a possibility (especially with the bleed damage reduction passive). The class should be quite powerful, a few nerfs here and there will not be avoided.


Hooks used:
Code:
"ToME:load"
"DamageProjector:final"
"Combat:attackTargetWith"
"Actor:actBase:Effects"
"Actor:move"
"Actor:takeHit"


Superload:
Code:
timed_effects/physical.lua
mod/class/Actor.lua
mod/class/Player.lua
mod/class/interface/Combat.lua



During the work on this addon i have let myself be "inspired" by the addon work of Doctornull, HousePet and of course DarkGod:)

I hope you will enjoy playing this class. I will add the addon to the te4.org site when possible.

Blood Knight version 4.0 changelog:

- Fixed Overblood triggering
- Fixed Sacrificial Air Bug
- Removed Conditioning talent tree (was to OP)
- Added Mobility talent tree (locked, 0.8 modifier)
- Added Thuggery talent tree (locked, 0.8 modifier)
- Bleeding pain changed from sustain to passive
- Blood Feed changed from sustain to passive
- Dusty Veins changed from sustain to passive
- Crippling Wound changed from sustain to passive
- Overblood sustain cost increased


Cheers:)


Last edited by MisiuPysiu on Mon Jan 20, 2014 5:32 pm, edited 4 times in total.

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 Post subject: Re: Blood Knight class
PostPosted: Wed Jan 15, 2014 3:19 pm 
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Archmage

Joined: Thu Dec 12, 2013 7:28 pm
Posts: 393
This sounds really cool! I'll be sure to download it and give it a shot later tonight. How does it cope with bleeding-immune enemies (of which there are many in Dreadfell and elsewhere)?

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Mewtarthio wrote:
Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.


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 Post subject: Re: Blood Knight class
PostPosted: Wed Jan 15, 2014 3:28 pm 
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Archmage

Joined: Tue Nov 11, 2003 10:54 am
Posts: 379
Location: Wroclaw/Poland
Quote:
How does it cope with bleeding-immune enemies (of which there are many in Dreadfell and elsewhere)?

There is a skill which takes care of that in the Blodomination tree.

But the class can take undeads on its own even without the bleed immunity pierce (selfbleed is an important mechanics of this class).


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 Post subject: Re: Blood Knight class
PostPosted: Wed Jan 15, 2014 5:22 pm 
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Halfling

Joined: Wed Dec 12, 2012 6:06 am
Posts: 112
Not bad. An interesting tactical class. Tempted to see how a skeleton works, if it will work.

Edit--------

Awww, you took out the ability to do it as a skeleton. lol


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 Post subject: Re: Blood Knight class
PostPosted: Wed Jan 15, 2014 5:24 pm 
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Archmage

Joined: Tue Nov 11, 2003 10:54 am
Posts: 379
Location: Wroclaw/Poland
Quote:
Tempted to see how a skeleton works

I have to disappoint you. This class is limited to living races, so no undeads allowed. I guess it would be to cheesy otherwise:)


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 Post subject: Re: Blood Knight class
PostPosted: Wed Jan 15, 2014 5:26 pm 
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Halfling

Joined: Wed Dec 12, 2012 6:06 am
Posts: 112
I do like the addon. Would be very fun if you could find weapons that cause bleed damage early on.


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 Post subject: Re: Blood Knight class
PostPosted: Wed Jan 15, 2014 5:28 pm 
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Archmage

Joined: Tue Nov 11, 2003 10:54 am
Posts: 379
Location: Wroclaw/Poland
The carnage skill tree is designed to add some bleeding damage to your attacks early on. And on lev 16 you can get Bloody Strikes.
edit:
Bloodrush also causes bleed damage and this should be your first attack on distant mobs.


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 Post subject: Re: Blood Knight class
PostPosted: Wed Jan 15, 2014 5:33 pm 
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Halfling

Joined: Wed Dec 12, 2012 6:06 am
Posts: 112
I see. I'm still not sure how effective the class will be late game, but I do like the idea.


