Hekatonkhiere Class

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Recaiden
Thalore
Posts: 179
Joined: Mon Jul 30, 2018 8:41 pm

Hekatonkhiere Class

#1 Post by Recaiden »

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!

rexorcorum
Graphical God
Posts: 482
Joined: Wed Jan 05, 2011 8:05 am
Location: There and Back again

Re: Hekatonkhiere Class

#2 Post by rexorcorum »

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:

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	

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. :)
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

Ghostdog
Wayist
Posts: 15
Joined: Tue Aug 07, 2018 8:51 pm

Re: Hekatonkhiere Class

#3 Post by Ghostdog »

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?
Hundred Hands Hurricane, No hand drain
Hundred Hands Hurricane, No hand drain
Capture1.JPG (141.29 KiB) Viewed 11236 times
*Also I am receive the following lua error message.
Mountain shaper lua error
Mountain shaper lua error
Capture2.JPG (75.83 KiB) Viewed 11236 times

Recaiden
Thalore
Posts: 179
Joined: Mon Jul 30, 2018 8:41 pm

Re: Hekatonkhiere Class

#4 Post by Recaiden »

I've uploaded a new version that:
  • 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
Ghostdog wrote: Sun May 23, 2021 10:04 pm*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?
Read the first Shambler talent again.
Hekatonkhieres basically cannot use movement infusions.
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?
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.

Munie
Yeek
Posts: 11
Joined: Mon Jul 09, 2018 12:33 pm

Re: Hekatonkhiere Class

#5 Post by Munie »

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.

Image

Recaiden
Thalore
Posts: 179
Joined: Mon Jul 30, 2018 8:41 pm

Re: Hekatonkhiere Class

#6 Post by Recaiden »

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!

Recaiden
Thalore
Posts: 179
Joined: Mon Jul 30, 2018 8:41 pm

Re: Hekatonkhiere Class

#7 Post by Recaiden »

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.

Darkgobbo
Halfling
Posts: 80
Joined: Tue Aug 14, 2012 8:33 pm

Re: Hekatonkhiere Class

#8 Post by Darkgobbo »

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

Ghostdog
Wayist
Posts: 15
Joined: Tue Aug 07, 2018 8:51 pm

Re: Argosines Class

#9 Post by Ghostdog »

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.

gooder1029
Cornac
Posts: 40
Joined: Wed Nov 03, 2021 1:35 pm

Re: Hekatonkhiere Class

#10 Post by gooder1029 »

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.
Attachments
Snipaste_2021-12-05_23-26-31.png
Snipaste_2021-12-05_23-26-31.png (66.45 KiB) Viewed 10523 times

Mr Frog
Thalore
Posts: 144
Joined: Wed Mar 25, 2020 4:28 am

Re: Hekatonkhiere Class

#11 Post by Mr Frog »

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 :)

Recaiden
Thalore
Posts: 179
Joined: Mon Jul 30, 2018 8:41 pm

Re: Hekatonkhiere Class

#12 Post by Recaiden »

Frog is correct; it isn't ready to be played yet.

gooder1029
Cornac
Posts: 40
Joined: Wed Nov 03, 2021 1:35 pm

Re: Hekatonkhiere Class

#13 Post by gooder1029 »

Thank you both, I understand.

Mr Frog
Thalore
Posts: 144
Joined: Wed Mar 25, 2020 4:28 am

Re: Hekatonkhiere Class

#14 Post by Mr Frog »

Recaiden wrote: Mon Dec 06, 2021 12:11 am Frog is correct; it isn't ready to be played yet.
ITS REAL :eyes:

Recaiden
Thalore
Posts: 179
Joined: Mon Jul 30, 2018 8:41 pm

Re: Hekatonkhiere Class

#15 Post by Recaiden »

Mr Frog wrote: Mon Dec 06, 2021 2:26 am
Recaiden wrote: Mon Dec 06, 2021 12:11 am Frog is correct; it isn't ready to be played yet.
ITS REAL :eyes:
IT'S HERE

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