Turtles

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Doctornull
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Re: Turtles

#151 Post by Doctornull »

loimprevisto wrote:Could ghourtles get turtle/ghourtle escorts, to have at least a chance of success?
Having a chance of success is 100% out of character.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Sradac
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Re: Turtles

#152 Post by Sradac »

Any chance this will be updated for new(est) version of ToME? I reminded myself I need to play a turtle again.

And we need a Ninja class. I guess Turtle Shadowblade could suffice.

Bump.

StarKeep
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Re: Turtles

#153 Post by StarKeep »

Turtle V 11.0 - The Patch that Changed Everything
http://te4.org/sites/default/files/game ... tle_1.teaa
---
As the name suggests, this is a massive patch.
As such, this will be delayed from Steam for a week long period, to give people time to end any save games they have going on.
Onto the patch notes.
---
Complete revamped racials on all Turtles.

Turtle

-Spiked Shell
--Now costs 5 points to max.
--Reflection % scales with points invested.
--Additionally gives flat damage reduction at talent level 5.

-Turtle Heart
--4 Con, 1 Life Regen per point
--Now grants a regeneration effect whenever Spiked Shell reflects damage.
--If a regen effect is already on, it instead increases it's duration and power.

-Homeguard
--Now heals you as well.

-Shell of Ages
--Now gives Physical Save, Magical Save, Armor, and Resist All.
--All bonuses scale with Constitution.


Megaturtle

-Mega Spiked Shell
--Now costs 5 points to max.
--Reflection % scales with points invested.
--Additionally gives flat damage reduction at talent level 5.

-Mega Turtle Heart
--8 Con, 4 Life Regen per point
--Now grants a regeneration effect whenever Mega Spiked Shell reflects damage.
--If a regen effect is already on, it instead increases it's duration and power.

-MegaHomeguard
--Now heals you as well.

-Mega Shell of Ages
--Now gives Physical Save, Magical Save, Armor, and Resist All.
--All bonuses scale with Constitution.


Ice Turtle

-Icy Shell
--Deals Cold damage to anybody thats hurts them, which scales with Constitution and Magic.

-Icy Heart
--2 Con, 2 Mag, 1 Life Regen per point
--Gives a Damage Shield whenever Icy Shield deals damage.
--If you already have a shield, it slightly increases it's value and duration instead.
--Has a cooldown of 3.

-Icy Domain
--Freeze all enemies in a small-moderate radius around yourself.
--Freeze cannot be resisted, and bypasses immunities.
--Freeze health scales with Constitution and Magic.

-Icy Resolve
--Grants Physical Save, Magical Save, Armor, Resist All, and bonus Cold damage.
--All bonuses scale with Constitution.


Earth Turtle

-Earthen Shell
--Absorbs 25% of all damage you take into itself.
--Has it's own pool of health, which regenerates every turn
--Health Pool scales with Constitution and Saves.

-Stone Heart
--3 Con, 1 Life Regen per point
--Converts a % of all damage your Earthen Shell absorbs into bonus stats.
--Stats granted depend on amount of points invested.

-Earthen Explosion
--Deals Physical damage in a small-moderate radius around yourself.
--All enemies hit have their Powers and Damage reduced.
--Damage scales with Constitution and Saves.

-Earthen Hug
--Grants Physical Save, Magical Save, Mental Save, Armor, and Resist All.
--All bonuses scale with Constitution.


All speed values normalized, and changed slightly.
Normal, Ice, and Earth Turtles all start at 70% global speed, and lose 5% the first time they put a point in each Racial.
Mega Mental/Magic speed penalty lowered to 25%.
Mega Turtle starts at 40%, and lose 5% the first time they put a point in each Racial.

Turtle NPCS are all updated to get their new racials, with the exception of Deranged. Hes pretty crazy, after all.
Moss Turtles are out of the game until I finish their tree.

Fixed Mossy Shell Section.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

StarKeep
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Re: Turtles

#154 Post by StarKeep »

Turtle V 11.1 - The Cap Patch
http://te4.org/sites/default/files/game ... tle_8.teaa
---
Fixed a general bug that caused all Turtle's 4th Racials to not update when your Constitution was increased.

Turtle/Mega Turtle

Regen Values shifted from Max Life to Constitution
Turtle:
Minimum Healing: 1-5% of Constitution.
Maximum Healing: 20-100% of Constitution
MegaTurtle:
Minimum Healing: 2-10% of Constitution.
Maximum Healing: 40-200% of Constitution

Earth Turtle

Earthen Shell regeneration value lowered to 0.2-1% per turn.
Earthen Shell will always regen a minimum of 1 per turn

Added Cap to Stone Heart Values
10-50% of Constitution

Most of the Artifacts have had a facelift
Any staves that boost Earth or Stone magic have had those values removed

Pawnch's Shell now reduces 10% of all incoming damage by your current Armor stat. Hardiness applies

Cold Shoulder slows any enemy that attacks you from range 7 or farther by 20%

stats modnar sah won Esitrot Degnared eht fo ffatS

Rock Lobster now gets a free melee attack at a nearby enemy whenever you cast a spell for 52% Blight Weapon damage, and a 1 tile knockback.

