Commando
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- Spiderkin
- Posts: 543
- Joined: Sat Feb 11, 2012 1:12 am
Commando
Addon Page
A lifetime of training in archery, hand-to-hand combat, and stealth
has given rise to the Commando, a warrior of unparalleled cunning and tenacity.
Fighting tactically, they pick off key targets from hiding with their bow before
moving in and announcing their presence to demoralize the survivors.
Whatever remains is swiftly put down with a combination of grappling techniques and weapon strikes.
Their most important stats are: Strength and Cunning.
Talents:
Technique/Commando
Your Worst Nightmare - Mastery for onehand weapons, barehand attacks, and bows, sustain to automatically swap between weapon sets when enemies are adjacent
Combined Tactics - +Stealth and pin resist based on Strength, Accuracy/Phys Power based on Cunning
Explosive Entrance - AOE stun/pin resist debuff and daze upon breaking stealth, +size and percentage of Precision Strike bonus afterwards
Staunch Wounds - Heal and debuff clear, must be performed outside enemy LOS or from stealth
Technique/Close-Quarters Combat
Charging Chop - Rush and attempt to grapple
Takedown Slash - Barehand stun with melee followup, doesn't miss or check phys save if target is grappled
Stagger Knee - Barehand strike and two melee autocrits, doesn't miss if target is grappled
Pounding Headache - Must be used on a stunned target; Multiple headbutts that put talents in cooldown, with a followup melee strike that automatically stuns
Cunning/Arrow Priming
Timed Arrows - Multiple shots that stick to the ground and explode after four turns
Arrow Priming - Reloads quiver with a number of special arrows that alter regular shots
-Contact Arrows - Explode on hit, setting off nearby Timed Arrows
-Razortip Arrows - Pierce enemies and cause bleeding
-Barbed Arrows - Cripple and remove beneficial effects/sustains
Decoy Shot - Spawn a lure that debuffs stealth detection, taunts, and explodes into sticky smoke
Reel Shot - Ranged attack that pulls target and grapples them
Cunning/Subterfuge - Reskinned Cunning/Stealth
Subterfuge - Stealth and Unseen Actions combined
Precision Strike - Same as Shadowstrike
Undercover Operations - Hide in Plain Sight with passive movespeed/damage armor while stealthed
Neck Snap - Check stealth to instakill target, deals phys damage on failure
Cunning/Advanced Survivalism (locked)
Game Hunter - Ranged attack with increased accuracy and travel speed
Preparedness - +Willpower/Constitution, Physical/Mind save based on Cunning, disarm resistance
Death Grip - Drag foes and reduce armor/physical resistance while grappling
Second Go - Targetted jump that resets cooldowns on grapple-initiating talents and stealth
Technique/Tireless Combatant
Technique/Grappling
Technique/Battle Tactics (locked)
Technique/Combat Training
Technique/Field Control (changed to use greater of Dex/Cun for prerequisites)
Cunning/Survival
Cunning/Scoundrel
Technique/Thuggery (locked)
TechniqueConditioning (locked)
Quirks:
Timed Arrows are meant to light up the area around them but it's kind of janky at the moment
The arrow priming buffs don't expire until the last arrow hits a target, so you may wind up with a buff at 0 charges if your final shot doesn't collide with anything.
Overrides combatDamage() in Combat.lua to alter bow stat scaling, may not play nicely with other addons that do so until ToME 1.3.0 is released.
Starting to get burnt out playtesting this so out the door it goes!
A lifetime of training in archery, hand-to-hand combat, and stealth
has given rise to the Commando, a warrior of unparalleled cunning and tenacity.
Fighting tactically, they pick off key targets from hiding with their bow before
moving in and announcing their presence to demoralize the survivors.
Whatever remains is swiftly put down with a combination of grappling techniques and weapon strikes.
Their most important stats are: Strength and Cunning.
