ToME: the Tales of Maj'Eyal

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PostPosted: Sun Nov 20, 2016 9:13 pm 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 748
http://te4.org/games/addons/tome/marksman

Credit to Swoosh (https://twitter.com/swooshsofast) for icons and Rex for the mark particle image.

This adds the Marksman class, effectively a brand new version of Archer. THIS IS A NEW CLASS, MAKE SURE YOU SELECT MARKSMAN RATHER THAN ARCHER.

Some features:

- The Master Marksman talent allows for expertise in all ranged weapons, increasing the range of gear you can use at lower levels. New advanced trees allow specialization into weapon types - focus on bows, stealth and high power ranged shots with Sniper, or concentrate on mobility and close range combat with Agility.
- The new Mark mechanic allows you to set up unique, high powered attacks. Lesser shots will mark your target, which can be consumed with talents such as Called Shots, which fires multiple disabling shots at the target.
- Defense and utility have been improved with new categories such as Reflexes. Use Sentinel to cancel and disable enemy talents before they are used, or Escape to flee and recuperate.
- The advanced Munitions category lets you choose special ammunition types to suit your situation. Venomous arrows to slowly disable and kill tough enemies, or Incendiary shots to rain fire down on groups.
- A brand new version of the Mobility, Conditioning and Survival trees are available. Users of Bastion and Assassin will be familiar with these.

v1.3
- Bugfixes and tooltip clarification

v1.2
- Clarified a number of tooltips
- Reduced the damage and increased the cost and cooldown of Called Shots
- First Blood doubles marking chance instead of guaranteeing it
- Fixed a bug where Escape gave incorrect stamina regeneration
- Reduced the damage of Venomous Munitions
- Fixed a but where Alloyed Venomous Munitions caused a LUA error and did not inflict splash damage
- Removed the stamina cost of Concealment

v1.1
- Fixed a number of tooltips
- Flare and Snipe are no longer instant
- Snipe correctly reduces damage taken

v1.0
- Now available on Steam
- Fixed requirements for Agility and Marksmanship
- Reduced damage dealt by Archery Prowess talents
- Mark now correctly grants vision, even through Shadow Shot
- Intuitive Shots correctly blocks attacks
- Concealment now significantly increases the damage and mark chance of Steady Shot rather than allowing for Archery Prowess shots
- Reduced the damage of Snipe
- Reduced the critical bonus of Pin Down
- Venomous Munitions check for poison immunity
- Escorts now grant talents matching the new generic trees if you are a Marksman


Last edited by Razakai on Sun Jan 08, 2017 3:33 pm, edited 7 times in total.

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PostPosted: Sun Nov 20, 2016 9:31 pm 
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Thalore

Joined: Thu May 21, 2015 10:28 pm
Posts: 123
Just made a new character, checking the trees, looks very good :D


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PostPosted: Sun Nov 20, 2016 9:53 pm 
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Higher

Joined: Sun Aug 23, 2015 5:49 pm
Posts: 51
What a coincidence, I was JUST thinking about how this was coming along since you had mentioned it before. I will definitely have to look at it after work this weekend. :)

Edit: BTW, do you plan on making a separate addon for the mobility, cunning and conditioning for whenever DarkGod releases 1.5? I know it will probably be a few years before he releases it, but I do love those changes and would like them available.


Last edited by Jarinex on Sun Nov 20, 2016 10:03 pm, edited 1 time in total.

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PostPosted: Sun Nov 20, 2016 9:56 pm 
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Archmage

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 436
Location: Monastery of the White Monks
dadito wrote:
Just made a new character, checking the trees, looks very good :D
Ditto :D

One (I assume) bug right off the bat: the requirements for Agility are all over the place. The first talent doesn't appear to have any at all, the second talent follows the techs_dex requirement for a tier two talent, and the last two follow the techs_dex_req_high format. I'm not sure if this is meant to be a low or high level tree.

I look forward to testing this, thanks for the work you put into it!


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PostPosted: Sun Nov 20, 2016 11:28 pm 
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Thalore

Joined: Thu May 21, 2015 10:28 pm
Posts: 123
The poison from the munitions tree affects mobs immune to poison

I took vitality from an escort and the conditioning tree one didn't get a talent level (I choose the addon which lets you choose your own escorts, so that may have something to do with it)
It seems the game is treating it as a different talent even though it looks the same, unlike the survival ones

Tumble says it has range 2 at talent level 1, but if you try to use it transversely it only reaches 1 tile long


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PostPosted: Mon Nov 21, 2016 9:05 am 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 748
@nsrr
Yes, Agility is supposed to be a level 10 tree to act as a counterpart to Sniper. Should have high requirements rather than the mishmash it currently does.

@Jarinex
After 1.5 goes live Assassin is going to be removed from mods, so I'll spend some time tidying up then and adding a standalone Mobility/Survival/Conditioning mod. The long-term plan is to merge my addons into a classpack with options to make it easier to manage things, so altering existing classes would be a toggle in that. Short term after Archer the next project is likely Warrior or Stormcaller though.

@dadito
Thanks, I'll fix those over the next couple days along with the other outstanding issues. The trees are actually separate clones as to not affect existing classes, but I should be able to put in a fix that alters escorts if you're playing a Marksman to give the correct trees.


