ToME: the Tales of Maj'Eyal

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PostPosted: Sun Feb 11, 2018 11:16 am 
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Yeek

Joined: Tue Mar 07, 2017 6:42 am
Posts: 12
Version 1.0.3, Harvesting Intensifies:

Creeping Darkness has had its radius decreased, and the number of dark pools set to fill a percentage of the area based on talent level and mindpower, and no longer synergizes with Madness. Dark Tendrils now gives you a second tendril at raw talent level 5. The Inner Darkness tree has been rearranged to the following order: Grudge, Step(now Veil Walk), Heartless, Dark Blood, based on the way people were investing points into it in the vault. In addition, Veil Walk is now instant if you step into the darkness, and inflicts the veil-touched debuff on enemies that you switch with. The veil-touched debuff is similar to Noctophobia from HousePet's afflicted rework, with the numbers tweaked. It cuts mind save, fear immunity, and dark resist. The Fears tree now comes unlocked, and has been altered to be like the version of Fears in HousePet's afflicted rework, with Master of Fear renamed to Tyrant so that the icons load correctly. The fear effects themselves I have altered based on complaints I got off of the forums (damaging fears were unable to crit) and things I noticed myself in the code (several of the fears were locked such that they could not inflict brainlock??).


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PostPosted: Sun Feb 11, 2018 1:32 pm 
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Higher

Joined: Fri Jan 18, 2013 9:37 pm
Posts: 51
Do you think you could also rework Gestures a bit so they can be a viable damaging choice in comparison to Psiblades? Or maybe rework them totally and make them ranged, I think it would make sense considering it's gestures and not physical contact. I always felt about them something more like Sith abilities and don't see the logic of requiring melee range.

I think if they worked like a short range attack (maybe 7?) they could be made more interesting with effects like pinning/domination and other mind boggling stuff. And would justify their lower damage potential compared to psiblades. The gesture of guarding could also be enhanced to block ranged attacks, sweeping those arrows away.


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PostPosted: Fri Feb 16, 2018 4:05 am 
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Wayist

Joined: Tue Jul 23, 2013 9:33 pm
Posts: 25
Somehow I applied fears to a sandworm burrower, causing this error to appear every turn:
Code:
Lua Error: /data/timed_effects/mental.lua:1222: 'for' limit must be a number
   At [C]:-1
   At /data/timed_effects/mental.lua:1222 on_timeout
   At /engine/interface/ActorTemporaryEffects.lua:85 timedEffects
   At /mod/class/NPC.lua:324 timedEffects
   At /mod/class/Actor.lua:573 actBase
   At /engine/GameEnergyBased.lua:119 tickLevel
   At /engine/GameEnergyBased.lua:64 tick
   At /engine/GameTurnBased.lua:51 tick
   At /mod/class/Game.lua:1386

and also causing the duration of all effects other than Tormented (which stays at 9) to keep decreasing into the negatives rather than be removed


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PostPosted: Sat Feb 17, 2018 2:29 am 
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Yeek

Joined: Tue Mar 07, 2017 6:42 am
Posts: 12
Dagnabbit.

Version 1.0.4: Fears have been fixed so that you can no longer inflict them on allies, which should remove the bug entirely, but just in case, heighten fear will now also reset talents that somehow manage to get far into the negatives, hopefully resolving the effect naturally. Gestures have also been altered so as to require empty hands (how can you gesture with your hands full of gemstone?) and significantly buffed to the point of potentially being broken, in the hopes of being any sort of alternative to psiblades. I'll probably have to tune them back in a later version, and I might add range the way kemott11 suggested, but right now I want to see if it's even possible for an empty-hand-based bump damage tree to stand up to psiblades.


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PostPosted: Sat Feb 17, 2018 2:54 am 
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Yeek