Talents:
Technique/Commando
Your Worst Nightmare - Mastery for onehand weapons, barehand attacks, and bows, sustain to automatically swap between weapon sets when enemies are adjacent
Combined Tactics - +Stealth and pin resist based on Strength, Accuracy/Phys Power based on Cunning
Explosive Entrance - AOE stun/pin resist debuff and daze upon breaking stealth, +size and percentage of Precision Strike bonus afterwards
Staunch Wounds - Heal and debuff clear, must be performed outside enemy LOS or from stealth
Technique/Close-Quarters Combat
Charging Chop - Rush and attempt to grapple
Takedown Slash - Barehand stun with melee followup, doesn't miss or check phys save if target is grappled
Stagger Knee - Barehand strike and two melee autocrits, doesn't miss if target is grappled
Pounding Headache - Must be used on a stunned target; Multiple headbutts that put talents in cooldown, with a followup melee strike that automatically stuns
Cunning/Arrow Priming
Timed Arrows - Multiple shots that stick to the ground and explode after four turns
Arrow Priming - Reloads quiver with a number of special arrows that alter regular shots
-Contact Arrows - Explode on hit, setting off nearby Timed Arrows
-Razortip Arrows - Pierce enemies and cause bleeding
-Barbed Arrows - Cripple and remove beneficial effects/sustains
Decoy Shot - Spawn a lure that debuffs stealth detection, taunts, and explodes into sticky smoke
Reel Shot - Ranged attack that pulls target and grapples them
Cunning/Subterfuge - Reskinned Cunning/Stealth
Subterfuge - Stealth and Unseen Actions combined
Precision Strike - Same as Shadowstrike
Undercover Operations - Hide in Plain Sight with passive movespeed/damage armor while stealthed
Neck Snap - Check stealth to instakill target, deals phys damage on failure
Cunning/Advanced Survivalism (locked)
Game Hunter - Ranged attack with increased accuracy and travel speed
Preparedness - +Willpower/Constitution, Physical/Mind save based on Cunning, disarm resistance
Death Grip - Drag foes and reduce armor/physical resistance while grappling
Second Go - Targetted jump that resets cooldowns on grapple-initiating talents and stealth
Technique/Tireless Combatant
Technique/Grappling
Technique/Battle Tactics (locked)
Technique/Combat Training
Technique/Field Control (changed to use greater of Dex/Cun for prerequisites)
Cunning/Survival
Cunning/Scoundrel
Technique/Thuggery (locked)
TechniqueConditioning (locked)
Quirks:
Timed Arrows are meant to light up the area around them but it's kind of janky at the moment
The arrow priming buffs don't expire until the last arrow hits a target, so you may wind up with a buff at 0 charges if your final shot doesn't collide with anything.
Overrides combatDamage() in Combat.lua to alter bow stat scaling, may not play nicely with other addons that do so until ToME 1.3.0 is released.
Starting to get burnt out playtesting this so out the door it goes!
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- Archmage
- Posts: 335
- Joined: Wed Jan 15, 2014 12:56 pm
- Location: Somewhere, probably.
Re: Commando
Oh, so THIS is what you meant. Looks pretty rad. I'll give it a shot tonight. C:
Re: Commando
This is close enough to the idea I had about utility hunter class about a week ago.
Pretty stoked about this Rambo class and definitely playing it when I get back home. If you need playtesting on this be sure to ask. I know I will play this a LOT.
Pretty stoked about this Rambo class and definitely playing it when I get back home. If you need playtesting on this be sure to ask. I know I will play this a LOT.
Stronk is a potent combatant with a terrifying appearance.
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- Archmage
- Posts: 335
- Joined: Wed Jan 15, 2014 12:56 pm
- Location: Somewhere, probably.
Re: Commando
Not sure if intended, but the Linen Headband can spawn with egos. My current Commando has one that gives +3 Con. 

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- Higher
- Posts: 79
- Joined: Wed Mar 12, 2014 10:30 am
Re: Commando
Having this add-on active breaks normal brawlers. Most brawler talents will say "Character Name can't use this talent while holding a weapon or shield." Strangely, my brawler slave thing for the quest actually could use Maim, but nothing else.
