Agolwen Academy and trainers in the vanilla game.

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stormbringer
Cornac
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Agolwen Academy and trainers in the vanilla game.

#1 Post by stormbringer »

There is a add on that has an academy in angolwen where for completing angolwen related quests such as orbituary and killing the mad tempest you get a token to train a category, improve mastery of a talent or gain a new talent category.

i think it makes sense that a mage city would have such a place (i mean it should be a feature in the vanilla game)

furthermore; i think that the character should get a token/scholarship certificate to use the academy if they are a magic using character every 5 ten or 15 levels in addition to as a a quest reward.

on that note i think that the worried lore masters should either be able to grant a category or give a token/scholarship to the angolwen academy or similar trainers for the categories they are able to give as quest rewards. surely there is a fighter trainer somewhere or a psionic trainer and so forth.

and why stop the escort quests at 6. i know there was a addon that worked until the last build of the game. it is now out of date. at least i cannot get it to work fully in my game now.

HousePet
Perspiring Physicist
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Re: Agolwen Academy and trainers in the vanilla game.

#2 Post by HousePet »

Well those changes would make mages very powerful!

I already need to tone the Academy down. :lol:
My feedback meter decays into coding. Give me feedback and I make mods.

Orangeflame
Thalore
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Re: Agolwen Academy and trainers in the vanilla game.

#3 Post by Orangeflame »

Yup - what's better than a Paradox Mage?
PM with Meta and Aegis. :lol:
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Planetus
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Re: Agolwen Academy and trainers in the vanilla game.

#4 Post by Planetus »

I do think mages getting them every X levels is too much, at least unless they completely replace category points. I like the idea of the mage trainer, however, and would love to see something similar for fighters, rogues, mentalists, and nature users. The fighter could be one (or any) of the weapons dealers in Last Hope, who already give the generic armor/weapons tree and the basic shoot skill. The nature user should probably be somewhere in Zigur, though whether it's tied to the current mindstar training or not is uncertain. The rogue could be someone in Derth, maybe? I really don't know where the mentalist would be located. Another concern is that the fighters and mages would probably end up with a LOT more trees to offer than the others, though I don't know if that's really a huge problem, since everyone would have access to almost any of them (no mages in Zigur and no AM characters in Angolwen).

All in all, this gives a powerful opportunity to cross-train your characters. Playing a brawler? Why not invest a couple points in magic (possibly through equipment) and get the Temporal tree? Awesome shield and passive speed boost FTW. Bulwark? Get Stealth and backstabbing from the rogue trainer. Is your Doomed feeling too fragile? Get the True Grit tree (blanking on what it's called). Options are limited, since you would only get a few tokens total per game (i.e. for every quest you'd have to choose who to help and get a token from), and a lot of options wouldn't be grand, since they'd scale with stats you aren't investing in.

SageAcrin
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Re: Agolwen Academy and trainers in the vanilla game.

#5 Post by SageAcrin »

I feel like Angolwen Academy's implementation is a little too liberal on allowing sidegrade builds from what I know-Adventurers are extremely, imbalancingly powerful because they can pay a category point and get a new, strong category for any build they want, and from what I recall reading, Academy's not too far from that.

Having said that, I wouldn't mind seeing more options for sidegrade builds, they just need to avoid the strongest category options for such builds.

HousePet
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Re: Agolwen Academy and trainers in the vanilla game.

#6 Post by HousePet »

Yeah it does allow the unlocking of categories.
It is potentially quite powerful, but I wanted to open up some side grade options.
I'm adding some gold costs to reduce the power a bit and adding a two for one deal on staff training.
But I might end up making it require two tokens for unlocking or improving masteries.
My feedback meter decays into coding. Give me feedback and I make mods.

Doctornull
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Re: Agolwen Academy and trainers in the vanilla game.

#7 Post by Doctornull »

I would like some kind of framework for adding trainer categories other than over-writing a dialog.

It'd be a neat mechanic for adding quests, too.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

darkgod
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Re: Agolwen Academy and trainers in the vanilla game.

#8 Post by darkgod »

You can hook on Chat:add
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Doctornull
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Re: Agolwen Academy and trainers in the vanilla game.

#9 Post by Doctornull »

darkgod wrote:You can hook on Chat:add
Oh cool, thanks!
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

edge2054
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Re: Agolwen Academy and trainers in the vanilla game.

#10 Post by edge2054 »

Stuff like this is fine for generics but as SageAcrin pointed out, class talents really aren't balanced against class trees outside of their respective class. As an example you can push effect durations up as high as you want with Timeless, the Meta tree, Invigorate, and Sun Cloak.

Hence Adventurer's clearly stating that they're not meant to be balanced.

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