ToME: the Tales of Maj'Eyal

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 Post subject: Demolisher Class
PostPosted: Sun Sep 27, 2020 6:25 am 
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Thalore

Joined: Mon Jul 30, 2018 8:41 pm
Posts: 130
Hello everyone.
This addon introduces a new tinker class, the Demolisher. Get it here.
As a tinker, it requires the Embers of Rage DLC to function.

Demolishers are Steampower 'casters', using bombs and their car.

Please report any bugs you find; I'll try to fix them.

Also let me know if you have too many hit points.


Last edited by Recaiden on Sun Sep 27, 2020 5:00 pm, edited 1 time in total.

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 Post subject: Re: Demolisher Class
PostPosted: Sun Sep 27, 2020 9:53 am 
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Cornac

Joined: Mon Apr 20, 2020 5:58 pm
Posts: 31
I love you (and your addons).hrrrrrrrr
I can disarm my own traps when I pass over it.
Where is the accuracy of Gunner Drone? Inherits from player?


Last edited by Seventeer on Sun Sep 27, 2020 2:57 pm, edited 1 time in total.

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 Post subject: Re: Demolisher Class
PostPosted: Sun Sep 27, 2020 11:52 am 
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Joined: Sun Sep 06, 2020 2:30 am
Posts: 3
Hi, first post on the forum i guess.
playing Astromancer and Demolisher right now.
I think that the class become too much generic point hungry with the combat training and any escort skill tree
The mechanic spider or spider explosive (i dont recall) i find it weird that it inflict damage on friendly units as well, it is because it scale fast?
And the pinning resistance from the class talent and generic overlap.
I think it is that for now.


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 Post subject: Re: Demolisher Class
PostPosted: Sun Sep 27, 2020 1:32 pm 
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Cornac

Joined: Mon Apr 20, 2020 5:58 pm
Posts: 31
I don't know what happened, only one time the Hurricane Drone send bug.

Game version (character creation): tome-1.6.7
Lua Error: /data-classdemolisher/talents/drones.lua:36: attempt to index a nil value
At [C]:-1 __index
At /data-classdemolisher/talents/drones.lua:36 damtype
At /mod/class/Actor.lua:8084 projectDoAct
At /engine/interface/ActorProject.lua:621 projectDoStop
At /engine/Projectile.lua:232 act
At /engine/GameEnergyBased.lua:129 tickLevel
At /engine/GameEnergyBased.lua:64 tick
At /engine/GameTurnBased.lua:51 tick
At /mod/class/Game.lua:1534


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 Post subject: Re: Demolisher Class
PostPosted: Sun Sep 27, 2020 4:10 pm 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 947
Location: Middle of Nowhere
Great design, lots of fun, very cool :)

I'm also curious about the accuracy of the gunner drone. I assume it just uses your own accuracy, since the gunner is just a sustain and not actually another actor, but clarification wouldn't hurt.

Gunner drone will fire arrows, which is cool, just mentioning it because I don't know if it's intended or not.

Being able to over-heal your ride smooths out the awkwardness of Hull nicely.

Explosive Charge targeting still locks on :(

I'm not sure of the usefulness of Drift Nozzles. Passive Defense is fine, the extra movements just make moving kind of unpredictable. I could maybe see some use if you want to move away from something and lay explosives as you go, but moving more than a space puts the foe out of range of the first explosive. It's just a bit lackluster and awkward.

The spider mine will follow you like a little lost puppy if there are no enemies around. This would be cute, if not for the fact that it is a highly unstable puppy that wants to explode on me.

Not starting with Combat Training is bit of a feel bad. Gunner bot is a starting talent and needs accuracy, it would be nice to have the option of equipping heavy pieces without having to go train first, etc. I realize it's a caster class, such as it is, but it's hard to imagine anyone not unlocking it as soon as they have the money to do so (which is very early in EoR, before even finishing one dungeon, and still fairly early in AoA). I know they have several gen trees to start anyhow, but that's just the lot of a Tinker, I think.


Last edited by nsrr on Sun Sep 27, 2020 4:39 pm, edited 2 times in total.

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 Post subject: Re: Demolisher Class
PostPosted: Sun Sep 27, 2020 4:25 pm 
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Thalore

Joined: Mon Jul 30, 2018 8:41 pm
Posts: 130
Gunner Drone uses your own accuracy.

v0.1.1
  • Can't disarm your own Explosive Charges
  • Fix for bug in gunner drone when your ammo goes missing
  • Gunner Drone and Guardian Drone turn off at 0 steam


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 Post subject: Re: Demolisher Class
PostPosted: Sun Sep 27, 2020 4:56 pm 
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Thalore

Joined: Mon Jul 30, 2018 8:41 pm
Posts: 130
Gunner Drone firing arrows isn't intended but is fine I think.

v0.1.2
  • Mecharachnid Mine no longer explodes if it times out, only if it reaches an enemy or is destroyed by damage
  • Explosive Charge doesn't lock to enemies
  • Gunner drone mentions using your accuracy
  • Demolishers start with Combat Training at 1.0 mastery
  • Demolishers have -5 Life Rating instead of -4
  • Hull Regen shows up more correctly.


