ToME: the Tales of Maj'Eyal

Everything about ToME
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PostPosted: Sat Feb 08, 2014 4:50 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5385
http://te4.org/games/addons/tome/verdant

Content is modular and various sections can be disabled via the options.

Primary Features
Druid class:
Uncast spells to produce nature based magical effects.
Its an agile nature mage, but can be played as a fighter/mage hybrid, or as a summoner hybrid.
Uses staves, alchemist gems and equilibrium.
Werebeast Class:
Werebeast fits somewhere between Cursed and Wyrmic, with a touch of Rogue thrown in.
Flavour is you have been cursed by nature's hate at those who harm it.
Can be played with conventional weapons or dual mindstars, stealthy or heavy.
Uses both Hate and Equilibrium.
Woodsman Class:
Archery, Summoning and Traps.
Use whatever you need to survive.
Summoner:
A full rework is available.
Allows you to command your critters to attack or defend.
Wyrmic:
A few talents improved and many new categories.
General:
Loads of nature based artifacts.
A few of new inscriptions.
Oozemancer can get the Wild-gift/Symbiant category.

Druid Info

Zigur:
As Druid's use spells they cannot become a Zigur follower, as this would make all their talents unusable.
However, you can still attempt to join Zigur, you might get something special instead. :)

Antimagic:
Since Druid's are used to uncasting spells, arcane disrupting items are not as detrimental to their abilities as you would expect.
They do not get a spellpower penalty and their nature spells are not affected by the arcane failure chance. These items will even increase their effective willpower for equilibrium fail checks.

Categories:
Wild-gift/Land
Wild-gift/Seas
Wild-gift/Winds
Wild-gift/Woodland
Wild-gift/Minerals
Wild-gift/Weather
Wild-gift/Moss
Wild-gift/Volcanism
Wild-gift/Boreal
Wild-gift/Jungle
Wild-gift/Natural Cycles
Wild-gift/Eyal's Embrace
Technique/Staff Combat
Cunning/Herbalism
Wild-gift/Fungus
Wild-gift/Call

Werebeast Info

Categories:
Wild-curse/Wolf Aspect
Wild-curse/Treant Aspect
Wild-curse/Shark Aspect
Wild-curse/Eagle Aspect
Wild-curse/Ritch Aspect
Wild-curse/Silent Hunter
Wild-curse/Psiclaws
Wild-curse/Snake Aspect
Wild-curse/TigerAspect
Wild-curse/Bear Aspect
Wild-curse/Croc Aspect
Wild-curse/Fungus Aspect
Cursed/Rampage
Cursed/Predator
Wild-gift/Hunter

Woodsman Info

Categories:
Cunning/Stealth
Cunning/Trapping
Cunning/Woodcraft
Cunning/Poisons
Wild-gift/Summon-melee
Wild-gift/Summon-utility
Wild-gift/Summon-commands
Technique/Archery-bow
Technique/Archery-utility
Technique/Bow-fexibility
Technique/Combat-Training
Cunning/Survival
Cunning/Herbalism
Wild-gift/Hunter

Summoner Info

Two new summonable critters and revised summoning categories.

New Categories:
Wild-gift/Summon-commands
Wild-gift/Summon-techniques
Wild-gift/Symbiant

Wyrmic Info

New Categories:
Wild-gift/Sea Drake Aspect
Wild-gift/Wind Drake Aspect
Wild-gift/Hunter
Wild-gift/Wild Drake Aspect
Chronomancy/Blink Drake Aspect
Corruption/Blood Drake Aspect

Talent changes:
Lightning Speed now converts your damage to lightning for your next hit.
Wing Buffet replaced with Ember Scales: a flamey aura sustain.

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Last edited by HousePet on Fri Jan 01, 2016 1:53 am, edited 24 times in total.

