Class: Hunted (v1.0!)

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Shoejune
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Class: Hunted (v1.0!)

#1 Post by Shoejune »

mod link: https://te4.org/games/addons/tome/classhunted

A stealthy Cursed class that uses unarmed attacks. Inspired by HousePet's Werebeast from the Verdant Class Pack.

First and foremost, thank you to everyone in the Tales of Maj'Eyal Discord for all the coding help!

--- Class Talents ---
Cursed / Primal (WIL)
Takedown - Perform a short dash to a target, striking it in melee and pinning it if used from Stealth. Costs Equilibrium, damage based on talent level. Claws of the Beast must be active.
Rip and Tear - Deals melee weapon damage, Bleeds, and increases Hate. Disarms if used from Stealth. Costs Equilibrium, damage based on talent level. Claws of the Beast must be active.
Mournful Howl - Deals Darkness and Mind damage in a small radius and increase Hate. Causes a random gloom effect if used from Stealth. Costs Equilibrium, damage based on talent level and Mindpower. Claws of the Beast must be active.
Throatseeker - Deals high melee weapon damage and increases Hate. Silences if used from Stealth. Costs Equilibrium, damage based on talent level. Claws of the Beast must be active.

Cursed / Prowl (WIL)
Prowl - It's Stealth.
Pounce - It's Shadowstrike.
Nocturnal - It's the stealth regen thing but instead of Life and Stamina, it's Life and Equilibrium.
Into the Woods - Re-enter stealth no matter if enemies are near you or not. No cost, but high cooldown and breaks like regular stealth.

Cursed / Gore (WIL, Locked)
Bloodlet - Critical weapon attacks also apply Bleed. Bleed increases based on talent level.
Dig In - Deals melee weapon damage and intensifies Bleed effects on the enemy. Costs Hate and Equilibrium, damage based on talent level. Claws of the Beast must be active.
Frenzied Swipe - Lash out and swipe madly at everything around you, dealing damage and applying Bleed. Claws of the Beast must be active.
Shadow of the Pack - Sustain that causes triggers a weak melee attack against all Bleeding enemies in a short radius. Costs Equilibrium to sustain, and Hate once per turn that it triggers.

Cursed / Endless hunt
Cursed / Strife
Cursed / Predator
Cursed / Fears
Cursed / Rampage (Locked)

--- Generic Talents ---
Cursed / Werebeast (WIL)
Claws of the Beast - Sustain that gives you some Physical critical chance as well as have a chance to cast your current level of Instill Fear on a single target on melee attacks. Costs Equilibrium, damage based on talent level and Mindpower. Cannot be used with anything in hands. Also passively provides unarmed mastery and makes gloves scale with STR and WIL.
Ravenous Hunger - Gain Hate each turn a Bleeding enemy is in range.
Fight or Flight - Trained Reactions but it costs Equilibrium.
Beastly Form - When active, you gain a stack of Seethe and Grim Resolve (if you know them) automatically and Intimidate enemies around you.

Technique / Combat training
Cursed / Cursed form
Wild-gift / Call of the wild
Last edited by Shoejune on Thu Oct 13, 2022 2:18 am, edited 8 times in total.

rexorcorum
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Re: Class: Hunted

#2 Post by rexorcorum »

Just downloaded to try, but the release still has the upper case talent icon files and all are displayed as glorious ?'s :). I've unzipped it to be able to play as intended, but please consider reupping with the intended icons, even if there are no other changes, it makes a big difference ;).
~ [ 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) ] ~

Shoejune
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Re: Class: Hunted

#3 Post by Shoejune »

That is so strange, I could have sworn I fixed that in a previous release. It should be fixed now. Should be much easier on the eyes!

Mr Frog
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Re: Class: Hunted

#4 Post by Mr Frog »

Shoejune wrote: Tue Aug 31, 2021 11:50 pm That is so strange, I could have sworn I fixed that in a previous release. It should be fixed now. Should be much easier on the eyes!
your first baptism as an addon dev has been passed; now you simply need to have a game-crashing error involving poison water and the transformation will be complete

Shoejune
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Re: Class: Hunted

#5 Post by Shoejune »

We have a winner! I was able to successfully clear as a Hunted on Normal and as such, it's time for the first balance patch as well as some bugfixes!

