[b38] Racial powers scale with level (check last post)

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Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

[b38] Racial powers scale with level (check last post)

#1 Post by Zonk »

(OP obsolete, kept for 'historical'reasons, check last post instead)

http://te4.org/games/addons/tome/tweake ... ed-racials

This makes the base racial powers scale based on character level + 10 + talent level * 5 rather than on a specific stat.
So you don't have to worry about your racial power not working so well because it scales with a stat that you can't afford to raise, and putting points into your base racial talent does something else than lowering cooldown.
This WILL, however, nerf the powers for those with very high values in the appropriate stats.

As an extra, since I didn't want to leave Cornacs out of the 'improve racial bonuses by simply gaining levels', I made Cornacs get +1 generic every 10 levels.
Likely overpowered, but I thought it 'fit' - might consider removing it later.

Do note:
1)I haven't touched non base racial powers which scale off a specific stat, like Highborn Bloom or the undead racials. I plan to, however.
2)This affects NPC, including Orcs. So don't complain if you find that some Orcs do more damage because their Orcish Fury is stronger. :twisted:
Last edited by Zonk on Fri Mar 02, 2012 10:52 pm, edited 3 times in total.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

Mithril
Archmage
Posts: 327
Joined: Fri Oct 01, 2010 5:43 pm

Re: [b37] Racial powers scale with level

#2 Post by Mithril »

Great! The game should become more variable and interesting if one does not have to use the same race/class combinations constantly.

bricks
Sher'Tul
Posts: 1262
Joined: Mon Jun 13, 2011 4:10 pm

Re: [b37] Racial powers scale with level

#3 Post by bricks »

Neat, I like this idea a lot.
Sorry about all the parentheses (sometimes I like to clarify things).

Avianpilot
Thalore
Posts: 148
Joined: Fri Aug 19, 2011 5:06 pm

Re: [b37] Racial powers scale with level

#4 Post by Avianpilot »

I'm happy to see Cornacs get something. If I remember correctly, historically the other races got ability modifiers, and Cornacs got an extra talent category point instead. Then the other races got a special skill, but the Cornacs didn't get anything because they got that extra talent category point. Then the other races got an entire racial tree, but still the Cornacs only had their category point.

So beyond the racial leveling, which I'm loving the idea of itself, I like seeing the Cornacs getting some loving.

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: [b37] Racial powers scale with level

#5 Post by Zonk »

Unfortunately, I suddenly can no longer load this together with no traps and the bugfix addon - others have a similar problem? it seems to be a problem with online validation...
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

bricks
Sher'Tul
Posts: 1262
Joined: Mon Jun 13, 2011 4:10 pm

Re: [b37] Racial powers scale with level

#6 Post by bricks »

Cornacs receiving additional generic points might not be the best bonus. Cornacs already have an excess of generic points, with no racial tree to invest in. Perhaps stat points would be better suited?
Sorry about all the parentheses (sometimes I like to clarify things).

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: [b37] Racial powers scale with level

#7 Post by Zonk »

bricks wrote:Cornacs receiving additional generic points might not be the best bonus. Cornacs already have an excess of generic points, with no racial tree to invest in. Perhaps stat points would be better suited?
True, but I thought it was the only thing that fit with flexibility at the time.
Stat points could work too, I guess. +1 every 10 levels feels too weak to me, though.

Maybe +1 stat point every 5 levels, which would mean you end up with 10 extra points.
Which is more extra stats total than other races get(undead talents excluded)BUT you would get them gradually and because of the stat caps you would likely end up putting them in secondary stats - which I guess goes well with being a generalist/flexible.


Also, I think I ended up making the racial powers scale a bit weakly - level 50, TL 5, it's equivalent to having the proper stat at 85(which is below what you could have had in a class stat AND takes 5 generics). Might raise it a bit.
ToME online profile: http://te4.org/users/zonk
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Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: [b37/38] Racial powers scale with level

#8 Post by Zonk »

Ok, update/new link
http://te4.org/games/addons/tome/level- ... ng-racials

(yes, I changed the addon name to a more descriptive one)

1)Decided to remove the Cornac bonus - thinking about it, it doesn't quite fit with this mod intentions, which is not to be a straight buff but to make some races more versatile.

