Demolisher Class
Moderator: Moderator
Re: Demolisher Class
this looks like the perfect mod for me. is it updated for 1.7? i wanna do another steam class since my annihilator run has ended with the update lol
Re: Demolisher Class
It should still work in 1.7, but no guarantees.
If you want to be safe, check back next week.
If you want to be safe, check back next week.
Re: Demolisher Class
not a problem! I'd rather be safe than sorry after dealing with a few other silly mods breaking everything back in the day lol. thanks for the response!
Re: Demolisher Class
Tiny update, fixing a typo and marking it as working in 1.7
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- Cornac
- Posts: 42
- Joined: Wed Oct 07, 2020 10:17 am
Re: Demolisher Class
Got a LUA error. I died, respawned into battle and as soon as I start dealing damage the error starts to spam (10 times the same error report).
There are Inner Demons present.
https://ibb.co/bd1qpbg
https://ibb.co/F6b8v9v
While am at it, here's two bugs I'm pretty certain about, though I can't confirm test them the next days:
-Font of Life regen stays on Hull for the whole floor
-Life to Hull conversion doesn't work on already equipped gear when taking the talent for the first time (T1 in Battlewagon). It's fixed upon re-equipping though
There are Inner Demons present.
https://ibb.co/bd1qpbg
https://ibb.co/F6b8v9v
While am at it, here's two bugs I'm pretty certain about, though I can't confirm test them the next days:
-Font of Life regen stays on Hull for the whole floor
-Life to Hull conversion doesn't work on already equipped gear when taking the talent for the first time (T1 in Battlewagon). It's fixed upon re-equipping though
Re: Demolisher Class
v0.1.7
- Fixed a bug when you die and return from the Eidolon Plane while a gunner drone shot is out.
- Life to Hull conversion happens on already worn gear when you learn Heavy Tread for the first time.
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- Cornac
- Posts: 42
- Joined: Wed Oct 07, 2020 10:17 am
Re: Demolisher Class
Got some LUA stuff for you.
I am playing as Anti Magic and finally got to try if I can use a Rune with my Battle Wagon Runeplate. Turns out I can, but I assume both LUA errors have to do with it, as it appeared in my first encounter after inscribing. I just pressed Frost Salve to cleanse a freeze when the error popped up. It popped up a few more times during the battle.
Next one was on the same floor. The LUA error now comes up when trying to open the character sheet (and preventing it from opening).
Cheers!
https://ibb.co/nj7DW4r
https://ibb.co/6D1FL7k
/Edit
Disabling the auto use of the rune removed error 2.
I am playing as Anti Magic and finally got to try if I can use a Rune with my Battle Wagon Runeplate. Turns out I can, but I assume both LUA errors have to do with it, as it appeared in my first encounter after inscribing. I just pressed Frost Salve to cleanse a freeze when the error popped up. It popped up a few more times during the battle.
Next one was on the same floor. The LUA error now comes up when trying to open the character sheet (and preventing it from opening).
Cheers!
https://ibb.co/nj7DW4r
https://ibb.co/6D1FL7k
/Edit
Disabling the auto use of the rune removed error 2.
Re: Demolisher Class
I'll look into it.
What rune were you using?
What rune were you using?
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- Cornac
- Posts: 42
- Joined: Wed Oct 07, 2020 10:17 am
Re: Demolisher Class
Shielding, Cunning, 15 Cd
Re: Demolisher Class
New update
Fixed two bugs that could occur with runeplates, especially when auto-using it.
Lower Runeplate cooldown
Fixed two bugs that could occur with runeplates, especially when auto-using it.
Lower Runeplate cooldown
Re: Demolisher Class
v0.1.9
- Workaround for using Rune of the Rift as a runeplate while antimagic
- Fix Gauss cannon having the wrong critrate
- Small amount of level-scaling steampower
Re: Demolisher Class
Thanks for this mod, it's really great. One of those few class addons that feels truly unique as it adds some new mechanics to the game. I think it could easily make into the base game as a part of the Embers of Rage DLC. I've played through it with the class and it fits right in.
Is it intentional that the hull regenerates and can be healed by infusions, items and salves, though? It would make much more sense if it could only be fixed by the ability that is already powerful enough. It's sort of obvious so I guess you either made it intentional or it's hard to code it otherwise. If it's possible, maybe you should think about making the repairs exclusive to the ability and lowering its cooldown by a couple of turns for balance.
Mayhem Engine seems overpowered. After some investment into the steampower and the talent level, I just ended up spamming Main Guns and getting them reset every turn as I was guaranteed to kill at least something. Maybe you should consider nerfing the ability by giving it a small level-scaling chance to reset. Or even dropping the reset part whatsoever as reducing the cooldown by 1-3 turns when you trigger explosives is already powerful enough to leave it at that, I think. And it also encourages to continue using the explosives instead of turning into a mobile artillery. Not going to lie, it's really fun, though.
Also, the class sort of feels defenceless the moment the tank is destroyed, especially if it happens with a sudden one-shot that also takes away the only opportunity to escape that you have - the teleportation rune inscribed on the tank. I don't really think it needs a workaround, though - the class is already really powerful. I just ended up using the rocket boots for an emergency escape. But maybe adding a chance to daze for a couple of turns to the Mecharachnid Mine would be a good idea for that kind of situations. Though it would probably end up blowing right in your face most of the time. Upd: Figured out that drones are great decoy tools for escaping on my new playthrough, so disregard this, I guess.