That might make certain bosses and rare or unique enemies much easier.
That might make certain bosses and rare or unique enemies much easier.
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- Spiderkin
- Posts: 543
- Joined: Sat Feb 11, 2012 1:12 am
Re: Commando
Not sure how that's happening as it's got the same ego_chance=-1000 as the rest of the birth equipment. Might be some quirk in the item generation code when adding birth items using a defined_as. Enjoy it until I figure out the cause, I guess.NemesisZeru wrote:Not sure if intended, but the Linen Headband can spawn with egos. My current Commando has one that gives +3 Con.
Nice catch, I tacked something onto isUnarmed() to prevent grapples from breaking when getting disarmed but forgot to include a call to the original function. Fixed and updated.marshmallowpeep wrote:Having this add-on active breaks normal brawlers. Most brawler talents will say "Character Name can't use this talent while holding a weapon or shield." Strangely, my brawler slave thing for the quest actually could use Maim, but nothing else.
That might make certain bosses and rare or unique enemies much easier.
Re: Commando
I watched TV the other night and I heard where the name came from.Faeryan wrote:This is close enough to the idea I had about utility hunter class about a week ago.
Pretty stoked about this Rambo class and definitely playing it when I get back home. If you need playtesting on this be sure to ask. I know I will play this a LOT.
So here is a quiz question: From what did Rambo get his name from?
Answer below:
.
.
.
.
.
.
Answer:
From SWEDEN of all places.
It is an apple and the anuthor of the book liked the apple and Rambo got his name.
Add this info to your collection of needless information stored in your brain.
http://en.wikipedia.org/wiki/Rambo_apple
Re: Commando
My observations so far:
- Trying to view main and alternate weapon sets defaults to the one you are currently using, bow at range and melee when close to enemies, making it a hassle to view or change just one set at a time.
- Changing the items you travel with is automatic so you can't really use melee to travel if you want to enjoy the stat bonuses or effects on them. Both of these issues can be fixed by deactivating the sustain that automatically changes weapons but it's a lot of hassle. Might I suggest another sustain that comes with the skill that would handle the automatics alone. This way you could toggle that sustain alone without losing other benefits from the Your Worst Nightmare sustain.
- Undercover Operations skill has a typo: Disminishes -> Diminishes
- Precision Strike says I get X% bonus for less than range 3 and 0% at range 10. There's no indication what kind of bonuses I'm looking at range on range between 3-10.
- Might not be cause of the addon but my item luck has been exceptional. Was there anything done to the drop chances and the like on the game?
- Trying to view main and alternate weapon sets defaults to the one you are currently using, bow at range and melee when close to enemies, making it a hassle to view or change just one set at a time.
- Changing the items you travel with is automatic so you can't really use melee to travel if you want to enjoy the stat bonuses or effects on them. Both of these issues can be fixed by deactivating the sustain that automatically changes weapons but it's a lot of hassle. Might I suggest another sustain that comes with the skill that would handle the automatics alone. This way you could toggle that sustain alone without losing other benefits from the Your Worst Nightmare sustain.
- Undercover Operations skill has a typo: Disminishes -> Diminishes
- Precision Strike says I get X% bonus for less than range 3 and 0% at range 10. There's no indication what kind of bonuses I'm looking at range on range between 3-10.
- Might not be cause of the addon but my item luck has been exceptional. Was there anything done to the drop chances and the like on the game?
Stronk is a potent combatant with a terrifying appearance.
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- Spiderkin
- Posts: 543
- Joined: Sat Feb 11, 2012 1:12 am
Re: Commando
Your Worst Nightmare doesn't have to be sustained for the weapon mastery bonuses to apply. I wanted to have it automatically disable whenver the player manually swapped their sets but wasn't sure of a good way to detect it.
Re: Commando
Overall great, good idea.
