new class: rogue/pirate

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

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Kaerius
Yeek
Posts: 11
Joined: Sat Jan 05, 2013 12:36 pm

new class: rogue/pirate

#1 Post by Kaerius »

Why is this not done yet? :D

Could have some combination of:

cunning/dirty fighting (obviously!)
cunning/survival
techniques/dual weapons (because cutlass+knife)
techniques/dual techniques
techniques/warcries(locked)
techniques/bloodthirst(locked)
techniques/field control (because disengage, possibly replaced wholesale by pirating/swashbuckling and/or pirating/punishment)
techniques/combat techniques (because rush)
techniques/combat training (obviously)
techniques/conditioning (because daunting presence)
cursed/fears (maybe) (locked)

As well as possible new trees:
pirating/swashbuckling (Errol Flynt stuff)
pirating/cannons (don't ask where you hide the cannon, but this could allow stuff like broadside, grapeshot, etc, a ranged tree) (locked)
pirating/pirating (because recursive, also plundering, and other nebulous pirate things)
pirating/shanties (mutually exclusive sustained effects, could be buffs, or debuff auras)
pirating/punishment (whipping, stranding, planking, keelhauling) (status effects/pushing)

Mikael22
Cornac
Posts: 44
Joined: Sat Jul 14, 2012 10:54 pm

Re: new class: rogue/pirate

#2 Post by Mikael22 »

If you want it so bad make an addon!

Kaerius
Yeek
Posts: 11
Joined: Sat Jan 05, 2013 12:36 pm

Re: new class: rogue/pirate

#3 Post by Kaerius »

I probably will...

But I need to learn how first.

Note that I'm not a greatly experience coder, but I have worked with code before. I wet my teeth on basic, and I've coded things for LPC muds, and fiddled with a few other C based things. I've also made and released several mods for Dungeons of Dredmor... however that's XML coding(and pixel art, wee!)

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