ToME: the Tales of Maj'Eyal

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PostPosted: Tue Jan 12, 2016 5:19 am 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
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Spoiler warning might be unnecessary in the add on forum, but some lore that is hidden in the game is going to be discussed. So, fair warning.

This add on adds Naloren as a playable Elf subrace.

Get it here or on the Steam Workshop.


Quote:
"Neither physically strong like the Thaloren, nor magically inclined like the Shaloren, the Naloren are renowned for their swiftness and dexterous skill, as well as their strong spirit. They possess the Spirit of the Tides talent, allowing them to boost their power and resilience once in a while.",
"They are expert wielders of tridents and whips, and none are their equals in the use of mail armor. Techniques that allow underwater breathing are second nature; even unaided they are able to hold their breath for great lengths."

Stat modifiers:
* -1 Strength, +4 Dexterity, +4 Constitution
* -1 Magic, -1 Cunning
Life per level: 10
Experience penalty: 30%
Global speed bonus:+10%


Racial Talents:
Quote:
Spirit of the Tides:
You call upon the surging spirit of the seas to gain a boost in combat. For 6 turns you will only die when reaching - [scales based on Constitution from ~20+4%max-life to 20+40%max-life] life and your Spell, Mind, (Steam) and Physical Power will all increase by [scales from ~20 - 80] . Death limit will scale with your Constitution and Power scales with the higher of your Dexterity or Constitution.
Passively, you have mastered the techniques of your elders', allowing you to easily breath underwater. [Instant, no cost. Cooldown scales from 45-25(limit 8 )

Naloren Guard Training:(Passive)
Your people are legendary for their use of mail armor and exotic weapons. Learning this talent will allow the use of Heavy armor, gauntlets, boots and helms, as well as revealing Exotic Weapon Mastery. (Note: you will need to close and re-open the level-up dialog.)
While wearing Heavy armor and your physical attack speed and movement speed will increase by [scales from 5% to 15% based on Dex and talent level], based on Dexterity, and you will have a [ scales from ~15 to ~25 based on Con and talent level] % chance to completely negate damage, based on Constitution.
Passively, your training toughens you, granting + [15 per talent level] maximum encumbrance and reducing Fatigue by [2.5 per talent level] . Taking the fifth talent point will change the requirement to equip Heavy armor and learn Armour Training from Strength to Constitution.

Mercurial:(Passive)
A strong body is a flexible body, and your agility increases with your resilience. You will gain [0.23 per Con] defense and a [0.2 per Con]% chance to shrug off critical damage, based on Constitution.
Additionally, when afflicted with a detrimental status effect your body reacts by becoming even more mercurial. For three turns, your movement speed will increase by [~15 - 80]% and you will have a [~10- 35]% chance to shed one detrimental effect each time you move.
This effect has a cooldown [8 turns]. Speed will increase with Dexterity and chance to shed effects with Constitution [maximum values at 100 stat points and talent level 5].

Whitewater:
You are one with the Tides and can call the seas to aid you. Call a circle of rushing water with radius [~3-6] in a range of [~3-6] for 8 turns.
All foes within the area will become Wet and Flounder as they fight the torrent.
Floundering targets will have a 50% chance to be pushed one tile in a random direction each time they act. If the target is pushed, they will become Unbalanced for two turns afterward, causing all talent use to have a 75% chance to fail.
You and your allies are able to move with the currents, gaining the Fluid Motion effect, increasing movement speed by 150%.
The Fluid Motion and Flounder effects each last one turn, and will be reapplied each turn the actor remains in the affected area.


I based their creation on the lore regarding the Nalore ( mainly Greynot's Analysis of the Races and the Slasul lore) and modeled their talents after the other two standard elven races.

