[1.7.4.] Quantum Slider class

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Tradewind_Rider
Thalore
Posts: 182
Joined: Sat Oct 05, 2019 8:55 pm

Re: [1.6.7.] Quantum Slider class

#16 Post by Tradewind_Rider »

Hi Everyone!

I made Quantum Slider 1.7 Update with some bug/mechanism-fix.


Version 1.0.2. changelog:

- added a source to Sticky Past & Collapsing effects to made 1.7 compatible
- fixed Klein Bottles targeting, because 1.7 changed something in the code

- added pass_terrain to Temporal Ignitions AoE explosions targeting, now you can corner-snipe :D
- fixed Spihon Speed interaction with Empower sustained
- changed the projection of some talents to trigger AAD arcane explosion
including: Temporal Ignition, Bondbreaker, Lightning Fury

Tradewind_Rider
Thalore
Posts: 182
Joined: Sat Oct 05, 2019 8:55 pm

Re: [1.7.4.] Quantum Slider class

#17 Post by Tradewind_Rider »

Hi All!

I made a new patch for Slider.

Some changes:

- Paradoxical Rearrange is disabled on clones

- Changed Path of the Seer

- Added 1 new class & 1 new generic tree

- Added a new path

- Changed Sins of the Past to apply the detrimental effect on run
and not apply a map effect (due to memory issues)


Thanks in advance for any feedback and/or bug report!


https://te4.org/games/addons/tome/quantum-slider

Tradewind_Rider
Thalore
Posts: 182
Joined: Sat Oct 05, 2019 8:55 pm

Re: [1.7.4.] Quantum Slider class

#18 Post by Tradewind_Rider »

Thanks all for the testing, trying
for the feedbacks, bug report and for the help!


I made a little bugfix update:


1, Anomalic Steps

- gives now spell critical chance


2, Spacetime Bebop

- the player can cast the anomaly instead of random


3, Anomaly Alchemy:

- made it not to overwrite an existing talent_on_spell


4, Changed Path of the Seer requirements


5, Nerfed Quantum Overcharge damage


6, Changed Controlled Chaos image name & the effect to: Control the Chaos


7, Changed Quicksilver Armor (and In Great Need: removes the effect)


8, Grave of the Fireflies fixes:

Can hit enemies if further than 10 from the Slider
Can hit enemies if Slider have no LoS to the Grave

Fixed the duration increasement


9, Changed Googolplex Ways to Die:

- if path of temporis, all the graves will move close to the target


10, Changed Inertia Beam:

- when path of temporis reduces te cooldown of Googleplex Ways to die by -1


11, Fixed Stasis Web targeting outside range


12, Fixed Not Really Here: is now ontickend

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

Re: [1.7.4.] Quantum Slider class

#19 Post by gooder1029 »

Hello, I really like the mod you made, I translated it into Chinese, thanks

This translation only talents and birth data.

I also put them on google driver:

Code: Select all

https://drive.google.com/drive/folders/1ihgh5EQCQQEHpqNC6DjKtL4VxriZl52A?usp=sharing

Tradewind_Rider
Thalore
Posts: 182
Joined: Sat Oct 05, 2019 8:55 pm

Re: [1.7.4.] Quantum Slider class

#20 Post by Tradewind_Rider »

Hi All!

Quantum Slider returns again, this time with a class evolution and several changes all around its talents.
The main point of the talent changes were to gave it less buttons to press, but still keep its complexity.

Fixes:

1, Fixed a vanilla game oversight: paradox is now tuned even if the difference is below 1.

2, Fixed Lightning Furys projection, now it works with other callbacks.


Change log:

1, Introduced a new class evolution for Sliders, the Táltos. It is ultimate madness!

2, Polymorph is now a passive talent, that can silence enemies on dealing damage

3, Soften Matter is now a passive talent that enhances Tears of the Forsaken

4, Siphon Speed is now a passive talent

5, Temporal Induction is now a passive talent

6, Alpha Strike now temporarily switches non-instant offensive talents to instants

7, Steal Fate was changed into Dhikr, what is a passive spell cooldown reduction and have a bonus effect & surprise


8, Auspex is now a sustain for more comfortable tracking

9, Intuition is now a sustain for more comfortable vision

10, Nirvana is now a callbackOnHit, instead of cancel_damage_chance for more reliable damage reduction at lower talent levels. It also gives all effect immunity.

11, Klein Bottle is now a passive talent. It enhances resistances and resistance cap.

