The Randventurer Class [1.2.3]

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Alisar
Cornac
Posts: 44
Joined: Sat May 31, 2014 7:54 pm

The Randventurer Class [1.2.3]

#1 Post by Alisar »

Randventurer Class
(http://te4.org/games/addons/tome/randventurer-class)

Adds a new character class to the game: The Randventurer! Randventurers are similar to Adventurers, they can get any talent tree - except they don't get to pick which ones! At character creation they are given many semi-random talent trees, selected so that (hopefully) every character is playable and viable. Currently, you recieve 5 unlocked class talent trees, 3 locked class trees, 2 unlocked generic trees, 2 locked generic trees and possibly some extra trees that are considered 'free'. Any talent tree that can be learned in the game has a chance of appearing on your character. Cornacs are given an extra locked generic tree to make them a more interesting choice. Talent masteries are random, usually x1.1 to x1.3 for unlocked categories and x0.8 to x1.1 for locked categories, but rarely much higher (or lower!). To keep characters playable, several things happen:
  • If a talent tree requires a different tree to use, it makes sure you have both available. For example: Advanced Necrotic Minions requires Necrotic Minions.
  • The number of different stats that each character needs is limited to 3 (plus CON). So you can have a character using Str, Mag and Cun for example. This number can be changed under Game Options->Gameplay->Randventurer:Number of Stats.
  • All talents requiring a resource make sure you have that resource usable on the character.
    • Characters with equilibrium using talents restore equilibrium slowly while resting and have a talent tree that can restore equilbrium in combat.
    • Talents requiring Positive or Negative Energy have a tree that can generate that resource.
    • Characters with talents using Souls are given necrotic aura.
    • Characters with Golems or Bombs are given Create Alchemist Gems.
  • Only one weapon style is allowed, preventing talents with conflicting weapon requirements. If you want, you can choose a specific weapon style for generated characters to have in the options under Game Options->Gameplay->Randventurer:Choose Weapon Style.
  • Characters can have vim-using talents or equilibrium-using talents, but not both at the same time.
A few trees have been allowed to ignore some conditions, usually because three out of the four talents in the tree don't require a certain thing and it would still be worth using without the other one.

The following addons have support: (Everything listed above is working for them.) Other addons will normally work and have some of the above autodetected.


How you can help:
Please let me know about:
  • Any talent trees you feel were completely useless to your character?
  • Any wierd interaction of trees that should be handled?
  • Any requests for other addons to add compatibility?
  • Your winners. :D
Last edited by Alisar on Mon Aug 18, 2014 2:21 am, edited 14 times in total.

darkgod
Master of Eyal
Posts: 10750
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Location: Angolwen
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Re: The Randventurer Class [1.2.3]

#2 Post by darkgod »

Lol neat :)
[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 ;)

Senteth
Cornac
Posts: 41
Joined: Fri Feb 17, 2012 2:16 pm

Re: The Randventurer Class [1.2.3]

#3 Post by Senteth »

Looks like the perfect class to pair with the Chaotic Race. :lol:

Noel
Thalore
Posts: 121
Joined: Fri Dec 15, 2006 1:49 am

Re: The Randventurer Class [1.2.3]

#4 Post by Noel »

Senteth wrote:Looks like the perfect class to pair with the Chaotic Race. :lol:
Ya ain't kiddin' :D

http://te4.org/characters/1768/tome/f28 ... 1cd2f92ef6

Sradac
Sher'Tul
Posts: 1081
Joined: Fri Sep 21, 2007 3:18 am
Location: Angolwen

Re: The Randventurer Class [1.2.3]

#5 Post by Sradac »

are there restrictions? what happens if I get arcane and antimagic on the same character, did I just get trolled?

darkgod
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: The Randventurer Class [1.2.3]

#6 Post by darkgod »

Trolls are fun !
[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 ;)

Sradac
Sher'Tul
Posts: 1081
Joined: Fri Sep 21, 2007 3:18 am
Location: Angolwen

Re: The Randventurer Class [1.2.3]

#7 Post by Sradac »

I fail at ToME. Started my first Randventurer and it had an awesome setup, it was like a sun paladin / cursed / necromancer mix.

Then I saw I left Dev mode on :(

Every one since then has just suuuucked like giving me unarmed fighting talents without unarmed mastery, or talents using darkness resource with no way to generate darkness.

This one I have now is promising...doomed / cursed / solipsist mix.

I had a wyrmic / rogue / chronomancer / mindslayer that at first looked promising until I saw how bad my stat spread would have been. Having 7 resource bars was pretty interesting though!

Alisar
Cornac
Posts: 44
Joined: Sat May 31, 2014 7:54 pm

Re: The Randventurer Class [1.2.3]

#8 Post by Alisar »

Randventurer 1.1 ------
  • Randventurers start with Shoot talent.
  • Start with two-handed weapon and shield in inventory.
  • Characters with a talent tree using equilibrium or positive/negative energy will always have a way to generate those resources.
    (Dev note: I generally did not set this for trees where you could use 3 out of 4 talents without needing that resource. So there are some trees where you won't be able to afford to constantly use one of the four talents. Celestial/combat is an example of a tree that didn't get the requirement set, where you can use 1st, 3rd and 4th talents without needing positive energy generation.)
  • Slight health increase.
  • Support for talents from Verdant Class Pack.

