[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 483: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 112: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/bbcode.php on line 112: preg_replace(): The /e modifier is no longer supported, use preg_replace_callback instead
[phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4752: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3887)
[phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4754: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3887)
[phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4755: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3887)
[phpBB Debug] PHP Warning: in file [ROOT]/includes/functions.php on line 4756: Cannot modify header information - headers already sent by (output started at [ROOT]/includes/functions.php:3887)
ToME: the Tales of Maj'Eyal • View topic - Grove Keeper - A Wilder Subclass

ToME: the Tales of Maj'Eyal

Everything about ToME
It is currently Mon Apr 19, 2021 9:19 am

All times are UTC




Post new topic Reply to topic  [ 54 posts ]  Go to page 1, 2, 3, 4  Next
Author Message
PostPosted: Thu Apr 25, 2019 9:18 pm 
Offline
Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 958
Location: Middle of Nowhere


Last edited by nsrr on Sun Nov 01, 2020 6:09 pm, edited 26 times in total.

Top
 Profile  
 
PostPosted: Sat Apr 27, 2019 5:42 pm 
Offline
Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 958
Location: Middle of Nowhere
So, if you've read the doc, you'll see the two classes are basically the same (aside from starting stats and life rating), except they each have one unique tree (their weapon tree) and they switch the class trees they have locked. It was pointed out that this makes them 'even more similar than Reaver and Corruptor', which is definitely true. In the base game, having two such similar classes would be kind of glaring. As addon classes, I'm not sure it's a problem.

However, while considering some ways to mix the classes together without making them a ranged/melee swapping class (not the direction I want to go), I came up with the idea to just make this one class that has the option to spec into different types of weapons. I'm not sure exactly what I'd do for starting stats (probably just Wil/Cun?) or life rating (maybe 2?), but as far as talents go they would have Moss, Botany, Symbiosis, and Nature's Ward all unlocked, and then Mud Slinger and Treekin as locked trees, and give them Mindstar Mastery as a locked tree, and allow Bark Shield to work with an empty-or-mindstar-equipped offhand. Basically the class would be a mind caster where you have the option of hybridizing in a couple of ways. You could take Mindstars, giving up the stun from either the Sling or Melee tree but gaining more Mindpower, plus some defense/healing from Leaves Tide and Nature's Balance. You could invest in strength and take the melee weapon tree, or dexterity and take the ranged tree. The melee tree probably has more damage, but slings have range. Mindstars give you the best mind power, but no stun. Dexterity has synergy with Bark Shield, whereas Strength gives you access to Heavy Armor Training. Overall, I feel like the three options are fairly well balanced already. And, of course, you could invest in Mindstars plus either Slings or Melee (you could go slings/melee, but both effectively give you stun with 100% uptime so you wouldn't have much reason to swap between them) and gain some of the benefits of both. As I said already, though, I'm not inclined to give them quick swap for their weapons, certainly not as a passive, at any rate. Adding a locked advanced tree that gave you a talent to swap on a cooldown might be something I would consider, though.

Anyway, I'm going to start coding the trees and I'll figure out exactly what I want to do with class/classes split at some point before everything is finished. I'd be glad to hear thoughts on how to split up or mix things together in the meantime.


Top
 Profile  
 
PostPosted: Mon Apr 29, 2019 4:38 am 
Offline
Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 757
This looks super cool. The first three Nature's Ward talents scream "Generic talent tree", though.


Top
 Profile  
 
PostPosted: Mon Apr 29, 2019 9:57 pm 
Offline
Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 958
Location: Middle of Nowhere


Top
 Profile  
 
PostPosted: Thu May 16, 2019 11:44 pm 
Offline
Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 958
Location: Middle of Nowhere
Updated the original post with the current working design and removed the link. Everything has been worked into one class and two new advanced trees have been added. The class is effectively a mind-caster/summoner who has the option to go full-on caster, or hybridize into a weapon/mindcaster with the choice of melee or ranged and the option to build Dex or Str in addition to Wil/Cun.


Top
 Profile  
 
PostPosted: Mon Jun 03, 2019 12:26 am 
Offline
Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 958
Location: Middle of Nowhere
Now available on te4.org and on the Steam Workshop.


Last edited by nsrr on Tue Jun 11, 2019 8:47 pm, edited 1 time in total.

