Reworking Chronomancy ver 2

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0player
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Re: Reworking Chronomancy ver 2

#166 Post by 0player »

Got a lua error after picking up Tihraka's Maul, fairly sure that this is connected to Strength of Purpose:
/mod/class/Object.lua:66: attempt to index a field "require" (a functional value)

jotwebe
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Re: Reworking Chronomancy ver 2

#167 Post by jotwebe »

Right then, typo-post...
Paradox resource description wrote:As your Paradox grows so does your Spellpower, but you may be shifted...
Temporal Hounds wrote:Every X turns another hound will be summoned, up to a maximum of three hounds. [...] Hounds will get [...], and 25 Cunning, based on your Spellpower.
Granted, commas are to some extend a matter of taste, but I think these will improve comprehensibility a bit.
Command Hounds: Blink wrote:Command your Temporal Hounds to teleport to the [targeted, selected, chosen, indicated] location.
I'd also change
Command Hounds: Blink wrote:Upon learning this talent your hounds gain...
to this wrote:When you learn this talent, your hounds gain...
Same for the similar passage in Temporal Vigour and Command Hounds: Breath.
Command Hounds: Breath wrote:Command your Temporal Hounds to breathe time...
Breath is the noun, breathe is the verb. Might want to change the talent name, too, but I guess there it's ambiguous, so breath would be okay.
Command Hounds: Breath wrote:You are not immune to the breath of your own hounds, but your hounds are immune to stat damage...
Apart from the comma, weren't hounds supposed to be immune to breathe damage from your other hounds?
Ghoul never existed, this never happened!

edge2054
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Re: Reworking Chronomancy ver 2

#168 Post by edge2054 »

Thanks for all the testing and feedback guys. I'll work on bugs this morning and get a new file uploaded. Shouldn't break save files. I'm still waking up so it will be awhile.
Parcae2 wrote:I was kicking around in the Unhallowed Morass and the entire screen started blinking. You might have a quick look at some of those shaders when you have a moment :)
Umm.. flickering non-stop with lock up? Or just flickering and still letting you play? I haven't really added any new shaders or really worked on particles yet. If it locked up on level change that's probably a load error.
jotwebe wrote:
Command Hounds: Breath wrote:You are not immune to the breath of your own hounds, but your hounds are immune to stat damage...
Apart from the comma, weren't hounds supposed to be immune to breathe damage from your other hounds?
Yeah, I'm not a huge fan of commas ;) I'll take your post into consideration though and probably will change the name of that talent to Command Hounds: Breathe (it's actually how I'm saying it).

But no, Hounds gain a bunch of temporal resistance and temporal damage affinity. They'll heal each other :)

*edit* I ended up using most if not all of those suggestions jotwebe. Thanks for the post :)
Last edited by edge2054 on Sun Jul 13, 2014 1:44 pm, edited 2 times in total.

edge2054
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Re: Reworking Chronomancy ver 2

#169 Post by edge2054 »

rexorcorum wrote:edge, I've missed you on #tome, so here are the mines:

chronomine_blue.png
chronomine_red.png

Image Image
They might need some colour/contrast tweaking.

The hound is in production :) Cheers!
Here's a couple of images showing how they look in game.

http://imgur.com/1eW0y2p,pYO89pl

edge2054
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Re: Reworking Chronomancy ver 2

#170 Post by edge2054 »

0player wrote:Sorry for bothering, but I just found out that Time Dilation only reapplies if either I or target moves... if we both just stand in one place, it eventually wears off. This doesn't look like it's intended.
It keeps reapplying, I just squelched the log spam if they already have the effect.

edge2054
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Re: Reworking Chronomancy ver 2

#171 Post by edge2054 »

0player wrote:Got a lua error after picking up Tihraka's Maul, fairly sure that this is connected to Strength of Purpose:
/mod/class/Object.lua:66: attempt to index a field "require" (a functional value)
Fixed thanks :) Apparently Tihraka's doesn't have stat requirements ;) Anyway I put sanity checks on SoP and Buckler Mastery.

edge2054
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Re: Reworking Chronomancy ver 2

#172 Post by edge2054 »

donkatsu wrote:Weapon Folding's description switches the numbers for APR and damage, but works correctly.

Bias Weave says it makes anomalies only cost X% of a turn, but X goes up as you level the talent when it probably should go down.

When Twin Threads clones expire, one of them stays in the party window, displaying 0 turns remaining.