12, 5 Minutes Alone now summons a taunting image and chrono mines around it.

13, Futurepast Shield is now a sustain

14, Quantum Compression’s crit multiplier bonus has now a paradox modifier multiplier

15, Heart of Glass is now a passive with cooldown.

16, Changed the visual of Uncertainty of Momentum and reduced the sustain cost

17, Anomalic Steps gives now a bit more Willpower Paradox Modifier


I hope, it will make Slider more enjoyable to play. Thanks for playing and for the feedback.


P.S: Thanks gooder1029 :)

Tradewind_Rider
Thalore
Posts: 182
Joined: Sat Oct 05, 2019 8:55 pm

Re: [1.7.4.] Quantum Slider class

#21 Post by Tradewind_Rider »

Hi All!


I made a new update for Slider, that contains a few new content and change:

1, Added a whole new unlockable tree to Slider: Chronomancy – Core Dweller.

2, Added a new Path: Path of Sunken Hopes (that interacts with Core Dweller)

3, Changed Everywhere at Once

4, Removed the “light beam” visual effect from Dhikr healing, it has now just the sound effect (so just a visual change)


The first talent is the Core Dweller tree gives the Slider a summon: Kurgarru the time golem that is made from a planet’s heart infused with time. The golem is a quick unarmed attacker, who deals tiny combat damage but it has numerous magical properties, e.g. can trigger talents on melee attacks.

Kurgarru and the Slider are in a symbiotic connection, Kurgarru can greatly support the Slider’s spellcasting and can mimic some effects from its summoner. Further passive talents in the tree are mainly enhancing Kurgarrus supporting abilities, but Kurgarru can become a nice spell-damage dealer on its own too.

Path of Sunken Hopes adds effect and sustain removal melee proc to Kurgarru.

Everywhere at Once’s random teleport now is not a fixed radius of 3, but the radius is scaling with talent level (higher level means lower radius).


I hope, Kurgarru will be a fun and strong companion of the Slider.

I will be glad for any feedback on:

- Kurgarrus AI
- fun factor
- usefulness
- power level
- really, anything :)


Thank you for playing.

Tradewind_Rider
Thalore
Posts: 182
Joined: Sat Oct 05, 2019 8:55 pm

Re: [1.7.4.] Quantum Slider class

#22 Post by Tradewind_Rider »

Hi All!

I made some fixes and changes to Slider:

1, Changed Inertia Beam, it applies now Inertia Slow and not Slow.

The 2 effect are the same, but in vanilla game, the Slow effect on_merge is not reapplied, if the slow power is lower OR EQUAL than the old one. So, it cannot be reapplied. Inertia Slow is reapplied even on equal power.

2, Gave Paradox Multiplier scaling to: Adept and Dimensional Tuning.
Adept can have nice values now in mid-late game with high paradox, and also changed adept to trigger before resistances applied, so it affects the damage that triggered it.

3, Gave ontickend for Lightning Repulsion damage and Bondbreaker knockbacks to avoid multi-hits.

4, Removed status effect immunity from Nirvana and gave it 20-100% chance to ignore effects.

5, Nerfed Googolplex Ways to Die: reduced the number of teleports and the player will be placed where it teleported.

6, Quicksilver Recharge effect now won’t stop you going to the world map.

7, Changed Quicksilver Armor:
- you can only empower damage shields from your Slider talents
- if the damage shield was a Crit, the crit value is the maximum

8, Buffed a bit Alpha Strike ad fixed the issue with forceused talents removing the effect

9, Fixed an abuse with Paths. Now if you unlearn a talent below lvl 4 what is required for a path, the path will be unlearned.


10, Got rid of CombatTalentLimit functions, so several talents have better and smoother scaling.

11, Remade particles: sustains and map effects have now their unique visuals.
Sliders have now their own, stylish damage shields too.
Slider.png
Slider.png (232.55 KiB) Viewed 18066 times

Thank you for the feedbacks!

Tradewind_Rider
Thalore
Posts: 182
Joined: Sat Oct 05, 2019 8:55 pm

Re: [1.7.4.] Quantum Slider class

#23 Post by Tradewind_Rider »

Hi All!

I made some fixes and changes to Slider:

The main intention is to make Quantum Slider a both complex and simple class.

Very complex from the aspect of: character planning and building.
So, if you like tinkering with various builds, if you like talent combos (even that includes multiple different talents, not just two) and if you like planning your character: Slider offers this.

