ToME: the Tales of Maj'Eyal

Everything about ToME
It is currently Sun Aug 18, 2019 2:06 pm

All times are UTC




Post new topic Reply to topic  [ 11 posts ] 
Author Message
PostPosted: Mon Oct 19, 2015 4:50 am 
Offline
Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 703
We have the technomancy.

The spirits of the dead bound into golem form, the Effigies are perfect for angsting about how you didn't ask for this. They're also perfect for actually getting to try out golem talents!

Get it here!

Effigies come in Warrior and Arcanist varieties.
Both receive:
-2 Dexterity, +2 Constitution
The Effigy Racial Tree
Phase Door and Teleport: Angolwen
Mana regen, cut/poison immunity, water breathing, and the Construct type (Which may or may not do anything, I just know there's a place to say they are one)
a 20% experience penalty
The Undead Heritage tree, if you use that addon.

Warriors Receive:
+2 Strength, +2 Magic
The Golem/Fighting tree, including Knockback, Taunt, and Crush.

Arcanists Receive:
+4 Magic
The Golem/Arcane tree, including Eye Beams and Reflective Skin.

The Golem/Effigy tree is:

Voratun Hide
Grants armor and all resist per level

Mana Barrier
Halves your current mana, grants a shield giving approximately (mana) absorption.

Repairing
Heal!

Arcane Force
Strike with weapons and as a spell, with range two. Arcane damage. Scales with higher of spell/mindpower.

1.0.1
Now edits the Construct race entry to use 'is Archmage allowed' instead of 'is construct allowed', as nothing will set construct allowed to yes.

1.0.2
The starting quest was messed up. I should playtest better.


Last edited by astralInferno on Mon Oct 19, 2015 10:05 pm, edited 2 times in total.

Top
 Profile  
 
PostPosted: Mon Oct 19, 2015 12:30 pm 
Offline
Wyrmic

Joined: Wed Aug 08, 2007 12:23 pm
Posts: 257
I'm not sure if just me but I am not seeing these in the race selection option for the base game. I've tried disabling all other addons and running it as the only mod, and no joy.


Top
 Profile  
 
PostPosted: Mon Oct 19, 2015 4:00 pm 
Offline
Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 703
...ah, crud.
I think the problem is that they're in the construct category, which... you don't have access to by default.

New version out!

1.0.1
Now edits the Construct race entry to use 'is Archmage allowed' instead of 'is construct allowed', as nothing will set construct allowed to yes.


Top
 Profile  
 
PostPosted: Mon Oct 19, 2015 9:11 pm 
Offline
Uruivellas

Joined: Fri Oct 10, 2014 4:00 pm
Posts: 872
Perhaps the active talents should have is_spell=true and the shield and heal could have a chance for spell crit? Non-crit abilities tend to scale poorly in the late game. I assume the attack skill already has a chance to crit since it uses the standard attack code.


Top
 Profile  
 
PostPosted: Mon Oct 19, 2015 10:02 pm 
Offline
Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 703
You're right that I ought to mark them as is_spell.

They don't crit right now, partially because I don't want to /completely/ force you to build spellpower/spellcrit. Mana Barrier can give ridiculous values anyway, especially if you have no other use for mana. The heal is literally copy pasted from the skeleton heal, minus the resurrection.

Incidentally.

1.0.2
The starting quest was messed up. I should playtest better.


Top
 Profile  
 
PostPosted: Mon Oct 19, 2015 10:21 pm 
Offline
Uruivellas

Joined: Fri Oct 10, 2014 4:00 pm
Posts: 872
Well, i would expect it to give good values if it consumes half your mana. :P That can be like 400 mana at endgame, compared to something like Barrier that actually gives resources when you use it and can still provide several thousand points of damage shield with the right build.

Just a thought, maybe those talents could auto-crit at talent level 5 as an added bonus for training them? That would also avoid the need to stack spell crit for classes that don't need it for other things.


Top
 Profile  
 
PostPosted: Fri Oct 23, 2015 8:19 am 
Offline
Cornac

Joined: Fri Feb 07, 2014 8:25 pm
Posts: 38
What would be really cool is if we could have a racial passive that allowed us to insert gems into our eyes like the Alchemist golem.


Top
 Profile  
 
PostPosted: Fri Oct 23, 2015 12:33 pm 
Offline
Wyrmic

Joined: Wed Aug 08, 2007 12:23 pm
Posts: 257
Fiddlesnarf7 wrote:
What would be really cool is if we could have a racial passive that allowed us to insert gems into our eyes like the Alchemist golem.


I was going to suggest this myself. make each rank allow a higher tier of gem.


Top
 Profile  
 
PostPosted: Fri Oct 23, 2015 3:24 pm 
Offline
Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 703
Fiddlesnarf7 wrote:
What would be really cool is if we could have a racial passive that allowed us to insert gems into our eyes like the Alchemist golem.

Well, there's two reasons that I didn't do this.

The first is that it's already been done! (I haven't checked if this addon still works, though)

...the second is that, looking at the code for that addon, it's /really hard/, and I'm bad at this.


Top
 Profile  
 
PostPosted: Fri Oct 23, 2015 6:05 pm 
Offline
Uruivellas

Joined: Fri Oct 10, 2014 4:00 pm
Posts: 872
It's also worth noting that getting 2 gem imbues in pretty strong. That's equivalent to the Crafty Hands prodigy.


Top
 Profile  
 
PostPosted: Sat Oct 24, 2015 1:29 am 
Offline
Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 703
...this is also true, and let's be honest the race is def too strong anyway.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 11 posts ] 

All times are UTC


Who is online

Users browsing this forum: No registered users and 3 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group