I love the lore in this game, but some things fall short for me. I gather that the Naloren were essentially created in the lore in order to become the Naga, and that's all well and good. There are Naga. But for the entire race to die off or become transformed is just too tragic. Maybe it's because I'm the son of a fisherman and grew up in a small coastal community that I feel like at least some of them would have been too resilient to vanish so easily. Fishermen and seafarers are some of the toughest folk on the planet.

The Nalore you play in this add on are from a different group than those who became the Naga, some who were reluctant to use the Sher'Tul powers and found their own underwater haven where they survived using breathing magic, their forms unaltered. I have some tentative lore that I intend to incorporate, as well as an altered version of the Slasul quest line with a new unique reward.

Changelog:
v0.5.1
[Spirit of the Tides]
Buffed die_at scaling a bit.

[Naloren Guard Training]
Cosmetic rename: 'Naloren Combat Style'
No longer gives you a point in Armour Training. Rather, this talent itself now allows you to equip heavy armor, boots, gauntlets and helms when known.
Tweaks to numbers.

[Mercurial]
Buffed move speed, nerfed chance to shed effects, increased cooldown.

[Whitewater]
The Unbalanced status applied if a Floundering target is pushed now conveys a 75% talent failure chance, down from 100%.
Movement speed bonus from Fluid Motion effect reduced to 150%, from 300%.

v0.5.0
[General]
Whips and Tridents are no longer added by this add on.

[Spirit of the Tides]
Power bonuses now scale with the higher of Dexterity or Constitution, rather than the highest of all stats. Maximum power bonus increased.

[Naloren Guard Training]
Now grants 'only' 15 max encumbrance per level, down from 20.
Now reduces fatigue by 2.5 per level, down from 3.

[Mercurial]
Now grants 0.23 Defense per point of Constitution, down from 0.75 (oops).
The 'Mercurial' effect will no longer proc from effects of type "other".

[Whitewater]
The Fluid Motion effect will now last for one turn starting after the turn it is applied.
The Flounder effect now has a 50% chance to shove hostile actors and apply the Unbalanced effect whenever they act, down from 75%.


0.4.0
--
Reduced global speed bonus slightly [from 12% to 10%].

Reworked or tweaked all racial talents.

[Spirit of the Tides]
Die-at value now scales up to about 45% of your maximum life, up from 25%.
If Embers is active, the talent will also affect Steam Power. This will be noted in the description when Embers is active, as well.

[Naloren Guard Training]
Taking the fifth talent point will now change the requirement for learning the Armour Training talent to Constitution, as well as the requirement to equip Heavy armor.

[Mercurial]
Completely reworked.
Now grants defense and crit shrug based on Con [0.75 def per Con and 0.20% crit shrug per Con].
Now grants the 'Mercurial' effect when afflicted by any negative effect. This effect increases movement speed and grants a chance to remove one negative effect each time you move. The effect lasts for 3 turns and has an 8 turn cool down.

[Whitewater]
Reworked.
No longer instant (uses standard speed, 100% of a turn).
Floor effect now lasts for 8 turns, up from 5.
Fluid Motion now increases movement speed by 300%, down from 400%.
The Flounder effect has been completely reworked. Afflicted targets will have a 75% chance to be pushed onto a random, empty, adjacent tile each time they act. If the target is pushed, they will become Unbalanced for 3 turns, causing all talent use to fail.

0.3.2
--
Fixed a minor bug where equipping two whips could repeatedly grant apparent levels in Lash.

--
0.3.0
Added the Thrust talent for Tridents. Thrust will deal weapon damage in a range 3 beam. Has a base cooldown of 6 turns and no activation cost.
Lash now has a range of 5 and a base cooldown of 6 turns.
Lash and Thrust are now learned when equipping a Whip or Trident, respectively, if you know Naloren Guard Training.
Naloren Guard Training now grants a chance to completely negate damage rather than Defense.

---
0.2.4
Fixed hook for loading whips and tridents into last hope lost merchant randart creation.
Fixed spelling.