Joined: Tue Mar 07, 2017 6:42 am
Posts: 12
Things I'm currently thinking about with gestures, instead of just cranking them up: Adding various debuffs (pinning and domination were mentioned), adding range (probably not 7, but maybe 4?), altering them to replace individual unarmed attacks with gesture attacks instead of replacing your melee attack entirely. This would enable you to mix and match weapons with open-handed gestures, which would be sweet. Coding in special talents specifically for gesture/psiblades overlap, to encourage a potential one-handed psiblade style. Personally, that also sounds absolutely badass. In that vein, there should be far more reasons to run gestures empty-handed.
Possibly projectile deflection, or a force-choke style targeted/sustained ability that only works with empty hands. Increased gesture strength with empty hands, rather than simply requiring empty hands. Coding gestures to, at a certain level of tree investment (15?) allow you to focus psionic energy through your bare hands, enabling you to use say, Leaves Tide or Nature's Equilibrium with your hands, but preventing you from using psiblades themselves. Making a hidden talent tree that provides various utility abilities that is only revealed/unlocked if you pull off some particular trick with your bare-handed gestures(i have no idea how to code this and it would probably take me a few days/a week to figure out via code diving, but it could be super cool).


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PostPosted: Sat Feb 17, 2018 5:09 am 
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Halfling

Joined: Sat Apr 29, 2017 9:39 pm
Posts: 81
Honestly, the best way would probably just be to make Gesture of Power's bonuses not pathetic and make Gesture of Guarding scale harder with no weapons. If you're doing bigger changes, then maybe consider a class tree that has active abilities involving Gestures. Doomed is super short on class categories anyways and Gestures are already thematic for them.


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PostPosted: Sat Feb 17, 2018 10:30 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 682
When I wrote tome fanfic I had a character who used gestures and psiblades together. Had them orbiting around her like a really, really terrifying wreath...


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PostPosted: Sat Feb 17, 2018 11:14 pm 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5600
Unfortunately I lost most of my Gestures redesign, but I can outline the basic concepts.
It is loosely based on the concept of using Mudra to focus your mind. https://en.wikipedia.org/wiki/Mudra
It was planned as a generic psionic category and would function as an alternative to mindstones (which are a bit ubiquitous to any mindpower using class, and has some thematic issues for undead/corrupted users since its a wild-gift category).

Instead of just being a simple sustain that replaces your basic attacks, what it did was allow you to make a Sign with each free hand.
You would have a range of Signs available depending on your classes power source. eg. Different options for Afflicted vs Psionic vs Wilder, plus extra options for joining Zigur.
Each sign would have its own damage type, combat effects and passive bonuses similar to a greater ego, but more powerful (to counteract the bonuses lost be leaving slots empty).

For the categories, I'm going mostly from memory here, so it won't be as well thought out as it was.
There was the generic Signs Mastery category, which focused on boosting the raw damage from bump attacks, the power of bonuses, some extra mindpower/defence and a couple of defence/utility talents.
Then there was a class Gesture Combat category and possibly an Advanced Gesture Combat (since I probably had enough ideas for more than one category...).
Signs Mastery was something like:
Focus Stance: sustain. Replaces your standard attack with a Gesture attack that does mind damage based on your mindpower instead of weapon damage. On hit damage and other effects still apply. Grants Set Signs. Which allow you to chose which Signs you are using. Investment in this talent increases the base damage of your Gesture attacks.
Gesture of Power: hybrid. Passively increases your mindpower. Can be activated to restore resources of whatever type your class uses.
Gesture of Guarding: hybrid. Passively increases your defence. Can be activated for a Block like effect.
Sign Mastery: passive. Increases the power of the bonuses from Signs. At raw talent level 5 it allows you to hold an extra Sign in your mind.
For Gesture Combat, I don't have anything written at all. But these were basically the interesting attack talents.
Thrusting Gesture: active. Projects an attack in a short range beam, knocking back anyone in the way.
Sweeping Gesture: active. Hits the target and one enemy on either side with a Gesture attack and disarms them.

_________________
My feedback meter decays into coding. Give me feedback and I make mods.


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PostPosted: Fri Feb 23, 2018 12:31 am 
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Yeek

Joined: Tue Mar 07, 2017 6:42 am
Posts: 12
I cut off part of my left thumb, and also the Gesture code is woven directly into Combat.lua and other various basic parts of class/, so I'm probably going to take a while making any new additions. Sorry about that.


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PostPosted: Fri Feb 23, 2018 11:08 am 
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Halfling

Joined: Thu Jan 14, 2016 11:10 am
Posts: 106
Amakthel wrote:
I cut off part of my left thumb, and also the Gesture code is woven directly into Combat.lua and other various basic parts of class/, so I'm probably going to take a while making any new additions. Sorry about that.


Sorry to hear about your thumb, that really sucks. Hope your long-term ability loss is neglible. Take care.


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