Hekatonkhiere Class
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Hekatonkhiere Class
This adds a new class, the Hekatonkhiere, which is loosely based on the Headless Horror.
Hekatonkhieres are considered Demented, but use a new resource instead of insanity and do *not* require Forbidden Cults.
They are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes.
Get it here!
Hekatonkhieres are considered Demented, but use a new resource instead of insanity and do *not* require Forbidden Cults.
They are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes.
Get it here!
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- Graphical God
- Posts: 482
- Joined: Wed Jan 05, 2011 8:05 am
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Re: Hekatonkhiere Class
I was fooling around a little with the Heka in the ID, entered a poltergeist vault, encountered a saw horror and a couple of animated weapons and the game froze a bit and crashed to desktop. Not sure if it was Heka's fault, but just to be safe here is the end of my log, I think it is at the place the game hiccuped:
The whole log as well: https://drive.google.com/file/d/1i5o0H4 ... sp=sharing
And it is a damn solid class from what I have seen till lvl4, great work, off to play some more!
[EDIT] Ah, the eyes wondering here and there mess up a bit with autoexplore, cause they teleport into unopened rooms and the game thinks they are explored, if there are no items there. It's a small issue, really noticed it for an Exterminator quest in the ID. Although that helps a bit for the Pacifist quests to locate the stairs, so it's all good.
Code: Select all
[Actor:move] 3837 Betodavena move from 45 32 to 45 33
Vault id 1 opens: 38 30 11 15
[Actor:move] 25051 wandering eye move from 49 32 to 48 32
[Actor:move] 25053 wandering eye move from 47 32 to 46 32
[target_simple AI] 19276 Animated acidic iron waraxe of crippling selecting NEW TARGET 45 33 3837 Betodavena
[use_tactical AI] === Action Selected: 19276 Animated acidic iron waraxe of crippling closein AI:move_astar
[Actor:move] 19276 Animated acidic iron waraxe of crippling move from 40 31 to 41 31
[Actor:move] 3837 Betodavena move from 45 33 to 45 32
Vault id 1 opens: 38 30 11 15
[target_simple AI] 19283 saw horror selecting NEW TARGET 45 32 3837 Betodavena
[use_tactical AI] === Action Selected: 19283 saw horror attackarea talent:T_PSIONIC_PULL
[LOG] Saw horror uses #{bold}##ORCHID#Psionic Pull.#{normal}##LAST#
[PULL] from 45 45 towards 40 32 over 2
[PULL] try 44 32 1
[PULL] try 43 32 0 ::
[PULL] ok pulled to 43 32 ::
[Actor:move] 3837 Betodavena (forced) move from 45 32 to 43 32
[MIND CRIT %] 11.2
[LOG] Betodavena is pulled in!
[LOG] #UID:19283:0#Saw horror hits #fbd578#Betodavena#LAST# for #WHITE#(38 to eyes)#LAST#, #WHITE#19 physical#LAST# (#RED##{bold}#19#LAST##{normal}# total damage).