Top
 Profile  
 
PostPosted: Mon Jun 03, 2019 3:04 am 
Offline
Thalore

Joined: Mon Jul 30, 2018 8:41 pm
Posts: 139
The level 1-3 experience is tough. Using level 1 Bioluminescence and a Ragevine as my only damage is not great.

Got an error in your Combat.lua superload on line 36. dammod is nil.
Seems to be a conflict with Improved Player Targetting but it made the character unplayable.
Error when a water jet trap damages the player - Load.lua line 23. It tries to check if the trap knows Photosynthesis.
Botany / Verdant Song can be learned at level 8 instead of level 12
You can cast Floraportation on nothing and it will go on cooldown, having done nothing.
You can cast Floraportation with no plants out.
Swift Wind says it has Range 4, but it does not. It has Range 3.

1st Death was to a Randboss Black Crystal (100% light resistance) before I had Nature's Protector.


Top
 Profile  
 
PostPosted: Mon Jun 03, 2019 4:12 am 
Offline
Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 958
Location: Middle of Nowhere
Fixed the error in the projector and the requirement for Verdant Song. I'll look at the superload for the dam mod tomorrow. Borrowed it from White Monk, might have made some unintended alteration when I adapted it. Think there may be a hook I can use instead, but I need to look at that closer. Thanks for the bug reoorts!

Also, I agree that the first few levels are rough, but I'm not sure what I would change to alleviate that.

Edit: I'll look at the range on Swift Wind and add more checks into floraportation tomorrow. Saw those after I fixed the projector hook bug, but I've got to call it a night for now.


Top
 Profile  
 
PostPosted: Mon Jun 03, 2019 11:27 pm 
Offline
Thalore

Joined: Mon Jul 30, 2018 8:41 pm
Posts: 139
This is a nice class. The summons are not overpowering, but are useful.


For the low-level experience, if you're willing to be unconventional, let the player learn Shineleaf and Ragevine in either order (and then the other at level 4). If you're not, just make Shineleaf the level 1 plant.

Spore Shot has weird targetting. It won't let you shoot it if it's not aimed directly at something, but it doesn't have travel time. So enemies can be in situations where a beam could hit them, and an arrow could hit them, but Spore Shot can't hit them.

It seems that if I summon Shineleaf with an enemy targeted, the Shineleaf will attack that enemy in melee (if possible)

Trying to use Spore Shot while blind gave me some errors.

Actual question: Why is Swift Wind so bad? Compare: Lightning Speed, Carrion Feet, Skate. There may well be a reason for this lame talent, but it's not obvious to me.

Gale Speed's numbers are small (at level 20 when I'm thinking about getting it, anyway).

Arboreal Might's numbers are really big. I'll go out on a limb and say they're too big.

Seed Pod should list its duration in the tooltip.

Green Thumb's light burst is also checking a random chance, like the talent failure part, but it doesn't mention that in the description (and it probably should happen every time).

The talent to regrow Bark Guard is anti-synergy with healing infusion. You may want to heal up and recharge your shield, but if the infusion puts you 1 hit point above maximum, you can't regrow it because the shield has a tiny amount of charge.

In general, if I'm going to spend a turn casting a buff, it had better be good and/or long duration.


Top
 Profile  
 
PostPosted: Tue Jun 04, 2019 4:51 am 
Offline
Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 958
Location: Middle of Nowhere
Thanks for all the feedback! Made some updates.

Switched Shineleaf and Ragevine, and Spore Shot and Bioluminescence. I didn't want only one damage type at the start. Slightly longer cooldown and no beam AoE, but you can trigger the burst with Shineleaf, and it's AoE itself.
Also moved Bark to Generic, which feels like a better fit for the category anyway and frees up a point at least on the class side, and more down the road.

Fixed the targeting on Spore Shot. It's now a bolt instead of a hit, so can cast it one tile in front of an oncoming enemy as you could with an arrow or beam. After the change I tested the talent while Blinded and could not produce an error, so it was either fixed incidentally or possibly a conflict with something else.

I looked at the dammod superload and I can't use the hook afterall. It only allows for total substitution, such as the Strength of Purpose Magic for Strength swap. I tried restructuring the superload, and it still worked as intended. I got the addon you mentioned and tested it with that, and it seemed fine initially, but eventually I got a LUA error on entering a zone and every turn until I killed all the enemies with dev mode. Seems like it's a conflict on the part of the other addon, which looks to be pretty intrusive at a glance.