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PostPosted: Mon Feb 10, 2014 9:12 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5385
Here are my thoughts for Wyrmic:
Lightning Speed: Convert next attack to lightning damage.
Static Field: Sustain. Each turn there is a chance of releasing a small chain lightning. Adds lightning damage to your attack with Lightning Speed.
Ice Wall: Freeze creatures caught in wall.
Devouring Flames: Add burning to initial targets.
Quake: Change to physical+disarm
Burrow: allow you to swap places with enemies
Ember Scales: Adds light radius, burns adjacent creatures and leaves a trail of fire at 5.

Sea Drake Aspect- each talent point increases max air.
Fog Cloud: Blinding aoe
Water Dweller: Sustain. Gives life and equilibrium regeneration when you are underwater or inside one of your water aoes.
Flood: Drowning aoe.
Water Breath: Water damage cone that scale with strength.

Wind Drake Aspect
Flyby Slash: Ranged melee attack at target that teleports you near them. Each point increases movement speed.
Claw Dance: Attack all creatures adjacent to you. Each point increases you attack speed.
Cloud Seer: Negative sustain cost, increases sight range. Each point increases mind speed.
Wing Buffet: Buff to full breath damage. Each point increases global speed.

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PostPosted: Mon Feb 10, 2014 3:20 pm 
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Sher'Tul

Joined: Fri Sep 21, 2007 3:18 am
Posts: 1081
Location: Angolwen
I really like your wyrmic ideas, both for the new trees and for making Quake and Ice Wall not-useless talents


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PostPosted: Sun Feb 16, 2014 5:33 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5385
Updated with Wyrmic and other goodies.

In addition to the Wyrmic stuff:
Psiclaws now functions as a mastery talent in addition to its existing bonuses.
Many Druid talents buffed.
New scaling applied to passives.
3 new infusions.

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PostPosted: Sun Feb 16, 2014 9:19 pm 
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Higher

Joined: Sat Jan 11, 2014 1:59 pm
Posts: 48
Code:
error = "Lua Error: /engine/interface/ActorTalents.lua:174: /engine/interface/ActorTalents.lua:152: /engine/interface/ActorInventory.lua:168: attempt to index local 'inven' (a nil value)\
stack traceback:\
\9/engine/interface/ActorInventory.lua:168: in function 'removeObject'\
\9/data-verdant/talents/cunning/herbalism.lua:60: in function </data-verdant/talents/cunning/herbalism.lua:53>\
\9[C]: in function 'xpcall'\
\9/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:134>\
  At [C]:-1 \
  At [C]:-1 error\
  At /engine/interface/ActorTalents.lua:174 useTalent\
  At /mod/ai//tactical.lua:382 runAI\
  At /mod/ai//tactical.lua:408 doAI\
  At /mod/class/NPC.lua:61 act\
  At /engine/GameEnergyBased.lua:126 tickLevel\
  At /engine/GameEnergyBased.lua:62 tick\
  At /engine/GameTurnBased.lua:46 tick\
  At /mod/class/Game.lua:1141 "
seen = true
reported = true


I was a megaturtle/mindslayer on Insane difficulty. Met The Shade (boss) on Kor Pul (3) that had a set of your either druid or werebeast talents (downpour and something else as active and sustained). Error begun to popup when he was about to die (maybe he was trying to use one of healing abilities?)

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PostPosted: Mon Feb 17, 2014 12:17 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5385
I'll check the code when I get home, but I'm worried that this might be caused by a different addon.

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PostPosted: Mon Feb 17, 2014 8:42 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5385
Okay, adding a check to ensure that the quiver slot exists and contains gems.

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PostPosted: Mon Feb 17, 2014 9:11 pm 
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Higher

Joined: Sat Jan 11, 2014 1:59 pm
Posts: 48
i wish you kept new content (classes, races etc.) and alterations to existing mechanics in separate add-ons.

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PostPosted: Mon Feb 17, 2014 11:46 pm 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5385
Any particular reason?

Things were overlapping between the addons, so it was easier to merge them.
The alternative is to divide the pack into 4 seperate addons.