0.2.3
Using Lash with only an offhand whip will now properly apply the offhand damage multiplier.

0.2.2
The Last Hope Lost Merchant will now give the option to choose either a Whip or Trident for a randart after returning from the East.

Now available on the Steam Workshop.

0.2.0

Talents:
Spirit of the Tides:
Will now properly grant Physical power as well as Mind and Spell power. Power now scales from ~20 to ~60 and will scale based on your highest stat rather than Willpower.

Naloren Guard Training:
Acts as a passive once again, this time properly.
The max encumbrance increase per talent level has been reduced from 50 to 20.

Whitewater:
You can now target the effect within a range equal to the radius. This will give a little more flexibility with regards to utility, making this an ability that can be used to approach or flee as well as re-maneuver, not to mention the nice debuff.

Items:
To get the most out of Naloren access to Exotic Weapons Mastery, this addon will add Whips and Tridents.
Whips and Tridents will drop like any other weapons and be available in stores. Whips can be purchased from Knife/Dagger stores and Tridents can be purchased from Mace/Greatmaul stores. The inventory size of affected stores is increased to help offset the added variety.

Tridents have retained all vanilla properties aside from rarity.

Whips are mostly new, since there are only fixedart whips in vanilla.
Whips most notable feature is the accompanying new talent, Lash, which will be granted when a player equips a Whip.
Quote:
Lash:
Lash out with your whip(s), striking an enemy up to 5 tiles away.
[No cost, weapon speed, 6 turn cool down]

Lash can be used with a Whip in either the mainhand or offhand and will attack with the respective hand if only one Whip is equipped. If you have a whip equipped in each hand you will attack with both. This is a melee attack for all intents and purposes beyond range (think Wave of Power, except without the damage increase or chance of a second attack).

Whips require Dex to equip. Whips have an 80% Dex dam mod and, when compared to daggers, have lower APR, higher crit and slightly higher damage. Whips have an 80% (of a turn) attack speed. Whips have an increased procs-damage accuracy bonus, the same as staves.

0.1.5

Updated Naloren Guard Training. Speed and defense bonuses were being granted regardless of equipped armor type. This portion of the talent now functions as a sustain which can only be activated while wearing Heavy armor. The bonuses granted and the other aspects of the talent are unchanged.

0.1.1
Changed the description in the subrace selection to read "Spirit of the Tides" instead of "Spirit of the Eternals".

Fixed the description for the power granted by Spirit of the Tides.

Updated the superloads to optimize compatibility with other add ons.


Last edited by nsrr on Mon Jun 25, 2018 6:53 pm, edited 15 times in total.

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PostPosted: Tue Jan 12, 2016 5:29 am 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 634
Location: Middle of Nowhere
I tested everything will all of the add ons that I normally run and had no compatibility issues. This add on Superloads portions of Actor.lua and Object.lua, and could potentially conflict with other add ons that do as well. The portions being over-written concern that stat requirement change on Heavy armor for the fifth point in Naloren Guard Training and the associated item description change.

To the best of my knowledge everything is working, but I only have so much time for testing. If you find any bugs, please let me know and I will do my best to address it quickly.

As always, I am open to thoughts and suggestions for potential changes.


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PostPosted: Tue Jan 12, 2016 5:51 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5720
You should be able to do the changes to actor and object without any risk of conflict with other addons, if done right.

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PostPosted: Tue Jan 12, 2016 4:35 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 695
Looking at the OP, the racial description says they have Spirit of the Eternals, while the actual talent is Spirit of the Tides.

You may also want to put a link to the addon in the OP in case anyone's too lazy to go to te4.org themselves.

I'd been planning to do playable naga for a while. This is a novel alternative, I'll def try it next time I feel like playing. :)


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PostPosted: Tue Jan 12, 2016 5:45 pm 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 634
Location: Middle of Nowhere
The description is like that so it matches the other elven races. Thalore says they get Wrath of the Eternals but the talent is actually called Wrath of the Woods. I wasn't quite sure which way to go with it.

