Runic Golem 0.9.3

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minmay
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Re: Runic Golem 0.9.1

#16 Post by minmay »

jayseesee wrote:Yellow gems are doing something funky, I sometimes get +150% heal mod from them. Couldn't quite narrow it down.
Could not reproduce. Remember that healing mod starts at 100%.
jayseesee wrote:Also, I'd like to see gems reclassified somehow. Colors are a bit tricky, I'm not even sure there's a red till garnet. Also some of the damage boosts are useless with their default elemental spells. Like +nature/acid/light and the like will be suboptimal compared to the damages on their main tree. But as this a lark, that's your call about making all colors equally attractive!
The damage types actually predate the addon - check out data/general/objects/gem.lua line 33 and mod/class/interface/Combat.lua line 119. None of said code is actually used, and nature and light damage are awkward on the class, but it meant I didn't have to decide on damage types myself so that was nice. Besides, there's finally a use for the damage boost on Penitence!

It's true there are no red gems below tier 3. There's also only one violet gem in the game (amethyst). I actually put a chart in the gem talents file:

Code: Select all

--              [Tier 1]  [Tier 2]    [Tier 3]              [Tier 4]   [Tier 5]
--             ------------------------------------------------------------------------------------------------------------
--     [Black] | agate  |           | onyx                | P. Wood* | Goedalath Rock*                                    |
--      [Blue] |        | 3 gems    | l. lazuli           | sapphire |                                                    |
--     [Green] | spinel |           | emerald             | 2 gems   | Lifebinding Emerald                                |
--       [Red] |        |           | garnet              | ruby     | 2 gems + Atamathon's (Lost) Ruby Eye*              |
--    [Violet] |        | amethyst  |                     |          |                                                    |
--     [White] |        |           | quartz, B. Star*    |          | 3 gems + Pearl of Life/Death*, Resonating Diamond* |
--    [Yellow] | 3 gems |           |                     | amber    |                                                    |
--[Multi-hued] |        | C. Focus* | Prothiope's P. Eye* |          | C. Heart*, Staff Crystal*                          |
--             ------------------------------------------------------------------------------------------------------------
--
--*artifact
I don't really see what could be used other than hue. Having a special case for every gem in the game hardly seems desirable, nor does adding another arbitrary attribute to every gem in the game. Really the mechanic is just awkward in the first place.

jayseesee
Higher
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Re: Runic Golem 0.9.1

#17 Post by jayseesee »

That's what I meant, just making sure there's a hue at each tier. But again, very minor.

I put a yellow gem in my left eye, one of the tier ones, and gained 150% heal factor. Bumped met to 250%. Can't quite recall which one but might help narrow it down. I had that 2nd skill in the Gem tree too.

Hachem_Muche
Uruivellas
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Re: Runic Golem 0.9.1

#18 Post by Hachem_Muche »

Been playing around with this mod a bit. A fun, nuke-everything class with the spell talents. :)

Found a bug with gem socketing where resocketing black gems with the Gem Power talent causes blindness and disarm immunity to stack up without limit. Looks like a temporary values issue where the value from the old gem is not being removed.

I'm finding the Repair talent hard to use since it's not instant like most similar racial talents. Stun and confusion tend to disable it right when it would be useful. The easiest change would probably be making it instant with a regeneration effect.
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

minmay
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Re: Runic Golem 0.9.1

#19 Post by minmay »

I've fixed healing modifier, stats, and blindness/disarm immunity on Gem Power.

Jeoshua
Cornac
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Re: Runic Golem 0.9.3

#20 Post by Jeoshua »

Maybe you should adjust the cool down timer for the eye lazorz. At first level I was able to spam them once every 3 rounds, all three of them I could get with the starting points. That's vastly more powerful than it ought to be. Maybe start at a cooldown of like 10 for the prismatic beam, and 6 for the gem beams, then remove one from the countdown every talent level. That would even the score a bit, and make the Gem beams fully spammable by the fifth talent level.

Also, why not rename the Golem class to "Golem"? That would make the NPCs conversations make more sense, calling the character a Golem, instead of a "None"

darkgod
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Re: Runic Golem 0.9.3

#21 Post by darkgod »

Give me permission to steal it someday when I feel like stealing it ? :)
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

HousePet
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Re: Runic Golem 0.9.3

#22 Post by HousePet »

darkgod wrote:Give me permission to steal it someday when I feel like stealing it ? :)
Now if only the engine had some sort of editor, you could have reserved those rights like all the game companies do. :P
My feedback meter decays into coding. Give me feedback and I make mods.

darkgod
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Re: Runic Golem 0.9.3

#23 Post by darkgod »

Actually this is a simple polite request, all addons are code derivative from my code which is GPL so they are GPL too :)
However I'd rather have copyright on everything that goes into tome
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

minmay
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Re: Runic Golem 0.9.3

#24 Post by minmay »

Anyone and everyone has my personal permission to do anything they want with anything in this addon, but...you do realize this addon was made as a joke, right? I mean, I said so in the first post. If anything, it's less serious than Turtle. I'm a bit worried at this point. I sincerely hope nothing in it gets added to the main game - it'd be akin to including Elenore on a list of the greatest music ever written.

Jeoshua
Cornac
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Re: Runic Golem 0.9.3

#25 Post by Jeoshua »

Made as a joke, possibly.

Made well? Certainly.
Within the Lore? Absolutely.
Fun to play? Without a doubt.

Don't sell it short. Golem are sort of a stub in the game files. I wouldn't be surprised if these made playable status as freed Golem after an unlock

darkgod
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Re: Runic Golem 0.9.3

#26 Post by darkgod »

Playable golems have been planned for a lonnnnnng time, as others have said don't sell it short :)
I'm not saying it'll be integrated tomorrow verbatim but someday, in some form :)
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

icetongue
Low Yeek
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Re: Runic Golem 0.9.3

#27 Post by icetongue »

Hey, I have a bug to report which I encountered about 10 minutes ago.

While leveling up I put a few points in gem power to see how it scales overall, afterwards I took out these points and noticed that suddenly all skills became learnable even though I did not meet the stat-reqirements for them. Puzzled I closed the screen without confirming my changes and noticed that all my stats have gotten a bonus of 60 points. Again I opened the level up screen, leveled gem power and took out the points immediately and again, all my stats have gotten a bonus of 60 additional points.

It seems as though the skill's bonuses were applied several times upon unlearning.

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