Double Edge is giving me a clone every turn as long as I stay under 50% health, rapidly burgeoning into an unstoppable army of clones each of whom has my full offensive capability. That seems... unintended? I think it should be triggering whenever an attack deals damage greater than X% of my health, not just for every little nick I get when under 50%. And as with all player clones, they should come a significant damage penalty.
Fixed all of this. Thanks :)


But I want to talk about Double Edge.

Would you guys prefer it how it is now (works like Vitality) or only happen on single big hits? Possibly scaling from 50% down to 30% or so? The Vitality model has the advantage in that players will see it proc more often on normal. The big hit model is more consistent spike damage protection.

I'm also considering having the monster target the clone (I might have added that already) and having the clone take your place. So it would look for a free grid near you (often this would be behind you if you're corridor fighting), move you to the free grid, summon the clone in your spot, and then force the monster to target the clone.

Would this kind of forced movement be too dangerous?

Kiba333
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Re: Reworking Chronomancy ver 2

#173 Post by Kiba333 »

my bandwidth is quite limited. could there be a way to make your test versions smaller?
I wouldn't mind replacing and moving files around but downloading a complete game folder is impossible for me.
:(

edge2054
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Re: Reworking Chronomancy ver 2

#174 Post by edge2054 »

There's engine changes. I could upload the module and the engine files I suppose and people could copy and paste them. It's a lot of changes though. I'm not going to pick it apart beyond that.

Otherwise you can set up git and pull from it. The warden branch is here http://git.net-core.org/edge2054/t-engine4/tree/wardens
Last edited by edge2054 on Sun Jul 13, 2014 3:02 pm, edited 1 time in total.

donkatsu
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Re: Reworking Chronomancy ver 2

#175 Post by donkatsu »

Forced movement would be fine as long as it's not a passive.

I thought the Vitality model would be interesting, but after seeing it play out, it won't work for something like this because clones are simply too powerful to happen more than every once in a blue moon. Maybe if the clone had no talents then mass clones would be okay, but to put things into perspective, Forgery of Haze is the best Necromancer talent and it produces one clone, with a damage penalty, on a 30 turn cooldown. If you want it to proc all the time, even on Normal, and generate a clone army, then the clones must be completely neutered. Like, Temporal Guardian talents only, and they do 80-90% reduced damage.

Trying to make the least amount of changes to how it is now, I would say:
1. Give it a cooldown that's longer than the clone's duration. This is interesting because it encourages me to stay above 50% health in order to conserve the cooldown, and also introduces a period of vulnerability, if the cooldown is still long enough after Invigorate and Temporal Reprieve.
2. The clone continues to take part of your damage for as long as it's around. Either 50% a la the twins for flavor, or just use the original damage split amount that's there already.
3. The clone does 70-80% reduced damage and only has a select few trees for talents.

I think taunting would be too powerful when it works, and too unreliable as a replacement for constant damage splitting. It doesn't taunt at the moment, from what I've seen.

edge2054
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Re: Reworking Chronomancy ver 2

#176 Post by edge2054 »

I've been playing around with making it like Trained Reactions. And I put a 50% damage penalty on the clone.

I kinda like it but if other people don't we can take another look at it.

I'm going to zip my module and engine up and start an upload.

*edit* uploading, 25 minutes to go

edge2054
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Re: Reworking Chronomancy ver 2

#177 Post by edge2054 »

This should copy over your game/engines/default/engine file

http://www.mediafire.com/download/h05ad ... engine.zip

And this one over your game/modules/tome file

http://www.mediafire.com/download/j6ssc ... u/tome.zip

0player
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Re: Reworking Chronomancy ver 2

#178 Post by 0player »

edge2054 wrote:It keeps reapplying, I just squelched the log spam if they already have the effect.
Weird, because I specifically inspected the creatures (it was a stone troll, a fox, and someone else, I think?) while strolling through the Prox area, and if they stand in place, they seem to lose Slow effect. Cannot playtest more ATM but I'm fairly sure I double checked.
Also, can you tell me what talents were removed in the penultimate version? I have a lvl20 Warden that won't open his talent screen now, and I thought that maybe editing his save might help.

edge2054
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Re: Reworking Chronomancy ver 2

#179 Post by edge2054 »

Warden's Focus and Pull Skein were removed. If you knew either of those you might have issues.

Parcae2
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Re: Reworking Chronomancy ver 2

#180 Post by Parcae2 »

Here's that Twins idea that I mentioned earlier: http://forums.te4.org/viewtopic.php?f=5 ... lit=gemini.

Might be worth mining for ideas at some point, though I do enjoy where TW is now.

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