ToME: the Tales of Maj'Eyal

Everything about ToME
It is currently Sun Jun 24, 2018 10:50 am

All times are UTC




Post new topic Reply to topic  [ 11 posts ] 
Author Message
 Post subject: High Guard v1.2.3
PostPosted: Tue May 15, 2018 6:16 pm 
Offline
Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 624
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.

Code:
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. While Defensive Posture is active you will gain block value based on Spellpower and any non-blockable damage greater than 12% of max life will trigger an effect for Y turns which will allow you to Block the triggering damage type.

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 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.
Sustaining any one or more of these talents will reduce your movement speed by 50%.

Aetherfeast: regen Y mana per turn.
Decreases attack and mind speed by 10% each.

Deepsight: gain accuracy, apr and range Y telepathy of all creatures.
Increases fatigue by 20%.

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. Increases fatigue by 20%.

Phasestride: While sustained you will teleport in place of normal movement. Each teleport takes only Y% of a turn and consumes 10 mana (increased by fatigue). Decreases attack and mind speed by 10% each.

Spell/Mage adept ( locked, high level)
Gain greater control over magic.

Magic Beam: Fire a beam of X damage type up to 5 tiles.

Magic Pull: Deal X damage type to a target up to Y tiles away and pull it up 5 tiles toward you.

Magic Blast: Deals X damage type to all hostile targets in a radius of 5 around yourself.

Shield Casting: Magic Burst, Magic Beam, Magic Pull and Magic Blast will have a Y% chance to also strike targets with a shield blow dealing Z% damage as X damage type.

Spell/Sorcerous might (locked, high level)
Absorb and store energy with your shield, using it to empower yourself.

Ensorcelled Shield: Each time you Block damage you gain a stack of Sorcerous Might for 8 turns, stacking up to 4 times with new stacks refreshing the duration. Each stack increases spell and physical power by Y.

Quickening: Consume 2 stacks of Sorcerous Might to reset the cooldown of up to Y spells and cause all spells to cool down Z% faster for 12 turns. (24 turn fixed CD)

Conversion Field: Consume 2 stacks of Sorcerous Might to create a conversion field for 8 turns which will have a 50% chance to reduce incoming damage by 50% with Y% of negated damage converted to healing.

Sorcerous Block: Consume 4 stacks of Sorcerous Might to instantly activate Block. This will not check or trigger Block cooldown. Talent cool down decreases with level. Passively increases the maximum number of Sorcerous Might charges by Y.


Spell/Medic  (generic)
Talents useful to a field-medic.

Mend: Heal yourself for Y and Y more over 5 turns as regeneration.

Field Conditioned: Increase disarm and silence immunity by Y% each and raw mental save by Y.

Cure: Remove up to Y each of Wound, Poison and Disease effects.

Phase: Teleport to an unoccupied space up to Y tiles away. Alternately, you may target yourself to teleport randomly in radius 4Y with minimum range 2Y, but tripling the cool down  (8 CD for direct port, 24 CD for random port).


Base Generic Talents:
Technique/Combat Training - unlocked
Spell/Staff Combat - unlocked
Technique/Conditioning - locked
Cunning/Survival - 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 Sun Jun 10, 2018 11:36 am, edited 9 times in total.

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

Joined: Sun Dec 10, 2017 12:27 am
Posts: 77
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.


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

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 624
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.


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

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 624
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.


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

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 624
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.


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

Joined: Tue Jan 03, 2017 7:12 pm
Posts: 157
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.


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

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 624
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.


Top
 Profile  
 
 Post subject: Re: High Guard v1.1.0
PostPosted: Sun May 27, 2018 3:33 am 
Offline
Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 624
Location: Middle of Nowhere
v1.1.0
---
[Battle channeling]
Instead of breaking on movement, channeling any one or more battle channels will impose a 50% movement speed penalty.
Sustain costs reduced to 50 mana; Aetherfeast sustain cost removed.

[Aetherfeast]
Rather than breaking on actions, now imposes a 10% attack- and mind-speed penalty.
No longer has a sustain cost.

[Deepsight]
Rather than draining mana, now increases fatigue by 20%.

[Phasestride]
Rather than breaking on actions, now imposes a 10% attack- and mind-speed penalty.
Improved speed.
Each movement now costs 10 mana, but is increased by fatigue.

---

After spending some more time with the class, I felt that the restrictions on Battle channeling were too harsh and decided to scale things back a bit. Also, I feel that the base spell categories I included have a few select talents that are not really balanced well with the class mechanics. New talent trees are planned to replace them (two high level class trees and a generic tree), but it may be a while before they are ready to be released.

Not yet updated on Steam, because... this happens all the time and I don't know why. I'll upload it to the workshop as soon as I can.


Top
 Profile  
 
 Post subject: Re: High Guard v1.2.0
PostPosted: Wed May 30, 2018 12:11 pm 
Offline
Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 624
Location: Middle of Nowhere
v1.2.0
---
[General]
Removed Temporal, Meta and Conveyance categories. Added Mage Adept, Sorcerous Might and Medic categories (see OP for details).

Removed Angolwen start.

Added Cunning/Survival locked at 1.1 mastery.

[Battlemage]
Reduced damage on automatic shield strikes.

[Phasing]
Buff durations now scale higher on all talents.

[Boltfury]
Added 20% fatigue penalty.


Top
 Profile  
 
 Post subject: Re: High Guard v1.2.2
PostPosted: Tue Jun 05, 2018 9:16 pm 
Offline
Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 624
Location: Middle of Nowhere
v1.2.1
---
Bug fix for something in v1.2.0, I forget what.

v1.2.2.2
---
[Genereal]
Balance tweaks, mostly to Battle Channeling, Sorcerous Might, and Phasing spells.
Various bug fixes. If you found one and want to know if it was corrected, feel free to ask, I just don't want to list them all/didn't log all of them.

[Battle Channeling]
The Channeling Focus movement slowing effect will no longer prevent you exiting to the world map.

[Magical Defense]
The effect now allows you to Block the triggering damage type in the normal fashion, rather than its previous, overly-complicated effect.

[Instant Block]
Cosmetic name change: "Sorcerous Block"
Now also increase your maximum Sorcerous Might charges by [1-2].
(2 at raw talent level 4 with 1.3 mastery; more is theoretically possible with higher mastery, i.e. it is a scaling value, not just a binary value gated by talent level)

[Phase Locked]
Now reduces damage from the target of the strike, rather than from all other sources.


Top
 Profile  
 
 Post subject: Re: High Guard v1.2.3
PostPosted: Sun Jun 10, 2018 11:34 am 
Offline
Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 624
Location: Middle of Nowhere
v1.2.3
---
[Greater Staff Focus ]
Will no longer project an attack if the target cannot be hit by Channel Staff but is still within range 4, e.g. if the creature is just the other side of a wall and you can see it via telepathy.

[Phasing]
Fixed a typo in the updated scaling for duration calculation. All three buffs now have the same duration scaling.


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 4 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