Sradac wrote:are there restrictions? what happens if I get arcane and antimagic on the same character, did I just get trolled?
There is some checks done when picking talents that try to eliminate any useless trees or impossible starts. My goal is to get all (or almost all) characters to be playable at start. Antimagic was never allowed as a random pick during the first version. However looking at the code for it, there's nothing in the talent tree itself that blocks arcane magic. It's all done elsewhere in the code. So it appears you can have the antimagic tree on an arcane character and both will work fine. (EDIT: Just tried on an adventurer, antimagic tree and arcane spells work together! Take that Zigur!)
Sradac wrote:I fail at ToME. Started my first Randventurer and it had an awesome setup, it was like a sun paladin / cursed / necromancer mix.

Then I saw I left Dev mode on :(

Every one since then has just suuuucked like giving me unarmed fighting talents without unarmed mastery, or talents using darkness resource with no way to generate darkness.

This one I have now is promising...doomed / cursed / solipsist mix.

I had a wyrmic / rogue / chronomancer / mindslayer that at first looked promising until I saw how bad my stat spread would have been. Having 7 resource bars was pretty interesting though!
The darkness thing should be fixed.

I don't know much about the unarmed trees, haven't tried playing one yet. There's probably a few trees that require other trees that I don't know about and I can add them as soon as I know which ones to do.

Alisar
Cornac
Posts: 44
Joined: Sat May 31, 2014 7:54 pm

Re: The Randventurer Class [1.2.3]

#9 Post by Alisar »

Fixed archery and brawler talent tree requirements.

Added some checks to prevent getting trees with different weapon styles (ie one needs a shield, the other needs a two-handed weapon)

Zireael
Archmage
Posts: 449
Joined: Tue Jun 18, 2013 7:24 pm

Re: The Randventurer Class [1.2.3]

#10 Post by Zireael »

Noel wrote:
Senteth wrote:Looks like the perfect class to pair with the Chaotic Race. :lol:
Ya ain't kiddin' :D

http://te4.org/characters/1768/tome/f28 ... 1cd2f92ef6
This looks brilliant - need to try these two!

Alisar
Cornac
Posts: 44
Joined: Sat May 31, 2014 7:54 pm

Re: The Randventurer Class [1.2.3]

#11 Post by Alisar »

Patch 1.3
  • If you're a donator and have it enabled, Stone Warden talents can now be picked randomly. (So go donate already!)
  • Vim and Equilibrium talents try not to be picked at the same time.
  • Improved random selection of talents for melee/ranged weapon styles
  • More individual talents have their requirements set now

snoop
Thalore
Posts: 122
Joined: Wed Sep 21, 2011 4:40 am

Re: The Randventurer Class [1.2.3]

#12 Post by snoop »

This is pretty fun! I have some kind of cursed/solipsist with a dash of chronomancy running now. Bit of a glass cannon, and in the long run I'm not sure what I will be able to do to counteract that, but I'm doing pretty well for now, boosting Wil for both Cursed and Psionic trees. http://te4.org/characters/7776/tome/069 ... d960d6739b

faustgeist
Halfling
Posts: 98
Joined: Wed Mar 02, 2011 6:59 pm

Re: The Randventurer Class [1.2.3]

#13 Post by faustgeist »

Great idea, I will give it a go!!
~Robin

Sradac
Sher'Tul
Posts: 1081
Joined: Fri Sep 21, 2007 3:18 am
Location: Angolwen

Re: The Randventurer Class [1.2.3]

#14 Post by Sradac »

Alisar wrote:Patch 1.3
  • If you're a donator and have it enabled, Stone Warden talents can now be picked randomly. (So go donate already!)
  • Vim and Equilibrium talents try not to be picked at the same time.
  • Improved random selection of talents for melee/ranged weapon styles
  • More individual talents have their requirements set now
Oh goody! I have venom drake tree which is great, but I also had Bone tree which is also great. With no way to reduce equilibrium beyond leveling up, I had about 600ish equi by the time I killed Prox. It was pretty funny, but also really hard to actually DO anything that needed equi.

Alisar
Cornac
Posts: 44
Joined: Sat May 31, 2014 7:54 pm

Re: The Randventurer Class [1.2.3]

#15 Post by Alisar »

Patch 1.4
  • Learning Golemancy or Explosives now also add a way to make alchemist gems.
  • Fire, acid, frost, energy alchemy now require Explosives.
Sradac wrote:Oh goody! I have venom drake tree which is great, but I also had Bone tree which is also great. With no way to reduce equilibrium beyond leveling up, I had about 600ish equi by the time I killed Prox. It was pretty funny, but also really hard to actually DO anything that needed equi.
I must say by using this mod I'm learning a lot about classes that I haven't played much of before. First time I'd ever seen the Vim-Equilibrium thing was a rand char and I wondered what kind of strange bug I had caused. :D

Edit: And just checked to make sure that it's not another bug, your character could get some constant equilibrium regen with Reabsorb. Not very much, but enough to work out of combat!

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