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PostPosted: Tue Nov 22, 2016 4:05 am 
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Higher

Joined: Sun Aug 23, 2015 5:49 pm
Posts: 51
Razakai wrote:

@Jarinex
After 1.5 goes live Assassin is going to be removed from mods, so I'll spend some time tidying up then and adding a standalone Mobility/Survival/Conditioning mod. The long-term plan is to merge my addons into a classpack with options to make it easier to manage things, so altering existing classes would be a toggle in that. Short term after Archer the next project is likely Warrior or Stormcaller though.


Very cool. Also Warrior and Stormcaller? Are those more reworks of existing classes?


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PostPosted: Tue Nov 22, 2016 11:30 am 
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Sher'Tul

Joined: Mon Jun 23, 2014 11:50 am
Posts: 1439
Nice rework. barely started playing, and it already feels much better than the old archer.
Also, i would like to mention a possible bug.

When i had a worm mass in my range, it multiplied, and then somehow i shoot 3 or more arrows at once, annihilating it and all it spawned instantly. i am fairly certain, i have not attacked that turn, but also i know that i had the melee counter, which is weird, because they were not adjacent.


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PostPosted: Tue Nov 22, 2016 1:33 pm 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 748
@Jarinex
Warrior is, sort of. I fancied trying to rework Berserker - not drastically as they're already strong, but just to add more interesting bits. Then I also wanted to fix some stuff on Bastion I wasn't happy with. Looking at them both I came up with a concept for a merged class that can swap between shields and 2h, effectively the best of both classes with a bunch of new trees and mechanics.
Stormcaller is a brand new class. Lightning/cold themed caster, all unique trees (so no overlap with ice/storm Archmage), and a combo point/finisher playstyle. That one is like 75% complete code-wise so I might just finish the last bits. A new class would be good to do, as it's less restrictive than reworks.

@Radon26
Sounds odd. Did you happen to have the Sentinel (counter talents with shot) talent active? That might explain it.


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PostPosted: Tue Nov 22, 2016 6:37 pm 
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Sher'Tul

Joined: Mon Jun 23, 2014 11:50 am
Posts: 1439
yes, i did had the talent that goes after the talent that shoots down projectiles, whatever was the name of it.
but again, it claims to only shoot down enemies in melee range. did you not actually put the actual checks whether the enemy is within your range? or just that the talent used is melee? and if anything, i still would have only expected it to shot the original, not all of them.


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PostPosted: Tue Nov 22, 2016 7:23 pm 
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Archmage

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 436
Location: Monastery of the White Monks
Radon26 wrote:
yes, i did had the talent that goes after the talent that shoots down projectiles, whatever was the name of it.
but again, it claims to only shoot down enemies in melee range. did you not actually put the actual checks whether the enemy is within your range? or just that the talent used is melee? and if anything, i still would have only expected it to shot the original, not all of them.

Did you have the third talent in that tree, though? The third reacts to talent use in bow range. If it works via a debuff, the debuff would have been copied to the new masses when it used Multiply.


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PostPosted: Tue Nov 22, 2016 9:18 pm 
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Sher'Tul

Joined: Mon Jun 23, 2014 11:50 am
Posts: 1439
just loaded the character. lvl 8, and 48% to the next, about right after killing the withering thing.
if i remember correctly, it happened somewhere in the trollmire, so thats a whole dungeon later.

Fairly certain i didn't have it, i deffinitely didn't use it.
have it now.


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PostPosted: Wed Nov 23, 2016 11:01 am 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 748
Yeah that's what I thought. I'm rewriting Intuitive Shots at the moment anyway so we'll see if that still occurs after I put in the new version.


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PostPosted: Sun Nov 27, 2016 8:53 pm 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 748
v1.0
- Now available on Steam
- Fixed requirements for Agility and Marksmanship
- Reduced damage dealt by Archery Prowess talents
- Mark now correctly grants vision, even through Shadow Shot
- Intuitive Shots correctly blocks attacks
- Concealment now significantly increases the damage and mark chance of Steady Shot rather than allowing for Archery Prowess shots
- Reduced the damage of Snipe
- Reduced the critical bonus of Pin Down
- Venomous Munitions check for poison immunity
- Escorts now grant talents matching the new generic trees if you are a Marksman

---
Looking for feedback on Sniper - not too happy with the design at the moment.


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PostPosted: Mon Nov 28, 2016 8:54 am 
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Higher

Joined: Sun Aug 23, 2015 5:49 pm
Posts: 51
So instead of asking random questions about your next addons, I actually tried a character out. I do have a couple thoughts

Is the flare ability supposed to be instant cast? I see it has a normal usage speed, but every time I use it it seems to always be instant.

I'm not sure if shadow shot is working (at least to me). It says "the chance to confuse increases with accuracy". Is there a confusion debuff that is supposed to occur? Either way, it feels like they can still see me. Again, please correct me if I'm wrong here.

I also tried Snipe out, and it says it takes a turn to aim. However, it seems like that is also instant. Is that supposed to occur?

I do like how Concealment works as well as the new Aim. One thing I would add (maybe to the aim sustain) is a passive that increases your shooting range. After all, we ARE sniping, so our range should be longer (at least by one or two tiles).

One other thing I would mention is that it feels like nearly every skill is reliant on dexterity. I was thinking maybe one or two of these could be a cunning category instead (such as munitions). That way people won't feel too bad putting more points into cunning :D

That is my feedback from playing around with it for about an hour. I definitely think it is an improvement compared to the vanilla archer.


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