Welcome to version 0.1.0!

- Removed the Slaughter tree. Gave the class some powerful tools it didn't really need, and essentially Hunted had everything Cursed had and more, leaving Cursed a little jealous. Also led to some ridiculous Cleave shenanigans.
- Fight or Flight is now the 4th talent in the Primal tree instead of the 3rd.
- Vicious has been changed to provide Physical, Darkness, and Mind damage bonuses instead of resistance penetration. Dominate is all the resistance penetration anyone needs. Also, it is now the 3rd talent in the Primal tree instead of the 4th.
- Dig In has had its bleed amplification brought back down to earth. I didn't understand the amplification formula and 800+ bleed damage per turn is perhaps a little bit too much.
- Most if not all of the talents have had their numbers tweaked to rein in the somewhat silly late-game scaling and perhaps make the midgame a little more forgiving.
- Claws of the Beast's equilibrium cost was tuned down. It was far too much, and with the stat spread not in your favor at the beginning, it was easy to permanently sit at a non-zero failure rate.
- Shadow of the Pack now costs 3 hate per turn it triggers. Hate generation is probably still a non-issue with artifacts, but you should at least feel rewarded for getting them.

Seventeer
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Re: Class: Hunted

#6 Post by Seventeer »

Need a skill to reduce Bleed Resistance ,just like falllen sunknight.

scul
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Re: Class: Hunted

#7 Post by scul »

Just trying this out and I am liking it so far! One small thing is I think you forgot a "-" in the first part of the skill Nocturnal in the Cursed/Prowl line, have not tested it with 2 points, but with one point it is most certainly ADDING to equilibrium while in stealth instead of reducing it. And just added a second point and the tooltip is accurate, with 2 points it reduces like it should, but with one point it is adding to your equilibrium imbalance.

Edit: Also, "Dig in", in the Cursed/Gore line seems to be REDUCING the intensity of the bleed by the percentage listed, not increasing it. Only have one point in it right now so I will test further.

Shoejune
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Re: Class: Hunted

#8 Post by Shoejune »

scul wrote: Sat Sep 04, 2021 6:22 pm Just trying this out and I am liking it so far! One small thing is I think you forgot a "-" in the first part of the skill Nocturnal in the Cursed/Prowl line, have not tested it with 2 points, but with one point it is most certainly ADDING to equilibrium while in stealth instead of reducing it. And just added a second point and the tooltip is accurate, with 2 points it reduces like it should, but with one point it is adding to your equilibrium imbalance.

Edit: Also, "Dig in", in the Cursed/Gore line seems to be REDUCING the intensity of the bleed by the percentage listed, not increasing it. Only have one point in it right now so I will test further.
Thanks! I'll look into these. I thought I fixed the equilibrium issue before release, but it's odd that it's only happening at level 1. I can easily fix the bleed intensify as well. That one can be chalked up to me not understanding the bleed formula yet again. I'll try to have fixes out today!

EDIT: Fixed version (0.1.1) published just now!

Shoejune
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Re: Class: Hunted

#9 Post by Shoejune »

Version 1.0 is out! Thanks again to everyone in the addons discord. (MrFrog, nsrr, Root, recaiden, Erenion, astralInferno, Moasseman, Tradewind_Rider, if you can think of any addon writer they probably helped me!)

1.0 comes with numerous changes that I'm excited about and more may be in store in the future! Contingent mainly on if I feel like it and if my day job is driving me crazy.