Staff of the Turtle Demigod is now...
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

StarKeep
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Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Turtles

#155 Post by StarKeep »

Turtle V 11.1.1 - Sanity Checks!
http://te4.org/sites/default/files/game ... tle_9.teaa
---
Checks for Sanity!
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

cryol
Yeek
Posts: 10
Joined: Thu Nov 21, 2013 10:02 pm

Re: Turtles

#156 Post by cryol »

My megaturtle bumped into another turtle:

Lua Error: /engine/interface/ActorTalents.lua:175: /engine/interface/ActorTalents.lua:153: /mod/addons/turtle/superload/mod/class/Actor.lua:70: stack overflow
stack traceback:
/mod/addons/turtle/superload/mod/class/Actor.lua:70: in function 'onHit'
/mod/addons/ghost/superload/mod/class/Actor.lua:12: in function 'onTakeHit'
/mod/class/Player.lua:672: in function 'onTakeHit'
/mod/class/interface/ActorLife.lua:40: in function 'takeHit'
/mod/class/Actor.lua:2709: in function 'takeHit'
/mod/addons/turtle/superload/mod/class/Actor.lua:119: in function 'onHit'
/mod/addons/ghost/superload/mod/class/Actor.lua:12: in function 'onTakeHit'
/mod/class/NPC.lua:304: in function 'onTakeHit'
/mod/class/interface/ActorLife.lua:40: in function 'takeHit'
/mod/class/Actor.lua:2709: in function 'takeHit'
/mod/addons/turtle/superload/mod/class/Actor.lua:160: in function 'onHit'
...
/mod/addons/ghost/superload/mod/class/Actor.lua:12: in function 'onTakeHit'
/mod/class/NPC.lua:304: in function 'onTakeHit'
/mod/class/interface/ActorLife.lua:40: in function 'takeHit'
/mod/class/Actor.lua:2709: in function 'takeHit'
/data/damage_types.lua:436: in function 'projector'
/mod/class/interface/Combat.lua:523: in function 'attackTargetWith'
/mod/class/interface/Combat.lua:168: in function 'attackTarget'
/data/talents/misc/misc.lua:71: in function </data/talents/misc/misc.lua:51>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:148: in function </engine/interface/ActorTalents.lua:135>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:175 bumpInto
At /mod/class/Actor.lua:3359 attack
At /engine/interface/ActorLife.lua:41 check
At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
At /engine/Actor.lua:193 move
At /mod/class/Actor.lua:1306 move
At /mod/class/Player.lua:296 moveDir
At /mod/class/Game.lua:1632
At /engine/KeyBind.lua:229

StarKeep
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Re: Turtles

#157 Post by StarKeep »

Turtle V 11.1.2 - Stack Underflow
http://te4.org/sites/default/files/game ... le_10.teaa
---
Fixed a multitude of Stack Overflow errors.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

Frumple
Sher'Tul Godslayer
Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

Re: Turtles

#158 Post by Frumple »

Hey, cheers on the one year anniversary a couple days ago, turtle addon. I have to say, being the brickiest brick what ever did brick is interesting.

That said, I have to ask, in the past year has no one noticed the ridiculous synergy with turtles/megaturtles and ancestral life, or the hilarious feedback loop between displace damage/sufficient retaliation damage and the talent in question? I didn't notice anything when skimming through the thread just now, but, well. To wit: The turtle heart regen procs ancestral life, giving the turtle a portion of a turn.

On the face of it, that doesn't seem that bad. The problem? With sufficient retaliation or displaced damage, this can actually cause a vaguely insane energy overflow -- the regen will proc from each instance of displaced damage, ferex, so if you manage to get it to hit you back, say, six or seven times in a single round, that's a good 3 turns or so worth of energy (with just level 1 ancestral life, nevermind higher levels). Each time you take a swing.

Don't get me wrong: It's absolutely hilarious when a megaturtle spends a dozen attacks wailing on a (helpless, beyond the retaliation damage, because each time you hit it, you get more energy than you spend) farportal boss and then gets 20+ free turns to rampage around murdering everything, but I have to ask if it's entirely intentional :lol:

Best suggestion, if the interaction is seen as undesirable, would probably be to limit ancestral life procs to once per turn or something along those lines. I'd say let it only trigger off the first regen instance, but that would be pretty harsh on a turtle in a lengthy battle where the regen lasts a long time.