[Actor:move] 25051 wandering eye move from 48 32 to 47 32
[Actor:move] 25053 wandering eye move from 46 32 to 45 33
[target_simple AI] 19261 Moving warden's elm longbow of piercing selecting NEW TARGET 43 32 3837 Betodavena
[use_tactical AI] === Action Selected: 19261 Moving warden's elm longbow of piercing closein AI:move_astar
[Actor:move] 19261 Moving warden's elm longbow of piercing move from 39 33 to 40 33
[use_tactical AI] === Action Selected: 19276 Animated acidic iron waraxe of crippling closein AI:move_astar
[Actor:move] 19276 Animated acidic iron waraxe of crippling move from 41 31 to 42 31
[target_simple AI] 19300 Moving iron greatmaul of crippling selecting NEW TARGET 43 32 3837 Betodavena
[use_tactical AI] === Action Selected: 19300 Moving iron greatmaul of crippling attack talent:T_ATTACK
[ATTACK] attacking with (mainhand) iron greatmaul of crippling
[ATTACK] to Betodavena dam/apr/atk/mult :: 28.290090379392 1 21 1 vs. armor/def 5.5 18
[ATTACK] after melee attack bonus hooks & callbacks:: 28.290090379392 1 21 1 vs. armor/def 5.5 18
checkHit 21 vs 18 => chance to hit 58
[ATTACK] HIT:: damrange 1.5 ==> dam/apr:: 39 1 vs. armor/hardiness 5.5 0.43579428603723
[ATTACK] mace accuracy bonus 21 18 = 1.006
[ATTACK] after armor 34.734
[PHYS CRIT %] 11
[ATTACK] after crit 52.101
[ATTACK] after mult 52.101
[LOG] #{bold}##UID:19300:0#Moving iron greatmaul of crippling performs a melee critical strike against #fbd578#Betodavena#LAST#!#{normal}#
checkHit 20 vs 21 => chance to hit 48
[LOG] #ORANGE#Betodavena shrugs off Moving iron greatmaul of crippling's 'Cripple'!
[LOG]
[LOG] #UID:19300:0#Moving iron greatmaul of crippling hits #fbd578#Betodavena#LAST# for #WHITE#(34 to eyes)#LAST#, #{bold}##WHITE#17 physical#{normal}##LAST# (#RED##{bold}#17#LAST##{normal}# total damage).
[USERCHAT] channel serial data Adrian tome 768
[Actor:move] 3837 Betodavena move from 43 32 to 44 32
Vault id 1 opens: 38 30 11 15
[use_tactical AI] === Action Selected: 19283 saw horror attack talent:T_IMPLODE
[LOG] Saw horror uses #{bold}##YELLOW#Implode.#{normal}##LAST#
[LOG] Betodavena is being crushed.
[SHADER] Loading from /data/gfx/shaders/distort.lua
[SHADER] Loaded shader with totalname distort[blacken=0,power=0.01,power_amp=0.3,power_time=1000]
New GL Shader program 69
New GL Shader 71 of type 35632
[SHADER] created fragment shader from /data/gfx/shaders/distort.frag
*p 69: Uniform: 0: 1406 blacken
*p 69: Uniform: 1: 8B5E mainfbo
*p 69: Uniform: 2: 1406 power
*p 69: Uniform: 3: 1406 power_amp
*p 69: Uniform: 4: 1406 power_time
*p 69: Uniform: 5: 8B5E tex
*p 69: Uniform: 6: 8B50 texSize
*p 69: Uniform: 7: 1406 tick
checkHit 20 vs 41 => chance to hit 0
[LOG] #F53CBE#Betodavena is bound by telekinetic forces!
[LOG] #UID:19283:0#Saw horror hits #fbd578#Betodavena#LAST# for #WHITE#66 physical#LAST# damage.
Loading tile from tileset /data/gfx/talents/implode.png
Loading tile from tileset /data/gfx/effects/psionic_bind.png
[Actor:move] 25051
And it is a damn solid class from what I have seen till lvl4, great work, off to play some more!

[EDIT] Ah, the eyes wondering here and there mess up a bit with autoexplore, cause they teleport into unopened rooms and the game thinks they are explored, if there are no items there. It's a small issue, really noticed it for an Exterminator quest in the ID. Although that helps a bit for the Pacifist quests to locate the stairs, so it's all good.

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Re: Hekatonkhiere Class
Updated 25/05/2021
Hi,
Just wanted say thank you for this very fun class. While playing I have discovered some bug/errors that I want to share with you. There are 5 points.
*Movement inscription of was not useful for Hekatonkhiere. Maybe abilities like Contempt hinder/cancel Movement Inscription, because you damage when moving? Anyway the inscription was quickly cancelled.
*Putting points in Storied Behemoth does not give increase in armor. Neither armor normally nor when sized increased.
*Immersion; looking at the status of the enemy you have applied it (tooltip), it states enemy suffers unarmed damage 0%. However when you look at the status messages, Immersion does do damage.
