As a simple class suggestion, how about a sort-of half-adventurer, one such class bound to each meta-class. I'm imagining this as a class that gets all the talent trees of any class in that meta-class, with mastery and unlock status based on how consistent that tree is, and stat bonuses based on how consistent bonuses to that stat are.
I'm imagining the talent trees would be granted at full mastery if every class in the meta-class has that tree (so a celestial generalist would have Celestial/Light and Celestial/Chants at 1.2 or 1.3), 1.00 would be given if only some classes in the meta-class have that tree unlocked, and locked at 1.00 would be given if only some classes have it locked (and no one else has it at all). I don't think there are any where everyone has it in some state, but some have it locked and others have it unlocked. Stats likewise would be given based on consistency, with the max + if every class has a + to that stat, +1 if only some classes have + to that stat, and an average of all life modifiers.
This would allow you to play a sort-of hybrid between Adventurer (can choose any tree, but all start locked at 1.00) and a fixed class (can only choose trees in that class). Want to try a cold mage with the Necromancer's cold spells? A Berserker with Skull-Cracker and Riot-Born? A Mindslayer with more ranged attack talents? But don't want to start at 1.00 mastery for everything and sort through the hundred or so trees available to anyone in the whole game?
And, of course, as an added plus, this will be a pretty simple mod to put together given that it's not adding any new talents. I plan to start working on this soon, but any suggestions for changes? Any interest?
Meta-Class Generalists
Moderator: Moderator
Re: Meta-Class Generalists
I like this as an idea but I think it might make the main game a bit confusing.
As an addon it would be a welcome addition and I'd be sure to play it.
As an addon it would be a welcome addition and I'd be sure to play it.
Stronk is a potent combatant with a terrifying appearance.
Re: Meta-Class Generalists
Perhaps a vanilla game reward for beating the game with a certain metaclass, and restrict the current Adventurer to those who beat the game with every metaclass?
I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.
It hasn't worked yet.
It hasn't worked yet.
Re: Meta-Class Generalists
Or, for a reversal, reward it only if you've beaten the game (or at least reached a certain point) with ALL CLASSES in the meta-class.
Re: Meta-Class Generalists
Ooh-what if you had to beat Ambush, Linaniil, and Atamathon with the appropiate classes to access it? Only for the truely good players.
I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.
It hasn't worked yet.
It hasn't worked yet.
Re: Meta-Class Generalists
I really like that idea.Planetus wrote:As a simple class suggestion, how about a sort-of half-adventurer, one such class bound to each meta-class. I'm imagining this as a class that gets all the talent trees of any class in that meta-class, with mastery and unlock status based on how consistent that tree is, and stat bonuses based on how consistent bonuses to that stat are.
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And, of course, as an added plus, this will be a pretty simple mod to put together given that it's not adding any new talents. I plan to start working on this soon, but any suggestions for changes? Any interest?
But I think that some meta-classes don't provide enough diversity to make this work well: cursed/chronomancy/psionics and celestials have only access to some talents from the techniques-category and contain only two classes anyway (one melee, one caster orientated). Celestial Archery for example wouldn't work as afaik none of the two classes has access to archery classes. Of course, you could give each meta-bound-adventurer acess to the whole techniques tree (some talents locked, some unlocked).
Alternatively, you could create some thematics for different types of half-adventurers. Each thematic could be defined by two or three resource groups / talent categories, e. g.:
- Hazardeur: Techniques / Cunning / Paradox
- Opportunist: Nature / Magic or Celestial / Cursed
- Bard: Cunning / Magic / Celestial
etc...
Re: Meta-Class Generalists
Dao Zeti, that sounds interesting, but I think it's a different mod.
As for groups that only have limited class selection, it's true that this wouldn't enable some builds like celestial archery, but that's what Adventurer is for. This won't enable necromantic psion warriors, either, or any number of other awesome builds.
On a side-note, I've put together a folder with everything in it, and I think it's all correct, but when I drop the folder into the Addons folder and start ToME, it takes FOREVER to load. It goes up to about 84% just fine, but then it's taken about 10 minutes to get from that to 87%. Anyone know if this is normal for an unregistered mod, or is this indicative of a problem in my code? I'm not that familiar with the syntax.
As for groups that only have limited class selection, it's true that this wouldn't enable some builds like celestial archery, but that's what Adventurer is for. This won't enable necromantic psion warriors, either, or any number of other awesome builds.
On a side-note, I've put together a folder with everything in it, and I think it's all correct, but when I drop the folder into the Addons folder and start ToME, it takes FOREVER to load. It goes up to about 84% just fine, but then it's taken about 10 minutes to get from that to 87%. Anyone know if this is normal for an unregistered mod, or is this indicative of a problem in my code? I'm not that familiar with the syntax.