New take on golemancy

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

Moderator: Moderator

Post Reply
Message
Author
Hedrachi
Uruivellas
Posts: 606
Joined: Tue May 11, 2010 8:58 pm
Location: Ore uh gun, USA

New take on golemancy

#1 Post by Hedrachi »

So as I said in this thread, Alchemists are in need of some updating. I propose this revision to the golemancy tree:
Available at Start
Refit Golem: If the golem is at 10% or less health, heal to 100%, using 10 alchemist gems. If at 11% or higher, bring up a chat menu like the one there is now, but without the options to change armour or weaponry. This will not cost any gems. If change a socketed gem or change a rune is selected, bring the player back to the chat menu when the player is done. If the golem is dead, resurrect for 15 gems using the same time it takes as before. Costs 50 mana, 50-turn cooldown.
Recall Golem: This is Invoke Golem without the attack power boost.
Golem Power: No code change, but change the description to state that it gains a point in Combat Accuracy and Weapon Mastery for every point spent.
Available at Level 4
Heal Golem: See linked idea. Instead of min of 20%, maybe 15% if Heal Golem is available at this level. Formula would be something like "Minimum of 15% before crit, ceiling of 33% before crit." Formula would factor in spellpower, level of gems used, and maximum health of the golem... unless a tiered heal approach is better (15, 20, 25, 30, 33%) would be "fairer". 15 mana cost, 15-20 turn cooldown (the cooldown should be somewhere near the mean cooldown for Infusion: Healing, maybe scaled. Costs 2 alchemist gems.
Level 8
Golem Resilience: No change. No change to Golem Portal, either.

I think advanced golemancy is fine more or less as it is.
Maybe Atamathon could have a chance to drop a unique rune which acts like a regen rune for golems(Rune: Repair?), but with achievement-worthy stupid effects should anything other than a golem use it. On golems, it repairs damage sustained, and acts like any old regen infusion. Should be something nice, 300-400 total at minimum. On everything else, "repairs" the seams in metallic armor, permanently suffocating the wearer, but giving +5 armour to compensate :P ... skellies might like this, but everyone else wouldn't.
Having satellite internet is a lot like relying on the processes described in those RFC's for your internet. Except, instead of needing to worry about statues interrupting your connection, this time you worry about the weather. I have satellite internet. Fun, no?

Aquillion
Spiderkin
Posts: 503
Joined: Sun Jun 12, 2011 7:02 am

Re: New take on golemancy

#2 Post by Aquillion »

This reminds me of something I wanted to mention earlier: Currently, up until (and unless) you get the Advanced Golemancy regen/resurrect ability (which is godly, by the way), resting to heal your golem is a huge pain. Sure, you can use gems to repair it, but this is an extremely unattractive prospect -- as common as gems are, I hate to waste them during downtime when there's no danger and I can just rest to heal. But it takes so many turns that it's actually an annoying wait.

Would it be too powerful to give golems one weak regen ability to start with? Perhaps one that can't be used with enemies in sight and which stops if they take damage, or something.

(Also, I don't think that the regen rune, if there is one, should do anything nasty to non-Golems. That sort of thing punishes players for experimenting and not reading spoilers -- I think the game should be decently playable on your first playthrough, without any advance knowledge of how it works. At least, it shouldn't have Nethack-style features that require extreme advance knowledge of the system or game to use or avoid properly. I suppose it's not a big deal, but...)

jotwebe
Uruivellas
Posts: 725
Joined: Fri Apr 15, 2011 6:58 am
Location: GMT+1

Re: New take on golemancy

#3 Post by jotwebe »

I'm not sure I like the split of Refit into Refit and Heal. How about, if there's no enemy in sight, it starts an extended refit process similar to the way it works now when you have to resurrect your golem. Unlike a resurrection, if you get interrupted, you'll have partial results. Basically it should let you fully repair your golem, hassle-free, on the timescale it takes you to rest up anyway, at the cost of 2 gems. Let's say 10-20 turns.

Otherwise I rather like the way it works now, I only feel that it does not keep up with your healing needs as you level. But that could also be addressed by increasing the golems healing rate a bit with each point in golem resilience, for example.
Ghoul never existed, this never happened!

Hedrachi
Uruivellas
Posts: 606
Joined: Tue May 11, 2010 8:58 pm
Location: Ore uh gun, USA

Re: New take on golemancy

#4 Post by Hedrachi »

Aquillon wrote:This reminds me of something I wanted to mention earlier: Currently, up until (and unless) you get the Advanced Golemancy regen/resurrect ability (which is godly, by the way), resting to heal your golem is a huge pain.
Yes. Watching your paltry 57 heal go away in one swing to a skeleton warrior doing 65 damage on average per round is a pain. This was with a second-tier gem, and I don't have enough third-tier gems on my current alchie to feel comfortable about using them for that yet.
jotwebe wrote:I'm not sure I like the split of Refit into Refit and Heal. How about, if there's no enemy in sight, it starts an extended refit process similar to the way it works now when you have to resurrect your golem. Unlike a resurrection, if you get interrupted, you'll have partial results. Basically it should let you fully repair your golem, hassle-free, on the timescale it takes you to rest up anyway, at the cost of 2 gems. Let's say 10-20 turns.
Er... wha? Heh. The 100% heal I suggested for refit golem is supposed to be either instant or next-turn, it doesn't have a timer where you have to remain uninterrupted. The 10-gem 50-mana 50-turn heal part of refit is the kind of emergency "help, my golem ran over a nasty trap and is now looking at an armoured skeleton warrior, while he has 9% of his health left!" kind of thing. The expectation being that you'd get level 4 after meeting your first boss, so you'd have maybe 1 or 2 times at maximum where your golem would be that low on health anyway. Refit in general has a 50-turn cooldown because with the changes I proposed, you're not supposed to NEED it that much. You want to upgrade your socketed gems? In its present form, you need 10 mana (completely reasonable), but you're also using 4 gems and have to go through 40 turns just to put two gems in your golem. With the change, yes, the cooldown more than doubles, but you'd be able to put both gems in and wouldn't spend any alchemist gems in the process. You could also add 3/change 3 runes on your golem in the same action.
Having satellite internet is a lot like relying on the processes described in those RFC's for your internet. Except, instead of needing to worry about statues interrupting your connection, this time you worry about the weather. I have satellite internet. Fun, no?

jotwebe
Uruivellas
Posts: 725
Joined: Fri Apr 15, 2011 6:58 am
Location: GMT+1

Re: New take on golemancy

#5 Post by jotwebe »

Er... wha? Heh. The 100% heal I suggested for refit golem is supposed to be either instant or next-turn, it doesn't have a timer where you have to remain uninterrupted.
Yeah, I got that. Don't like it though :D I suggested the timer thing as an improvement (in my humble opinion anyway) to your proposal and to the state of things.
The 10-gem 50-mana 50-turn heal part of refit is the kind of emergency "help, my golem ran over a nasty trap and is now looking at an armoured skeleton warrior, while he has 9% of his health left!" kind of thing.
I don't think the class should have an emergency button of that magnitude. I think the normal heal (a bit boosted, anyway) should suffice. Or not, but then those are situations you have to avoid or deal with.
With the change, yes, the cooldown more than doubles, but you'd be able to put both gems in and wouldn't spend any alchemist gems in the process. You could also add 3/change 3 runes on your golem in the same action.
Well that part sounds nice enough. I'd prefer this functionality with old-style refit golem, though.
Ghoul never existed, this never happened!

Post Reply