Some changes:
  • This class went from having some of the worst stat strain (STR, DEX, CUN, and WIL were all needed!) to a much smoother version (STR and WIL). This should make the early game much less painful without meaningfully affecting late game damage... I think.
  • Birth stat bonuses have been adjusted to reflect the new stat spread.
  • The Werebeast/Primal names got switched around. It made more sense to me that "Werebeast" is the generic tree and "Primal" was the class tree. This is the most boring change ever but I feel like I have to list it.
  • Repel and Surge now both can trigger their secondary bonuses while unarmed.
  • Beckon can now be used without breaking Stealth.
  • Beastly Form is no longer a boring passive that increases your stats. When Beastly Form is sustained, the effects of your Seethe and Grim Resolve talents are triggered every turn for free rather than needing to take damage. Additionally, an Intimidate is baked right in. Just in time for Halloween.
  • Claws of the Beast has replaced the old mastery talent Tooth and Nail. It's now a sustain and a mastery all-in-one!
  • Claws of the Beast now has a much cooler and thematically appropriate visual effect.
  • Claws of the Beast no longer deals damage on-hit and no longer causes Gloom status effects. It does provide a Physical critical hit bonus on sustain. The gloom effects were scaling way too high in endgame and was essentially causing unlimited hard lockdown on single target, especially when you had fixedart support. Instead...
  • The Fears tree is now a main feature of the class! When Claws of the Beast triggers on a melee hit, it will apply a single-target Instill Fears to what you targeted. This interacts with your current level of Instill Fears and the other passives in the Fears tree, bringing I think a much more interesting debuff spread and build choices.
  • New Talent: Takedown! This class needed at least some mobility since it was missing out on Slaughter, so the next best option is a Rush that applies Pin when used in stealth.
  • New Talent: Ravenous Hunger! Another weaker part of this class was all the Hate regen was tied to talent cooldowns. Now, when you know Ravenous Hunger, you gain 1 Hate every turn for every bleeding enemy in a radius.
  • Removed Talent: Tooth and Nail
  • Removed Talent: Vicious
  • Some damage/talent cost tweaks that made sense at the time. Don't ask me to list any specific ones, because there is no way I'd remember.
As always, anything is subject to change on my whims, especially damage numbers and resource costs. :P
Last edited by Shoejune on Thu Oct 13, 2022 2:10 pm, edited 2 times in total.

visage
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Re: Class: Hunted

#10 Post by visage »

Shoejune wrote: Thu Oct 13, 2022 1:49 am Version 1.0 is out!
Congratulations!

The class still has no bleed-resist reduction, right?

Shoejune
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Re: Class: Hunted

#11 Post by Shoejune »

visage wrote: Thu Oct 13, 2022 3:09 am
Shoejune wrote: Thu Oct 13, 2022 1:49 am Version 1.0 is out!
Congratulations!

The class still has no bleed-resist reduction, right?
Correct. It is something in the back of my mind as a potential addition, but as it is I'm comfortable with undead/inorganic enemies being a little harder to deal with, especially since being a WIL class predisposes you to have tools to deal with them via Antimagic. There is a distinct possibility I'll change my mind later depending on how my trial runs go :wink:

visage
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Re: Class: Hunted

#12 Post by visage »

Shoejune wrote: Thu Oct 13, 2022 2:01 pm
visage wrote: Thu Oct 13, 2022 3:09 am The class still has no bleed-resist reduction, right?
Correct. It is something in the back of my mind as a potential addition, but as it is I'm comfortable with undead/inorganic enemies being a little harder to deal with, especially since being a WIL class predisposes you to have tools to deal with them via Antimagic. There is a distinct possibility I'll change my mind later depending on how my trial runs go :wink:
That's entirely fair!

I have vague memories from my attempts to beat Madness with steamsaws that there were a surprising number of non-undead enemies that were immune to bleed, but it's been a while since I was doing that. :)

Shoejune
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Re: Class: Hunted (v1.0!)

#13 Post by Shoejune »

For those keeping track. versions 1.0.1 and 1.0.2 were pushed today! They just fix two bugs: a lack of starting class points (oops) and Pounce was broken. All good now!

CK_Rainbow
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Re: Class: Hunted (v1.0!)

#14 Post by CK_Rainbow »

Hey, I translated this addon into Chinese, and I find some of strings cannot be captured by game-based traslation helper, so I made a small change. Could you consider merge the changes and translation into your files, thanks!

Here is the addon adjusted: https://mega.nz/file/yx9lDIBB#d21YYjsMU ... zroli50lYE

Shoejune
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Re: Class: Hunted (v1.0!)

#15 Post by Shoejune »

CK_Rainbow wrote: Fri Dec 09, 2022 3:25 pm Hey, I translated this addon into Chinese, and I find some of strings cannot be captured by game-based traslation helper, so I made a small change. Could you consider merge the changes and translation into your files, thanks!

Here is the addon adjusted: https://mega.nz/file/yx9lDIBB#d21YYjsMU ... zroli50lYE
This is great, thank you so much! I am very flattered.

I published your translation to the add-on with credit to you! :)

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