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 Post subject: Re: Demolisher Class
PostPosted: Mon Sep 28, 2020 2:25 pm 
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Thalore

Joined: Mon Jul 30, 2018 8:41 pm
Posts: 130
EverFox wrote:
Hi, first post on the forum i guess.
playing Astromancer and Demolisher right now.
I think that the class become too much generic point hungry with the combat training and any escort skill tree
The mechanic spider or spider explosive (i dont recall) i find it weird that it inflict damage on friendly units as well, it is because it scale fast?
And the pinning resistance from the class talent and generic overlap.
I think it is that for now.

Hi Everfox. Didn't see your post at first. :oops:

I think the reason generics are like that is that they start with Survival unlocked. I'll consider changing that to bring them in line with other Tinkers.
Yes, if you unlock Blacksmith, you can get all the Pinning Immunity you need. But I think most people won't unlock it.
And the Mecharachid Mine does damage you (so does Pyre bomb) - you don't want to use it at close range.


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 Post subject: Re: Demolisher Class
PostPosted: Mon Sep 28, 2020 3:15 pm 
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Cornac

Joined: Mon Apr 20, 2020 5:58 pm
Posts: 31
[/quote]And the Mecharachid Mine does damage you (so does Pyre bomb) - you don't want to use it at close range.[/quote]
That means I might never use them? charge bomb is really powerful.
the description of Missile in skill slot is wrong.(skill saids XX fire damage, it saids XX% steamgun lighting damage)


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 Post subject: Re: Demolisher Class
PostPosted: Mon Sep 28, 2020 3:18 pm 
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Cornac

Joined: Mon Apr 20, 2020 5:58 pm
Posts: 31
Recaiden wrote:
And the Mecharachid Mine does damage you (so does Pyre bomb) - you don't want to use it at close range.

That means I might never use them? charge bomb is really powerful.
the description of Missile in skill slot is wrong.(skill saids XX fire damage, it saids XX% steamgun lighting damage)


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 Post subject: Re: Demolisher Class
PostPosted: Mon Sep 28, 2020 3:53 pm 
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Joined: Sun Sep 06, 2020 2:30 am
Posts: 3
imo the explosives self inflict skills only become viable when you get pyromaniac


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 Post subject: Re: Demolisher Class
PostPosted: Tue Oct 13, 2020 12:35 am 
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Thalore

Joined: Mon Jul 30, 2018 8:41 pm
Posts: 130
v0.1.4
  • Explosive Charge does 15% less damage.
  • Explosive charge cooldown raised to 2
  • Havoc Missiles descriptions fixed
  • Gauss Cannon actually fully ignores relevant resists.
  • Hull is a little bit stronger.
  • Enemy Demolishers have correct amount of Hull, are smarter about explosive charges and using their Ride.

I am considering making the mecharachnid mine safer somehow, but not sure yet...


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 Post subject: Re: Demolisher Class
PostPosted: Tue Oct 13, 2020 10:45 am 
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Halfling

Joined: Sun Aug 24, 2014 7:09 am
Posts: 105
Location: A Holding Pattern on the Eidolon Plane
Is it intended that the gunner drone can use arrows instead of bullets? Because that seems like it might not be intended, but is awesome so I fully intend to abuse it as long as I can.


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 Post subject: Re: Demolisher Class
PostPosted: Thu Oct 15, 2020 4:46 am 
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Thalore

Joined: Mon Jul 30, 2018 8:41 pm
Posts: 130
Scroll up a little bit!
Go ahead and use the arrow drone.


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 Post subject: Re: Demolisher Class
PostPosted: Sun Oct 18, 2020 6:16 pm 
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Thalore

Joined: Mon Jul 30, 2018 8:41 pm
Posts: 130
v0.1.5
  • Steel Rider logs damage correctly and no longer absorbs the entire hit that knocks you off your Ride, only as much as you had hull left.
  • Hurricane drone damage lowered
  • Gunner Drone no longer does weird things to ammo count.
  • Survival tree is now locked.
  • Guardian Drone deflection across multiple hits now scales with DEX (a slight nerf)
  • 3 adjacent explosive charges will now blow up walls
  • Steel Rider correctly only increases your size if you know Battlewagon
  • Mad bomber has a particle effect
  • Fix Typo in Steel Rider
  • Orbiting drone particles improved.


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