ToME: the Tales of Maj'Eyal

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 Post subject: High Guard v1.0.4
PostPosted: Tue May 15, 2018 6:16 pm 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 604
Location: Middle of Nowhere
Adds the High Guard, a mage subclass. The High Guard is a melee fighter with mid-range spells who can wield any staff in one hand and favors shields in the offhand.
Primary stats are Magic and Strength. All talents are spells and use only mana. Attacks with both staff and shield, with nearly all attacks (save for bumps) dealing the damage type your staff is currently alinged to.

Unique Class Talents:
(X indicates the damage type your staff is aligned to)

Spell/Battlemage
Talents for fighting and defending with your staff and shield.

Arcane Guardian: Allows you to wield a 2h staff in your main hand and increases shield damage. Staff attacks will trigger a shield attack as X damage type, once per target per trun.

Mystic Ward: Passively deflect energy damage ( non-mind, non-phys) based on your block value. Casting a non-instant spell will also trigger Block if it is not on cooldown. Blocking and deflecting damage will each restore a small amount of mana.

Magical Defense: Enhances Defensive Posture. You will gain block value based on Spellpower and any non-blockable damage greater than 8% of max life will trigger an effect for a number of turns which will reduce all damage of triggering type by 50% of your block value while Blocking. Defensive Posture must be sustained for this to occur.

Greater Staff Focus: When you cast Channel Staff you will also project a weak melee staff attack as X damage type if the target is within range 4. Note this staff attack can trigger the shield attack from Arcane Guardian.

Spell/Magical Assualt
Talents for assualting your foes.

Magic Burst: Deals X damage type to all targets in a radius 3 cone and reduces target defense and all saves by Y.

Sorcerous Slam: Deals Y shield damage as X damage type in a radius 3 cone. Targets struck will be knocked back 2 tiles and stunned for 3 turns.

Arcane Projection: Deals Y staff damage as X damage type in a radius 3 cone. Targets struck will be silenced and disarmed for 3 turns.

Empowered Arms: Melee attacks will deal an additional Y damage as X damage type. Critical hits will repeat the damage in a radius 1 ball, striking the initial target again. Targets struck by Magic Burst will also have their armor hardiness reduced for 3 turns.

Spell/Phasing
Talents for battle mobility and defense.

Phasestrike: Teleport to and attack a target in range 5 for Y damage as X damage type.

Phase Charged: gain spell and phys crit and X damage type penetration for Y turns after hitting with Phase Strike.

Phase Locked: reduces damage from all sources aside from yourself and the target of your phasestrike for Y turns after hitting with Phasestrike.

Phase Shifted: reduces the duration of new detrimental effects from the target of your phasestrike for Y turns after hitting with Phasestrike.

Spell/Battle Channeling
Sustains for combat utility.

Aetherfeast: regen Y mana per turn. Moving or acting will end the effect.

Deepsight: gain accuracy, apr and range Y telepathy (all)
Drains 15 mana per turn and will end I'd you move.

Boltfury: at the start of each turn you will cast Channel Staff at all targets within range 4 with increased crit chance and crit damage. Casting in this manner consumes mana as usual but will not disrupt Aetherfeast or Phasestride.

Phasestride: While sustained you will teleport in place of normal movement. Each teleport takes only Y% of a turn and consumes 15 mana. Moving in this manner will not disrupt your battle channeling. Any action aside from activating another battle channel will end the effect.
Base Talents: (1.3 mastery unless specified)

Class:

Spell/Temporal - locked (1.1)
Spell/Meta - locked

Base Generic Talents:
Technique/Combat Training - unlocked
Spell/Conveyance - unlocked
Spell/Staff Combat - unlocked
Technique/Conditioning - locked

Talent icons from https://game-icons.net
Class icon from https://opengameart.org/content/painter ... ons-part-1

Get it here or on the Steam workshop.

Any and all feedback is greatly appreciated, especially bug reports.

Enjoy!


Last edited by nsrr on Fri May 18, 2018 11:27 pm, edited 3 times in total.

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 Post subject: Re: High Guard v1.0.1
PostPosted: Tue May 15, 2018 8:33 pm 
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Higher

Joined: Sun Dec 10, 2017 12:27 am
Posts: 68
Code:
if self.mana < 15 then return ret end


This doesn't nil out temp_blinkstride, so the first time you attempt to move with the talent sustained and less than 15 mana, the talent bugs out. This test should be in the initial if statement, so that attempting to move with <15 mana simply calls a normal move.

Also, you check for your sustain before all of the corner-case handling is done in the normal move function. This means you can teleport while asleep. encased in ice, confused or encumbered.


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 Post subject: Re: High Guard v1.0.1
PostPosted: Tue May 15, 2018 11:43 pm 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 604
Location: Middle of Nowhere
Thanks for the feedback, I appreciate it. I knew that one was likely to give me difficulties. Well, that first thing was just sloppy coding. Easy fix though, and it shouldn't be a problem to fix the other thing, either.

Thanks again, I'll get it patched up fairly soon.


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 Post subject: Re: High Guard v1.0.2
PostPosted: Wed May 16, 2018 2:24 am 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 604
Location: Middle of Nowhere
v1.0.2
---
Fixed a couple of issues with Phasestride. It will now check for iceblock, confusion, forced movement and the like, and the recursion flag will no longer inadvertently get stuck on when encountering a no-move situation.


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 Post subject: Re: High Guard v1.0.3
PostPosted: Thu May 17, 2018 10:51 am 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 604
Location: Middle of Nowhere
V1.0.3
---
Fixed a problem where I apparently got stoned and wandered off in the middle of writing a status effect.
Well, I fixed the status effect anyway. The root problem will likely persist. Phase Charge will no longer have unintended lasting effects, though.


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 Post subject: Re: High Guard v1.0.3
PostPosted: Thu May 17, 2018 2:54 pm 
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Thalore

Joined: Tue Jan 03, 2017 7:12 pm
Posts: 154
nsrr wrote:
V1.0.3
---
Fixed a problem where I apparently got stoned and wandered off in the middle of writing a status effect.


10/10 most realistic changelog

_________________
Let slip the toast of war.


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 Post subject: Re: High Guard v1.0.4
PostPosted: Fri May 18, 2018 10:38 am 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 604
Location: Middle of Nowhere
V1.0.4
---
nsrr wrote:
The root problem will likely persist
Actually fixed Phase Charged. There was a negative sign lingering from lazy copy-pasting in the res pen value.

Not sure how I managed to miss it when I was fixing it before. I was in a rush to get it done and play Cults, I guess. Apologies for my stupidity. Also for the fact that I couldn't publish the update to Steam because it failed and I didn't have time to mess around with it. I'll get it up as soon as I can.


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