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 Post subject: Re: Blood Knight class
PostPosted: Wed Jan 15, 2014 5:35 pm 
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Archmage

Joined: Tue Nov 11, 2003 10:54 am
Posts: 379
Location: Wroclaw/Poland
Quote:
I'm still not sure how effective the class will be late game,

Many skills scale with your str or con and become stronger in the lategame. I played one char up to the prides. The class is quite powerful, never the less, some tweaking will be necessary.


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 Post subject: Re: Blood Knight class
PostPosted: Wed Jan 15, 2014 5:53 pm 
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Sher'Tul

Joined: Wed Jan 07, 2004 5:01 pm
Posts: 1303
Location: Finland
Oh wow! Can't wait to pay my current brawler to the end to try this one out.
I've been dying to try another warrior type character for a while now but none of the current classes held anything new for me to force myself to actually start one, until this.

To tell the truth I might have came into my pants just a little when I saw the add-on name. Hope the class lives up to its name.

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Stronk is a potent combatant with a terrifying appearance.


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 Post subject: Re: Blood Knight class
PostPosted: Wed Jan 15, 2014 6:00 pm 
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Halfling

Joined: Wed Dec 12, 2012 6:06 am
Posts: 112
...Well then...


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 Post subject: Re: Blood Knight class
PostPosted: Wed Jan 15, 2014 6:11 pm 
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Yeek

Joined: Thu Nov 21, 2013 10:02 pm
Posts: 10
Hi. The class concept is interesting. Troll Bloodknight seems like an obvious choice to me.

Wondering why you decided to give him unlocked Cunning/Survival and locked Technique/Conditioning?
Was it done specifically because of the Vitality bleed reduction?
Since your "Scarlet eyes" talent kinda mirrors some of Cunning/Survival talents maybe remove it completely?

Also giving an open talent tree with min lvl 10 requirement seems kinda strange.


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 Post subject: Re: Blood Knight class
PostPosted: Wed Jan 15, 2014 6:26 pm 
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Archmage

Joined: Tue Nov 11, 2003 10:54 am
Posts: 379
Location: Wroclaw/Poland
Quote:
Hope the class lives up to its name.

Well, i hope it too:)
I have still a few ideas left for this class but i wanted to show the work I have already done.


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 Post subject: Re: Blood Knight class
PostPosted: Thu Jan 16, 2014 1:16 pm 
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Archmage

Joined: Tue Nov 11, 2003 10:54 am
Posts: 379
Location: Wroclaw/Poland
Addon updated to version 2 (still not on the te4.org site).

Changes to version 2:

- Dim Vision talent fixed
- Crimson talent tree set to initially locked
- Blodomination talent tree set to initially unlocked and level and stat requirements lowered a bit.
This will help dealing with undead monsters in Dreadfell sooner.


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 Post subject: Re: Blood Knight class
PostPosted: Thu Jan 16, 2014 3:14 pm 
Offline
Archmage

Joined: Tue Nov 11, 2003 10:54 am
Posts: 379
Location: Wroclaw/Poland
Quote:
Wondering why you decided to give him unlocked Cunning/Survival and locked Technique/Conditioning?
Was it done specifically because of the Vitality bleed reduction?

Conditioning is one of the possibilities where you can put your category point in. Its all about choices. You wont be able to explore antimagic, conditioning, and all the class trees at once (well technically speaking, you could but it would be in my opinion a sub par build.)


Quote:
Since your "Scarlet eyes" talent kinda mirrors some of Cunning/Survival talents maybe remove it completely?

This is a good point. I will consider removing the Survival tree in the next version.

Quote:
Also giving an open talent tree with min lvl 10 requirement seems kinda strange.

yes, i know. I wanted to make a more "advanced" tree but still available for each character without investing a category point.
This has been changed a bit in the version 2. (min lev is set to 6 and 15 for the last skill).


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