*With Hekantonkheire's Hundred Hands Hurricane normally it decreases your hands pool..
When I took this ability in the beginning it did; after a few turns my hand pool was drained, so the talent went into cooldown.
But now the talent doesn't drain hands, so now it always stay active. Perhaps this is a bug?
*Also I am receive the following lua error message.
Hi,
Just wanted say thank you for this very fun class. While playing I have discovered some bug/errors that I want to share with you. There are 5 points.
*Movement inscription of was not useful for Hekatonkhiere. Maybe abilities like Contempt hinder/cancel Movement Inscription, because you damage when moving? Anyway the inscription was quickly cancelled.
*Putting points in Storied Behemoth does not give increase in armor. Neither armor normally nor when sized increased.
*Immersion; looking at the status of the enemy you have applied it (tooltip), it states enemy suffers unarmed damage 0%. However when you look at the status messages, Immersion does do damage.
*With Hekantonkheire's Hundred Hands Hurricane normally it decreases your hands pool..
When I took this ability in the beginning it did; after a few turns my hand pool was drained, so the talent went into cooldown.
But now the talent doesn't drain hands, so now it always stay active. Perhaps this is a bug?
*Also I am receive the following lua error message.
Re: Hekatonkhiere Class
I've uploaded a new version that:
Hekatonkhieres basically cannot use movement infusions.
- Fix the Mountainshaper MapEffect error
- Make it explicit that vision loss is permanent
- Make unarmed abilities display glove stats
- Storied Behemoth gives armor once again!
- Fix immersion effect tooltip
- Show time until eyes respawn on the sustain icon
- Eyes don’t time out
Read the first Shambler talent again.
Hekatonkhieres basically cannot use movement infusions.
That's definitely a bug of some sort, but I haven't been able to get it to happen myself. I did add an extra check that might help prevent it.Ghostdog wrote: ↑Sun May 23, 2021 10:04 pm*With Hekantonkheire's Hundred Hands Hurricane normally it decreases your hands pool..
When I took this ability in the beginning it did; after a few turns my hand pool was drained, so the talent went into cooldown.
But now the talent doesn't drain hands, so now it always stay active. Perhaps this is a bug?
Re: Hekatonkhiere Class
Congrats on making yet another exciting and highly unusual class, mate. I really like it both style- an gameplay-wise. Got this error today, I'll leave the log here just in case. Also, the Lend a Hand skill seems to hit your eyes, even though it does zero damage to them; don't know if it works the way it should.
Edit: I've managed to replicate the mistake: it (sometimes?) happens if you use the Evil Eye ability and then cancel it without choosing an eye.

Edit: I've managed to replicate the mistake: it (sometimes?) happens if you use the Evil Eye ability and then cancel it without choosing an eye.

Re: Hekatonkhiere Class
I've uploaded a version with a fix for the EvilEye targeting error and Lend a Hand hitting allies.
Glad you're enjoying the class!
Glad you're enjoying the class!
Re: Hekatonkhiere Class
Version 0.3.0
Here's a mostly new class!
The Argosine is the summoner-specialist version. All eyes, all the time.
There's also a few bugfixes (and 1 nerf) to Hekatonkhiere's shared talents.
This class is kinda just for fun, but feedback is welcome all the same.
Here's a mostly new class!
The Argosine is the summoner-specialist version. All eyes, all the time.
There's also a few bugfixes (and 1 nerf) to Hekatonkhiere's shared talents.
This class is kinda just for fun, but feedback is welcome all the same.
Re: Hekatonkhiere Class
The summoning class is really fun but it really suffers in the early game.
The AI of the Eyes make it hard to have reliable damage.
They also are very squishy and it feels like you have options to run when your teleport fails.
The royal road talent is really cool to have your eyes always around but it removes any chance of hiding and makes it very easy for enemies to surround and take advantage of your squishyness
The AI of the Eyes make it hard to have reliable damage.
They also are very squishy and it feels like you have options to run when your teleport fails.