Glad you like the look of it astralinferno. When I first started making it, before I decided I I wanted to do something else first to learn more what I was doing, I based it off of your Rhaloren add on. You'll notice the file structures is still exactly the same if you extract it. 8)


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PostPosted: Wed Jan 13, 2016 12:09 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5720
Looks like the description is being updated to Wrath of the Woods in 1.4, so you'd better change yours!

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PostPosted: Wed Jan 13, 2016 12:43 am 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 634
Location: Middle of Nowhere
HousePet wrote:
Looks like the description is being updated to Wrath of the Woods in 1.4, so you'd better change yours!


Fair enough, I guess that settles it. I understood why the Shalore had Grace of the Eternals, as they are the actual 'immortal' elven race. But with the Thalore I just wasn't sure if it was a mistake or if 'Eternal' was meant to reference Elven races in general.

Noted for change with the first update.


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PostPosted: Wed Jan 13, 2016 4:27 am 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 634
Location: Middle of Nowhere
0.1.1
Changed the description in the subrace selection to read "Spirit of the Tides" instead of "Spirit of the Eternals".

Fixed the description for the power granted by Spirit of the Tides.

Updated the superloads. Turns out I had committed a "no-no" and done some sloppy overwriting. Thanks to StarKeep for helping me clean it up.


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PostPosted: Wed Jan 13, 2016 1:19 pm 
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I have a bug to report. I dont get the movement speed bonus from Naloren guard training, only the attack speed.


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PostPosted: Wed Jan 13, 2016 5:33 pm 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 634
Location: Middle of Nowhere
Thanks for the report, I'll take a look into it tonight after work.


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PostPosted: Thu Jan 14, 2016 2:16 am 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 634
Location: Middle of Nowhere
mwuaha wrote:
I have a bug to report. I dont get the movement speed bonus from Naloren guard training, only the attack speed.


So, I'm not sure why you would not have been receiving both speed bonuses. I tested it when I got home and was properly granted both speed bonuses and defense bonuses.
I did notice, however, that all of the bonuses were being applied regardless of wether or not Heavy armor was actually equipped. Which is not what I intended.
The only situation I can think of is that you may have had a piece of armor that granted attack speed itself, so when you put it on or took it off you would see the change in attack speed and no change in move speed.
I had to rework the talent so the effects would only apply when wearing Heavy armor. It now functions as a sustain which grants the bonuses when activated. It is instant cast and has no cost. It can only be activated while wearing Heavy armor. If you take off your armor while the talent is active it will automatically deactivate.
If you encounter any more problems or this has not resolved the issue, please let me know, and thanks once more for the report.


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PostPosted: Thu Jan 14, 2016 2:23 am 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 634
Location: Middle of Nowhere
0.1.5

Updated Naloren Guard Training.
Speed and defense bonuses were being granted regardless of equipped armor type. This portion of the talent now functions as a sustain which can only be activated while wearing Heavy armor. The bonuses granted and the other aspects of the talent are unchanged.


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PostPosted: Sun Feb 07, 2016 5:12 am 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 634
Location: Middle of Nowhere
0.2.0

Talents:
Spirit of the Tides:
Will now properly grant Physical power as well as Mind and Spell power. Power now scales from ~20 to ~60 and will scale based on your highest stat rather than Willpower.

Naloren Guard Training:
Acts as a passive once again, this time properly.
The max encumbrance increase per talent level has been reduced from 50 to 20.

Whitewater:
You can now target the effect within a range equal to the radius. This will give a little more flexibility with regards to utility, making this an ability that can be used to approach or flee as well as re-maneuver, not to mention the nice debuff.