Plants won't target an enemy if you target an enemy when you summon them and will use their talents instead of attacking. Plant AI is still a little wonky though (and totally broken in Vaults, I have no idea what's going there yet).

Floraportation cannot be used if you don't have plant summoned and will cancel the action if you do not target a plant.

Swift Wind now has a fixed range and scaling cooldown, as well as improved passive move speed. The idea is to have a movement talent that encourages using it to move into combat. The bonus being negated while on cooldown is an experimental way of making it a bit less useful as an escape than an engagement.

Tweaked Gale Speed a bit and made it instant. Inexorable Will now uses mind speed instead of being instant and has slightly improved duration and reduced cooldown.

Nerfed Arboreal Might a bit.

Added the duration to Seed Pod description.

Green Thumb light burst no longer checks chance (and you are correct, it was not meant to; copy-paste error).

New Growth can now be used when shield power is 50% or less.

That plus yesterday's update brings us to v1.0.3 (one was an oops).

Still working on the plant AI thing. Ideally I would like them to just spam their talents every turn regardless of targeting or anything, but I'm not quite sure how to arrange that at the moment. The talents are already designed with that in mind, I just can't get them to do it with the AI, apparently. If can just bypass that, hopefully that will negate the vault problem, too. Only so many hours in a day, though, but I wanted to post the update with the bug fixes anyway.


Top
 Profile  
 
PostPosted: Tue Jun 04, 2019 6:49 pm 
Offline
Wyrmic

Joined: Sat Apr 29, 2017 9:39 pm
Posts: 266
Probably for the plants you'd just give them a custom AI like shadows have.


Top
 Profile  
 
PostPosted: Tue Jun 04, 2019 7:14 pm 
Offline
Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 958
Location: Middle of Nowhere
I searched through summon AI settings searching for 'ai_real ='... Which doesn't return a hit for Shadows and I didn't even notice. Yes, I suspect that's the way I'll have to go, even though it feels like saying 'do this and only this every time you have energy to act' should not be so complicated, it probably is. Thanks for the suggestion :)


Top
 Profile  
 
PostPosted: Wed Jun 05, 2019 10:52 am 
Offline
Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 958
Location: Middle of Nowhere
Updated to v1.0.4 and v1.0.5. I'll do a change log of everything since release here, since I didn't really do any for the first few updates.
----

[General]
Swapped Ragevine with Shineleaf and Bioluminesence with Spore Shot in their respective trees.
Moved Bark to Generic.
Ragevine and Shineleaf have had their behavior changed and should now only use their talents and use them as often as mind speed will allow, even if no enemies are present (though Vine Lash has no effect if there is not an enemy in range).
Numerous bug fixes (thanks Recaiden!)

[New Growth]
Now usable when Guard power is 50% or less, instead of only at 0.

[Swift Wind]
Fixed range to 8, change to cooldown to a scaling value, buffed passive move speed.

[Gale Speed]
Now instant cast, improved minimum scaling.

[Arboreal Might]
Reduced all values a bit.

[Inexorable Will]
No longer instant cast, uses mind speed.
Reduced cooldown and improved duration.


Top
 Profile  
 
PostPosted: Wed Jun 05, 2019 7:06 pm 
Offline
Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 958
Location: Middle of Nowhere
v1.0.6
---
[Mud Slinger]
Corrected the physical power value in the description.

[Spore Shot] The Nature burst from Light damage caused by the Spore Sown effect is now correctly centered on the target instead of the caster.

[Photosynthesis]
The Light burst which triggers when the buff reaches max stacks is now correctly centered on the randomly chosen target instead of the caster.

Recaiden pointed out that the burst triggered from Green Thumb was not centered on the target, and I fixed that, but I didn't think to check Spore Sown and Photosynthesis. They had the same mistake.


Top
 Profile  
 
PostPosted: Thu Jun 06, 2019 2:11 am 
Offline
Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 958
Location: Middle of Nowhere
v1.0.7
----
Fixed a bug in Floraportation inadvertently introduced in the last update, which broke it completely.
Fixed a cosmetic bug in the log line when Spore Sown disrupts an effect.


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 54 posts ]  Go to page 1, 2, 3, 4  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 1 guest


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