Thinking about an Addon: Fallen Mages

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Doctornull
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Re: Thinking about an Addon: Fallen Mages

#16 Post by Doctornull »

SageAcrin wrote:-Optimally, you want this to feel somewhere between a new tree and an alternate playstyle. I think you've got the right idea on base, with the alternate spell versions, but I suggest trying to not make all the spells play as combo Vim/Mana. As mentioned, you have a good trick here, for using Mana for weaker enemies and Vim as more of your heavy artillery. I would suggest having most spells combo a little Vim/Mana, and have some spells change more extremely and use more Vim than most, but no Mana.
Thanks!
Yeah, that's the plan -- stuff like Hexes and Curses, which are awesome, will remain expensive and pure Vim.
I do hope it feels like an alternate playstyle, more so as you go on, and emphatically different near the end (when you're almost totally corrupted).

Maybe another pure Vim tree as well ("Blood Magic"?).
SageAcrin wrote:-With that in mind, you probably want the sustains to be expensive, so that you have less Mana, and a bit more of a Vim reliance. This also keeps players from just dipping into it for a bunch of options with little cost beyond a category point-they have to run expensive sustains for those options. I'd suggest 100 for the first skill and 200 for the second; It's a lot, but if you make some skills run entirely off Vim and make them all properly refund Vim on kills(not too hard, I'd imagine), that's going to be quite worth it.
Yes! That's how I'm hoping this works out.
It sounds like you think my sustain guesses are too low -- you might be right.

SageAcrin wrote:-Why not, instead of Soul Rot, have a talent that actually grants unlocked categories(Like Hexes/Curses; Diseases might make a good third), and levels their categories up? Even at cap, the category rankings should be relatively low(1.0) for both balance and thematic reasons, but it still would be interesting.
Hmm... a talent that opens categories... that feels wrong somehow. I'd rather just give the categories for free if you choose to get corrupted but USING those categories will requires pure Vim, which means that to use them effectively you will need to rely on the Vim-generating sustains.

HousePet wrote:I've done started something similar to this in my Arcanum addon.
Elementists can learn a Blight category, which will also unlock some corrupted versions of the standard elemental talents.

I think this is an interesting idea, but there is no need to replace the existing Corruptor, and you seem to be making things overly coplicated with regard to Vim.
Cool, I'll take a look at your Arcanum addon.

The "need" to replace the current Corruptor is a matter of taste. ;-)
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

darkgod
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Re: Thinking about an Addon: Fallen Mages

#17 Post by darkgod »

Any news ? ;)
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

HousePet
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Re: Thinking about an Addon: Fallen Mages

#18 Post by HousePet »

They looked at my addon and died a horrible death.
:cry:
I am so sorry...
My feedback meter decays into coding. Give me feedback and I make mods.

darkgod
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Re: Thinking about an Addon: Fallen Mages

#19 Post by darkgod »

Any news ? ;)
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: Thinking about an Addon: Fallen Mages

#20 Post by Doctornull »

darkgod wrote:Any news ? ;)
Heh.

Get me a working Mac ToME 1.1.1 and I'll be able to think about it ;)
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

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