StarKeep
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Re: Turtles

#159 Post by StarKeep »

It's actually not meant to proc it at all, and I've simply never played a Turtle with Fungus...

The issue in question is that trying to modify the regen effect is currently impossible, and I'm instead forced to do it by removing and reapply the effect... which, since it's being constantly reapplied, causes !FUN! things to happen with the Fungus tree.

On the plus side, Regeneration actually has a built in attribute that I can use to stop this from proccing, which I should be able to easily use... so thats a thing.

I'm not currently capable of uploading a fix today, but should have it out sometime tomorrow.


In clarification:
Fungus Procs when it's initially applied is intended.
Fungus Procs when it's duration/power are increased is not intended.


Edit due to missing the last sentence of yers:

Not being able to use Fungus in long fights might seem bad, sure, but remember that they are already incredibly tanky and have powerful innate regen with (Mega) Turtle Heart, so any issues involving not being capable of using one of the strongest generic trees in the game really shouldn't seem as harsh as it would be on squishy races.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

Frumple
Sher'Tul Godslayer
Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

Re: Turtles

#160 Post by Frumple »

StarKeep wrote:It's actually not meant to proc it at all, and I've simply never played a Turtle with Fungus...
Ha, fair enough. I actually beelined to mindslayers with the megaturtles, since the non-mindstar weapon beyond the flesh isn't effected by the turtle's global malus* (to say nothing of what the shields do in conjunction with 5th level spiked shell), and after that fungus seemed like an obvious choice, if only for the effectively constant equilibrium restoration (and, consequentially, near infinite AM shield, though my AM slayerturtle hasn't quite got the generics to start building up the shield).

And yeah, fair enough to the general fungus tree. I was thinking more specifically ancestral life, since the eternal regen would make it proc only very rarely (not that most of a free turn the first time you get hit with something that triggers the regen is a bad thing, ha. S'just the regular procs is a major boost for turtles, even without the energy loop), and I think most of the rest of it is already locked down by the unending regen.

*Though I did initially try rolling with psi-wield mindstars, thinking that I'd get good mileage out of dragging stuff back into melee with me. Turns out just murdering everything is much more efficient. Plus maxed out frenized focus does wonderful things for crowd control on a turtle. Also, even fairly low amounts of stacked up melee slow means everything in range only tends to gets two turns to every one you make instead of... bunches. For a little bit, anyway.

E: Though, out of curiosity, how do people deal with the sandworm lair as a megaturtle? I can see stacking up enough movement speed to deal (with maybe a little directed teleportation of some sort) as a regular one, but mega's slowness seems too stronk.

Sradac
Sher'Tul
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Location: Angolwen

Re: Turtles

#161 Post by Sradac »

Oh I've played one with fungus alright. I think maybe one of my old old posts talked about it? A Wyrmic Megaturtle is just insaaaaane. Max your cold-wyrm when hit damage, max your fungus, and take as much whenhit damage gear as possible and you pretty much never see an enemy. They kill themsleves on you before your turn.

The thing that "hurt" were casters / archers. But with my regen, it just came down to me cornering them (eventually) and bite-swinging my sword at them to death (eventually)

StarKeep
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Re: Turtles

#162 Post by StarKeep »

Turtle V 11.1.3 - The Delayed Delay
http://te4.org/sites/default/files/game ... le_11.teaa
Steam Version Updated
---
Fixed interaction errors with Fungus.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

Talow
Cornac
Posts: 44
Joined: Wed Feb 26, 2014 6:26 pm

Re: Turtles

#163 Post by Talow »

Frumple wrote:E: Though, out of curiosity, how do people deal with the sandworm lair as a megaturtle? I can see stacking up enough movement speed to deal (with maybe a little directed teleportation of some sort) as a regular one, but mega's slowness seems too stronk.
I think I dealt with it by tanking the walls and moving slowly as usual. but I'm not sure if that'd work for more recent updates to it. hope that helps. :)

Doctornull
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Re: Turtles

#164 Post by Doctornull »

Turtlemire is kinda brutal.

I like it.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Nizidra
Higher
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Re: Turtles

#165 Post by Nizidra »

Frumple wrote:E: Though, out of curiosity, how do people deal with the sandworm lair as a megaturtle? I can see stacking up enough movement speed to deal (with maybe a little directed teleportation of some sort) as a regular one, but mega's slowness seems too stronk.
I did it with 2 movement infusions on autocast and/or psychoportation. Still takes incredible amount of time to complete that dungeon, even more if you get alternative sandworm lair (giant burrowers do not disappear if you are far from exit and pile up near floor exit, looks hilarious).
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