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PostPosted: Tue Feb 18, 2014 2:22 am 
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Thalore

Joined: Sun Apr 21, 2013 8:27 am
Posts: 131
Quote:
[CHAT] selected Thank you. I shall not return. #LIGHT_GREEN#[you leave Zigur quickly] function: 0x3b5bf620 nil
[QUEST] try update status on Chaneson antimagic 1 nil
[QUEST] try update status on Chaneson antimagic 100 nil
[LOG] #LIGHT_GREEN#Quest 'The Curse of Magic' is done! #WHITE#(Press 'j' to see the quest log)
Loading entities file from file /data-druid/druid-artifacts.lua which does not exists!
Lua Error: /data/quests/antimagic.lua:37: attempt to index field 'RUNE_INVERTED_MANA' (a nil value)
At [C]:-1 __index
At /data/quests/antimagic.lua:37 check
At /engine/Quest.lua:83 setStatus
At /mod/class/interface/ActorPartyQuest.lua:81 setQuestStatus
At /data/chats/antimagic-end.lua:37 action
At /engine/dialogs/Chat.lua:93 use
At /engine/dialogs/Chat.lua:46 fct
At /engine/ui/VariableList.lua:123 onUse
At /engine/ui/VariableList.lua:106
At /engine/KeyBind.lua:229 receiveKey
At /engine/ui/Dialog.lua:541 keyEvent
At /engine/ui/Dialog.lua:314


Game stopping bug when I did the Zigur quest with a druid :(


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PostPosted: Tue Feb 18, 2014 3:31 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5385
Bugger, okay will patch.

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PostPosted: Wed Feb 19, 2014 3:48 pm 
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Uruivellas

Joined: Sun Feb 03, 2013 12:29 am
Posts: 699
Location: Turtlemire
After using them for a while:

Water Dweller should be increased somewhat. It's currently not worth it, perhaps 2.5 life and 0.5 eqil regen per talent level? Remember that they already have Fungus, alongside literally 500 other options to pick from, so there needs to be a worth in going down that tree.

Water Breath's icon doesn't match the other breaths. (Serious issue, breaks my immersion.)

Flyby Slash is... odd, to say the least. It can be used from melee, it can go through walls, and it can put you in the same spot (if within range 3).
My ideas for that would include:
A static range, perhaps 3, would give it use with some short-range talents in their other trees, and also make it a slight-disengage talent.
Stop it from wall hopping. It's the worst thing ever to be teleported out of a thin hallway into a nearby room with enemies in it. (I haven't had it happen yet, but Wyrmics being nature based... theres a chance this could happen on a vault wall, no?)
Perhaps give a minor defense boost after used, as though the wind was helping defend them after their quick rush.

Love Claw Dance & Cloud Sear.

Wing-Buffet is still a fairly weak talent, imo, and isn't worth the 4th slot. Perhaps a boost to the global speed given to 2%?

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PostPosted: Thu Feb 20, 2014 2:52 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5385
Water Dweller also makes you immune to the Fog Cloud and Flood. But I'll up its bonusses.

I haven't worked out how to stop Flyby Slash leaping you through walls yet. Maybe a LOS check.

Will nerf Claw Dance and Cloud Seer.... Joking. :P

I'll add an extra debuff to Wing Buffet.

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PostPosted: Fri Feb 21, 2014 12:33 am 
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Higher

Joined: Sat Jan 11, 2014 1:59 pm
Posts: 48
HousePet wrote:
Any particular reason?

Things were overlapping between the addons, so it was easier to merge them.
The alternative is to divide the pack into 4 seperate addons.

It is a matter of personal preference. Sometimes i want to play new races and/or classes but without changes to existing ones, sometimes i wanna try modified existing one but dont want to meet NPCs with skills from new classes or don't want to find items i'll never need that you've put into your add-on (for example: oxygen infusion, btw you didnt mention them in description nor changelogs) because they take up drop slot instead of more useful ones.

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PostPosted: Fri Feb 21, 2014 1:10 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5385
I did mention Oxygen Infusion. I said there were three new infusions. :lol:

Hmmm, I might be able to put some switches into the addon to control which parts will be loaded. But I'm not sure how that will work when it would have to load the addon to load the switches. :/

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