Pretty balanced (not like that means anything in tome4 (EJEM, EJEM, ARCHMAGE. OOZEMANCER.)), the bandana other than a MSG reference does nothing right?
https://www.youtube.com/watch?v=nRGJDb-30C8
Pretty balanced (not like that means anything in tome4 (EJEM, EJEM, ARCHMAGE. OOZEMANCER.)), the bandana other than a MSG reference does nothing right?
https://www.youtube.com/watch?v=nRGJDb-30C8
Re: Commando
Faeryan wrote:My observations so far:
- Trying to view main and alternate weapon sets defaults to the one you are currently using, bow at range and melee when close to enemies, making it a hassle to view or change just one set at a time.
Just to be clear, I'm enjoying this add-on too, so my agreement with this criticism isn't meant to say otherwise. It's really frustrating having to unequip the bow in order to do something as basic as change the melee weapon. It's even more frustrating to, say, create a Contact Arrow and have an opponent suddenly appear next to you, or summon something next to you, preventing you from using the bow. I admire the principle and the work involved in thinking out and programming this system, but, in practice, it makes for some unwieldy fights. I'd suggest allowing a player to just switch between weapons without having to unsustain Your Worst Nightmare, and allowing characters tro shoot bows at close range just like any other archer.
Other than that, I really do admire the originality and careful attention to creating a unique system that this mod manages. You deserve more replies and feedback for your effort.
(Incidentally, I haven't gotten very far with a commando character yet -- having the Everything Is Unique mod with "All" enabled makes for extremely slow and careful exploration, assuming one doesn't just almost immediately.

Edit: also, you should change the link on the Addon page. It takes you to a reply-to-post page rather than straight to this thread.
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- Spiderkin
- Posts: 543
- Joined: Sat Feb 11, 2012 1:12 am
Re: Commando
Changed things so the mastery talent can be used to instantly swap weapons on a 5 turn cooldown, and grants a seperate sustain that handles automatic weapon swapping. Existing characters can get the sustain by activating First Blood.
Changelog:
-Clarified a few descriptions
-Altered weapon swap handling
-Tweaked passive scaling
Changelog:
-Clarified a few descriptions
-Altered weapon swap handling
-Tweaked passive scaling
Dunno, that was how I found it. The bikini has text for having never removed it as well, maybe it's similar.Hunter wrote: what is the deal with the "Could grant infinite ammo, conceivably"? Is it just flavor text joking about the fact that Rambo never seems to have to reload, or is there actually an in-game effect from the headband at some point
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- Uruivellas
- Posts: 708
- Joined: Wed Apr 30, 2008 5:55 pm
Re: Commando
Overall really fun. I've been running through with a gnome commando, seeing how far I can get avoiding all the grappling talents.
I ran into a bug: a rare commando snake grappled me for somewhere in the neighborhood of -100000000 physical damage. I'm really not sure what to make of that, might've been an overflow error or something.
I ran into a bug: a rare commando snake grappled me for somewhere in the neighborhood of -100000000 physical damage. I'm really not sure what to make of that, might've been an overflow error or something.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated.
Currently working on Elementals. It's a big project, so any help would be appreciated.

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- Spiderkin
- Posts: 543
- Joined: Sat Feb 11, 2012 1:12 am
Re: Commando
If that happens again, could you check two things for me?
A) The talent they used to initiate the grapple
B) Whether or not they know Clinch
A) The talent they used to initiate the grapple
B) Whether or not they know Clinch
Re: Commando
Okay, the update makes it smoother. Just so long as I keep at one of the easy-to-reach hotkeys (and remember to use it), the instantaneous switch is preferable to the previous system. Thanks for the fix, and, since I forgot to mention this before, the arrow bomb system is a nice idea -- it forces a player to strategize and actually think about the approaching fight so as to get the best (and most timely) usage from it. I wish I could double them up sometimes, but the inability to do so makes sense. I'm no Robin Hood, able to put two arrows in the exact same place, after all. 