Just a side note, you should probably consider blocking the appearance of the class talents on enemies. I once had that unique tentacle monster that you have to kill by destroying tentacles it spawns riding a tank. It looked hilarious. Also, a wolf rider was seen.
Is it intentional that the hull regenerates and can be healed by infusions, items and salves, though? It would make much more sense if it could only be fixed by the ability that is already powerful enough. It's sort of obvious so I guess you either made it intentional or it's hard to code it otherwise. If it's possible, maybe you should think about making the repairs exclusive to the ability and lowering its cooldown by a couple of turns for balance.
Mayhem Engine seems overpowered. After some investment into the steampower and the talent level, I just ended up spamming Main Guns and getting them reset every turn as I was guaranteed to kill at least something. Maybe you should consider nerfing the ability by giving it a small level-scaling chance to reset. Or even dropping the reset part whatsoever as reducing the cooldown by 1-3 turns when you trigger explosives is already powerful enough to leave it at that, I think. And it also encourages to continue using the explosives instead of turning into a mobile artillery. Not going to lie, it's really fun, though.
Also, the class sort of feels defenceless the moment the tank is destroyed, especially if it happens with a sudden one-shot that also takes away the only opportunity to escape that you have - the teleportation rune inscribed on the tank. I don't really think it needs a workaround, though - the class is already really powerful. I just ended up using the rocket boots for an emergency escape. But maybe adding a chance to daze for a couple of turns to the Mecharachnid Mine would be a good idea for that kind of situations. Though it would probably end up blowing right in your face most of the time. Upd: Figured out that drones are great decoy tools for escaping on my new playthrough, so disregard this, I guess.
Just a side note, you should probably consider blocking the appearance of the class talents on enemies. I once had that unique tentacle monster that you have to kill by destroying tentacles it spawns riding a tank. It looked hilarious. Also, a wolf rider was seen.
Re: Demolisher Class
Thanks for the feedback.
Hull regenerating that way is intentional.
The idea is to make the vehicle a large part of your survivability, without making life regen, healing infusions, racial healing abilities, etc. useless for a large portion of the time. If you could only restore hull with the Patch Job talent, all those mechanics would stop affecting you, and you also would ignore healing reduction and healing factor. Plus it would be annoying to have to manually patch the car after battles (though that part could be fixable with some other regen).
For Mayhem engine, I think I'm most likely to make a kill also give a partial reset, possibly alongside cooldown changes, so that you have to get multiple kills to chain the ability, not just tag a mouse at the end of the beam.
When the vehicle is destroyed, you're supposed to feel in serious danger, and hopefully you have rocket boots/movement infusion etc. to save yourself then.
I'll think about adding some disable to the mecharachnid.

Hull regenerating that way is intentional.
The idea is to make the vehicle a large part of your survivability, without making life regen, healing infusions, racial healing abilities, etc. useless for a large portion of the time. If you could only restore hull with the Patch Job talent, all those mechanics would stop affecting you, and you also would ignore healing reduction and healing factor. Plus it would be annoying to have to manually patch the car after battles (though that part could be fixable with some other regen).
For Mayhem engine, I think I'm most likely to make a kill also give a partial reset, possibly alongside cooldown changes, so that you have to get multiple kills to chain the ability, not just tag a mouse at the end of the beam.
When the vehicle is destroyed, you're supposed to feel in serious danger, and hopefully you have rocket boots/movement infusion etc. to save yourself then.
I'll think about adding some disable to the mecharachnid.
Re: Demolisher Class
I see, thanks. I get the idea behind the hull healing - the class would have to be some sort of a hybrid otherwise as you're not really supposed to be without your ride. Makes sense gameplay-wise. Logically, it's a rather strange to inject your vehicle with salves, of course, but still. I'll just pretend the character is from "Tetsuo: The Iron Man" while riding then. The kind of horror "Forbidden Cults" fails to mention!
The feeling of dread when your ride's suddenly gone is certainly there, yeah. As for the mecharachnid, it could use some sort of improvement or slight rework anyway, I think, as between Main Guns that already daze, explosives that don't hurt you and that fancy drone that lures enemies, I found it really underused. Sort of lacks clear usage between all these useful skills and is very situational due to damage it does to you. But the model and the idea behind the skill are great, I really like it.
Also, not only dwarves from space have technologies not known to other races.
https://imageban.ru/show/2021/01/08/589 ... 5c4b73/png
https://imageban.ru/show/2021/01/08/645 ... 618ca0/png
The feeling of dread when your ride's suddenly gone is certainly there, yeah. As for the mecharachnid, it could use some sort of improvement or slight rework anyway, I think, as between Main Guns that already daze, explosives that don't hurt you and that fancy drone that lures enemies, I found it really underused. Sort of lacks clear usage between all these useful skills and is very situational due to damage it does to you. But the model and the idea behind the skill are great, I really like it.
Also, not only dwarves from space have technologies not known to other races.
https://imageban.ru/show/2021/01/08/589 ... 5c4b73/png
https://imageban.ru/show/2021/01/08/645 ... 618ca0/png
Re: Demolisher Class
I'm finding way too many demolisher enemies. Is there a way to reduce the chance?
I have like 20 class mods, plus vanilla ones, and a third of the enemies I encounter are demolishers. I like the class, but I don't like that they're drowning out the other classes I'd like to see.
I have like 20 class mods, plus vanilla ones, and a third of the enemies I encounter are demolishers. I like the class, but I don't like that they're drowning out the other classes I'd like to see.