The royal road talent is really cool to have your eyes always around but it removes any chance of hiding and makes it very easy for enemies to surround and take advantage of your squishyness
Re: Argosines Class
So to test the robustness of the Argosines class, I have tried with the more challenging races; either low health or due to challenging starting areas.
I used Doomelf (Fearscape), Yeek (Low Health), Fetch (Challenging race and challenging starting area).
I believe I can say the Argosines class can handle itself well. The eyes are good distraction. Thorough Lashing looks like the eyes emitting eye lasers, which is great. Hidden Paths is a decent escape as long as you have sight. (I do not why Hidden Paths and Blink require sight, but Haste of the Doomed does not). Royal Road is also a great escape and environmental control tool. I am not sure why it only works on doors in Fearscape, but in other areas it works normally. That you are able to rearrange a maze, therefore not hindered by obstacles, would it be too OP? But it is still great to go wherever you want. Lastly See No Evil is really great; potentially to remove an enemy temporary from play. It is an excellent distraction.
As Yeek I had no issues, using Eyes, See no Evil and control with Royal Road. As Doomelf, it was a bit more challenging, because the demons could quickly kill my Eyes, thereby making me blind. The end boss was ok, because as Doomelf I had alot of moving abilities. I thought I would have more issues with the Old Hag as Fetch, because I had only one movement ability. But as long as I timed See No Evil, the Eyes and Hidden Paths right, then everything was manageable.
Before Argosines, I had tried using Hekatonkhiere as a ranged class by using the eyes. I believe 1 - 10 -15 was manageable. But at the higher level, the eyes quickly died due to their low hitpoints.
I believe this is resolved by Argosines due to Eye Stock.
Once I have gained more experience with Argosines, who knows, maybe I will post more.
Thank you for the content and great class.
I used Doomelf (Fearscape), Yeek (Low Health), Fetch (Challenging race and challenging starting area).
I believe I can say the Argosines class can handle itself well. The eyes are good distraction. Thorough Lashing looks like the eyes emitting eye lasers, which is great. Hidden Paths is a decent escape as long as you have sight. (I do not why Hidden Paths and Blink require sight, but Haste of the Doomed does not). Royal Road is also a great escape and environmental control tool. I am not sure why it only works on doors in Fearscape, but in other areas it works normally. That you are able to rearrange a maze, therefore not hindered by obstacles, would it be too OP? But it is still great to go wherever you want. Lastly See No Evil is really great; potentially to remove an enemy temporary from play. It is an excellent distraction.
As Yeek I had no issues, using Eyes, See no Evil and control with Royal Road. As Doomelf, it was a bit more challenging, because the demons could quickly kill my Eyes, thereby making me blind. The end boss was ok, because as Doomelf I had alot of moving abilities. I thought I would have more issues with the Old Hag as Fetch, because I had only one movement ability. But as long as I timed See No Evil, the Eyes and Hidden Paths right, then everything was manageable.
Before Argosines, I had tried using Hekatonkhiere as a ranged class by using the eyes. I believe 1 - 10 -15 was manageable. But at the higher level, the eyes quickly died due to their low hitpoints.
I believe this is resolved by Argosines due to Eye Stock.
Once I have gained more experience with Argosines, who knows, maybe I will post more.
Thank you for the content and great class.
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- Cornac
- Posts: 40
- Joined: Wed Nov 03, 2021 1:35 pm
Re: Hekatonkhiere Class
Hi,I see a new file kharybdian.lua under data\birth\classes , but I can't find it when creating new characters. What's the problem ? thanks.
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Re: Hekatonkhiere Class
Classes have to be explicitly added to the birther for them to be playable; just having a file for them does nothing. I think Recaiden might still be working on that class 

Re: Hekatonkhiere Class
Frog is correct; it isn't ready to be played yet.
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- Cornac
- Posts: 40
- Joined: Wed Nov 03, 2021 1:35 pm
Re: Hekatonkhiere Class
Thank you both, I understand.
Re: Hekatonkhiere Class
ITS REAL