Search found 192 matches

by Hirumakai
Sun May 07, 2017 4:08 pm
Forum: Addons
Topic: Spellsword (formerly Addon reworking Arcane Blade Class)
Replies: 221
Views: 119801

Re: Spellsword (formerly Addon reworking Arcane Blade Class)

So I pushed the addon with an extra talent category point at birth. We'll see how it does. Trying setup a pop-up window just felt really clunky, especially when starting with different modes.
by Hirumakai
Mon Apr 17, 2017 4:27 pm
Forum: Addons
Topic: Spellsword (formerly Addon reworking Arcane Blade Class)
Replies: 221
Views: 119801

Re: Spellsword (formerly Addon reworking Arcane Blade Class)

So I have been playing around with the class after the Arcane Veteran tree changes, and I think I like the change. It may still need some numerical tweaks but it feels like it rewards getting into the thick of things. However, at low levels I'm finding there isn't much to spend mana on. So I've been...
by Hirumakai
Sun Apr 16, 2017 1:54 am
Forum: Addons
Topic: Spellsword (formerly Addon reworking Arcane Blade Class)
Replies: 221
Views: 119801

Re: Spellsword (formerly Addon reworking Arcane Blade Class)

In the interest of improving the resource tree, Arcane Veteran I've pushed the changes I was considering earlier. Mana Focus now returns 2/4/6/8/10 mana per hit, doubled when wielding two-handed weapons, and x1.5 when wielding a shield. Arcane Armor still reduces fatigue by 3/6/9/12/15, but now redu...
by Hirumakai
Fri Apr 14, 2017 9:29 pm
Forum: Addons
Topic: Spellsword (formerly Addon reworking Arcane Blade Class)
Replies: 221
Views: 119801

Re: Spellsword (formerly Addon reworking Arcane Blade Class)

Thanks for the comment. So I've been re-reading the last few pages of this thread, trying to figure out where I left off. Things I'm getting are: 1) I tend to play all-element style, grabbing all the strikes. Other players do not necessarily. 2) People note mana generation may not be up for sustaini...
by Hirumakai
Fri Apr 14, 2017 2:49 am
Forum: Addons
Topic: Spellsword (formerly Addon reworking Arcane Blade Class)
Replies: 221
Views: 119801

Re: Spellsword (formerly Addon reworking Arcane Blade Class)

I'm not sure about the bugs people are seeing with the old 1.3.3 version. Given Darkgod has moved onto 1.5.3 in the time I've been neglecting this addon, I'm going to simply say if people still are interested in this addon, try the 1.5.3 compatible version I just uploaded. :D I've just done a straig...
by Hirumakai
Thu Jan 14, 2016 4:29 am
Forum: Addons
Topic: Assassin - Complete Rogue Rework v1.8
Replies: 101
Views: 80666

Re: Assassin - Complete Rogue Rework v1.5

I downloaded the mod and played around with it a bit. I think its quite interesting. 1) I like the fact the rogue has an option for stamina regen which isn't in a locked tree (level 8 talent in the stealth tree). It always struck me as odd given their heavy stamina use. Rogue's brew is an interestin...
by Hirumakai
Fri Dec 18, 2015 3:23 am
Forum: Addons
Topic: Spellsword (formerly Addon reworking Arcane Blade Class)
Replies: 221
Views: 119801

Re: Spellsword (formerly Addon reworking Arcane Blade Class)

Thanks for the interest in the addon. To answer your question, there are a couple reasons. First, Techniques/Dual Weapons isn't included for the same reasons Techniques/Shield Defense and Techniques/Two Handed weapons are not included. Those are the core trees to the Rogue, Bulwark and Berserker cla...
by Hirumakai
Sun Dec 13, 2015 4:48 pm
Forum: Addons
Topic: Spellsword (formerly Addon reworking Arcane Blade Class)
Replies: 221
Views: 119801

Re: Spellsword (formerly Addon reworking Arcane Blade Class)

I've updated Spellsword to 1.3.3, mostly to match the 1.3.3 Tome release. However, I did make one balance change: Changed the Elemental Stance passive into a hybrid passive/sustain. It still has all its passive effects, but can also be sustained to prevent your current elemental stance from changing...
by Hirumakai
Tue Apr 07, 2015 4:45 am
Forum: Addons
Topic: Mobilitiy-experiment
Replies: 4
Views: 3568

Re: Mobilitiy-experiment

Its actually not hard to code up stamina increases with talent level. However, its a bit odd because it can make higher talent levels be a disadvantage, which is generally something you don't want to encourage. Anyways, I've pushed an update (version 2), in an attempt to make it a bit more addon fri...
by Hirumakai
Sun Apr 05, 2015 4:56 pm
Forum: Ideas
Topic: Mobility, Survival, Field-Control, and Acrobatics
Replies: 32
Views: 12781

Re: Mobility, Survival, Field-Control, and Acrobatics

I think it'd be reasonable to make the damage reduction scale off cunning, still never passing 75%. I could also increase the cooldown from 10 to 15 or maybe 20 turns. The current implementation I had, with 5/5 and 1.0 multiplier gave something like 60% damage reduction. That is best case 250% effec...
by Hirumakai
Sun Apr 05, 2015 3:54 pm
Forum: Ideas
Topic: Mobility, Survival, Field-Control, and Acrobatics
Replies: 32
Views: 12781

Re: Mobility, Survival, Field-Control, and Acrobatics

Just to clarify, my personal view on talents is that a talent is either worth taking because of itself (or because of synergies with other talents) or it is not. Having weak talents that do not stand on their own just results in people paying talent taxes, trying to get to the good talents, rather t...
by Hirumakai
Sun Apr 05, 2015 1:33 pm
Forum: Addons
Topic: Mobilitiy-experiment
Replies: 4
Views: 3568

Re: Mobilitiy-experiment

The effect is quite powerful at later levels (especially if you hit 90% slow). I was trying to aim for something that wouldn't cripple you early game (i.e. 80 out of 120 stamina at level 8 seems crazy for a small slow %). I could maybe go as low as 40 stamina, but I don't think I could justify it an...
by Hirumakai
Sun Apr 05, 2015 12:26 am
Forum: Addons
Topic: Playable Rhaloren (Buggy Beta)
Replies: 9
Views: 7287

Re: Playable Rhaloren (Buggy Beta)

It looks like you should be removing the pid1 and pid2 assignments instead of the raw value for your Blood Tithe effect. The function removeTemporaryValue expects a "property id" instead of the assigned value for its second argument. So currently in your effects.lua file you have: activate...
by Hirumakai
Sun Apr 05, 2015 12:01 am
Forum: Addons
Topic: Mobilitiy-experiment
Replies: 4
Views: 3568

Mobilitiy-experiment

I've thrown together an addon intended to test a few ideas in regards to the Mobility, Survival, Acrobatics and Field Control trees. It was in response to an idea thread here . The addon itself is at: http://te4.org/games/addons/tome/mobility-experiment Balance/idea discussions should probably conti...
by Hirumakai
Sat Apr 04, 2015 7:27 pm
Forum: Ideas
Topic: Mobility, Survival, Field-Control, and Acrobatics
Replies: 32
Views: 12781

Re: Mobility, Survival, Field-Control, and Acrobatics

So I've slapped together a basic rework similar to what I noted earlier. You download it at: http://te4.org/games/addons/tome/mobility-experiment It was put together hastily, and there are more than likely bugs. It also is likely not to play nice with other addons. This is intended as an experiment ...