2)Changed the stat replacement formula to 10+character level*1.3+talent level*5, so from 16 to 100 - assuming you're willing you to spend an extra 4 points.
This makes the power weaker for characters who previously had a high value in the racial power stat, but better if you couldn't afford to spend it.


Next releases might include playing with the formula a bit and/or working on making the non base racials scale.
Or perhaps something to make the skeleton and ghoul base racials more attractive for classes who don't care for str & dex.
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eliotn
Wyrmic
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Re: [b37/38] Racial powers scale with level

#9 Post by eliotn »

Zonk wrote: Next releases might include playing with the formula a bit and/or working on making the non base racials scale.
Or perhaps something to make the skeleton and ghoul base racials more attractive for classes who don't care for str & dex.
The skeleton racials are already attractive for some builds that don't care for str and dex, as all three of the talents are awesome. (Bone armor may not have as much power, but a free shield can be significant.) However, ghouls could be a little more interesting. Probably the speed penalty should be nerfed, or their other abilities need a buff.

Maybe, instead of the tree, you can give cornacs their own racial tree. Dump their category point.

Ideas for two Cornac abilities:
-Diverse training (10 points): For every three generic points you put into this skill, you gain a category point that can be used to unlock or improve a skill category, but not gain a rune. At level 10, all skill categories gain a +0.1 bonus to their effective level. Points put into this skill cannot be taken out.
-Adaptability (10 points) (sustain, 50 Cooldown): Cornacs instead of having fixed capabilities, have learned to adapt to their chosen profession. When you activate this sustain, choose two ability scores. They gain a (talent level * 7/5, round down) bonus to those ability scores. At level 10, they additionally gain a permanent +1 bonus to all ability scores

MisiuPysiu
Archmage
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Location: Wroclaw/Poland

Re: [b38] Racial powers scale with level

#10 Post by MisiuPysiu »

The cornac talents seem to be great. I will shurely play a cornac more often with these additional possibilities :)

Zonk
Sher'Tul
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Joined: Sat Mar 01, 2003 4:01 pm

Re: [38] Racial powers scale with level

#11 Post by Zonk »

eliotn wrote:
The skeleton racials are already attractive for some builds that don't care for str and dex, as all three of the talents are awesome. (Bone armor may not have as much power, but a free shield can be significant.) However, ghouls could be a little more interesting. Probably the speed penalty should be nerfed, or their other abilities need a buff.
I did say the *base* racials - the +stat ones. The others look pretty ok to me.
As for the ghoul speed penalty - I'm no fan of that and wouldn't mind reducing or changing it
to movement only, but that's not exactly what this addon set out to do.
I might make a wider 'racial rebalance'addon someday, but definetely not now.

Maybe, instead of the tree, you can give cornacs their own racial tree. Dump their category point.

Ideas for two Cornac abilities:
[...]
Not saying these ideas are bad but it's not what I had in mind with this addon, again.

Although I do like the idea of giving Cornacs 'special'category points that can only be spent on unlocking and not getting new infusion slots or improving masteries.
Or giving them a way to convert a limited amount of class points into generics(or the other way around?) perhaps.

But for now, I'll just keep them like they are.

edit: there was a bug where the Shalore racial gave a 2700%+ speed mod, I uploaded a bugfix release for that.
http://te4.org/games/addons/tome/level- ... cialsfixed
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Tagedieb
Cornac
Posts: 41
Joined: Thu Aug 04, 2011 3:39 pm

Re: [b38] Racial powers scale with level (check last post)

#12 Post by Tagedieb »

It seems the addon slows the game a lot at least on a windows computer. Load times are awfully long with the addon.
A pity because it really sounds fun, opening more race class combinations.

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: [b38] Racial powers scale with level (check last post)

#13 Post by Zonk »

Are you sure it's this addon specifically and not others?!? And does it EVENTUALLY load, or not at all? The second is a known bug with addon combinations...
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Tagedieb
Cornac
Posts: 41
Joined: Thu Aug 04, 2011 3:39 pm

Re: [b38] Racial powers scale with level (check last post)

#14 Post by Tagedieb »

Yes i had some other Addons activated (escort amulet of master and nonleveling towns i believe)and yes it does eventually load just takes a very boring long time, so it might be the addon collision.

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