Items:
To get the most out of Naloren access to Exotic Weapons Mastery, this addon will add Whips and Tridents.
Whips and Tridents will drop like any other weapons and be available in stores. Whips can be purchased from Knife/Dagger stores and Tridents can be purchased from Mace/Greatmaul stores. The inventory size of affected stores is increased to help offset the added variety.

Tridents have retained all vanilla properties aside from rarity.

Whips are mostly new, since there are only fixedart whips in vanilla.
Whips most notable feature is the accompanying new talent, Lash, which will be granted when a player equips a Whip.
Quote:
Lash:
Lash out with your whip(s), striking an enemy up to 4 tiles away.
[No cost, weapon speed, 5 turn cool down]

Lash can be used with a Whip in either the mainhand or offhand and will attack with the respective hand if only one Whip is equipped. If you have a whip equipped in each hand you will attack with both. This is a melee attack for all intents and purposes beyond range (think Wave of Power, except without the damage increase or chance of a second attack).

Much of the rest of this I expect to get some disagreement on, since I did not following directly in the steps of others who have added more whips to the game. Of course I am always open to feedback, but I have done my best to make whips a novel weapon choice and hope my decisions will not be dismissed outright just because my whips are a little different.
Whips have retained their Dex requirment and base attack speed of 0.8 (or 80% of a turn. Attack Speed on the character sheet will read 120%, because it's inconsistent like that. Take it however you like it, just understand that they are faster.) since that was about the only thing pre-defined about them. Personally I would think attacking with a whip would be much slower than most weapons, and I was tempted to reduce it. But, in ToME a greatmaul is just as fast as a dagger, so who knows?
Whips do not, however, count as 'metallic' any longer, because that makes no sense ( except for a couple of the artifact whips).
I have given them a "staff" accuracy bonus: increased procs damage. Since they are one-handed and fast they seem ideal for on-hit builds anyway, stacking up the procs damage fits with that.
I believe most artifact whips have a 100% Dex damage modifier. Since artifacts usually have higher dam mods than standard weapons, I have given standard whips an 80% Dex dam mod. This gives them a lower over all dam mod than daggers, but almost twice the Dex contribution.
They have lower APR than daggers, a higher crit chance and slightly higher damage. This should make it so daggers do more effective damage to heavily armored enemies while whips have higher base damage and increased procs damage. Hopefully this, along with Lash, will make them an interesting option in any case where one might use a dagger.
[Also, I replaced "hardened" and "reinforced" with "supple" and "trollhide" for the leather material description at the respective levels. This is purely a cosmetic choice. Personally I find the leather material types a little bland for a fantasy game, and "hardened", while good for armor, just does not seem like a good quality for a whip.]


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PostPosted: Sun Feb 07, 2016 1:57 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 695
Ooooh.
So, what will happen if you have more than one addon that provides whips/tridents?


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PostPosted: Sun Feb 07, 2016 5:50 pm 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 634
Location: Middle of Nowhere
astralInferno wrote:
Ooooh.
So, what will happen if you have more than one addon that provides whips/tridents?


Great question. I believe whichever addon is loaded last will overwrite the relevant files. My addons have an arbitrary weight of 2000, if you want them to load before or after another addon you can go into the init file and change the weight. Depending on how the other addon loads the weapons it may or may not cause an error if one overwrites the other, I can't really say for certain.

Typically I would suggest turning off any addon which adds more item types to the game, unless you are specifically building a character to use them, because they dilute the loot pool. I tried out grayswandir's weapon pack quite a while back and quickly disabled it because I was getting way too many useless drops. It's iffy with melee because some of the weapons work with talents and others do not. It's awful if you're playing ranged or caster because it's hard enough getting good staff and bow/sling/ammo drops. So the easiest and probably best solution would be to disable other addons that add whips or tridents while playing with this addon.

That being said, if you know of an addon which adds tridents or whips that you think are better/preferable to what I have added, let me know and I will look into it. I am certainly not above "borrowing" good code.( Like HousePet's code for adding items to shops :wink: )


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