Very simple from the aspect of: gameplay. If you prefer quick and easy gameplay, if you like to use auto-explore, if you like to quickly and easily eradicate your enemies, if you like to ignore many map limitations (terrain e.g.): Slider offers this too.


Gameplay changes:

Reduced the base life of Slider from 100 to 90.
Reduced the life per level of Slider from 0 to -2.
These will result lower max life, but Slider is already really tanky with their defensive talents, and they also have a flat_damage_cap, so lower max life is not really that bad, from a point.

Reduced the willpower bonus at birth by 1, and increased the cunning bonus by 1.
This is because for Slider, magic, willpower and cunning are all important so it should have at least a +1 cunning bonus.


I., Quantum Theory tree:

I removed the paradox tuning effect from Just a Blur effect, and gave it to Not Really Here sustain. This means, while it’s sustained, your paradox will be tuned on movements (the tuning also scales with paradox modifier). This results in an automatic, quick and easy paradox management. The concept of Slider is already about running (and teleporting).

Also reduced the range of the teleport on taking damage. It’s now 2 to 1.


II., Reality Sculpting tree:

Emit Photon has a lowered cooldown (from 3 to 2), in order to make any offensive rotation more continuous. It also reduces the targets vision range (instead of Sands of Time).
It has a shorter range, but Shorten Distance now affects it.

Tears of the Forsaken now is not a map effect. Instead, it applies a detrimental other effect on targets. This effect deals damage and applies effects every turn, so basically acts like a “map effect”. I removed map effects because of two reasons:

a, late-game they could cause a lot of lags, due to many talent_on_spell, so by having 50-100 map effects at the same time, the game could easily lag and crash.

b, map effects are also slower than immediately applied effects, therefore not that synergistic with Slider, who acts and deals damage really fast.

Soften Matter level 4 more now adds Tears of the Forsaken a property to ignore enemy pin immunity.

Sands of Time is now a passive, it adds an extra effect to Tears of the Forsaken. This effect is increasing every incoming damage on enemies. So it is not only increasing the physical damage of Tears of the Forsaken itself, but also offers synergy with other paths / other damage types.


III., Chronodynamics tree:

The cooldown of Inertia Beam was also reduced from 4 to 3. The damage was reduced a bit, it is a very damaging talent with Stasis Web. I also disabled the friendlyfire (this is beneficial for escorts).


IV., Pocket Universe tree:

Changed Erratic Reconstruction. It is now not an extra effect within Sticky Past, instead it removes enemies sustains within a radius, on teleports. This synergies more with Sliders quick play and teleport talents.


V., Paradox Mysticism tree:

Chain of Collapse is a passive now. It removes enemies effects within a radius, if the Slider is running quickly enough. This also enables a way quicker effect removal and a safer one (it’s not connected with dealing damage).


VI., Googolplex Existence tree:

Graves of the Fireflies are now friendly Traps, instead of noncategorized Objects.

Quantum Overcharge is not teleporting now enemies before dealing AoE explosions. Enemies remain still.

Aletheia is now a passive. If the Slider has Too Fast To See and quick enough, all existing Graves of the Fireflies will follow the Slider: on movements and on teleports. The Graves can not pass non-passable terrain, cannot move onto other traps and can not leave the map.


VII., Prajna tree:

Shorten Distance now affects all offensive Slider spells, so Emit Photon and Temporal Ignitions range too.

Added a passive see_stealth and see_invisible on Intuition to make these enemies less annoying.


VIII., Wanderlust tree:

Reduced Too Fast to See’s speed bonus to ~ 2/3. (~600% at level 5, instead of ~900%), but the speed bonus is now affected by paradox modifier.

Paradoxical Rearrange is now a passive. It gives projectile_slow and also buffs other Slider talents.


IX., Anomaly Alchemy tree:

Changed a bit Reality Tides values and moved it to the Tier2 position.

Spacetime Bebop is now a sustain. The Slider can bind one of their spell onto another spell. While sustained, it is giving a “talent_on_spell” but just to that one specific spell.

Added Bondbreaker to both Spacetime Bebop and Imbue Anomaly.


X., Paths tree:

Path of Photofusion is now not adding Blind to Emit Photon, but doubling the vision reduction of it.
It also adds 1 more radius to Temporal Ignition to both of its radiuses.

The stuck in one reality effect of the Graves, granted by Path of Temporis do not increases now the duration of detrimental effects on enemies.
Graves are now not following the Slider after a Googolplex Ways to Die (now, it has Alethia so already has this).
Path of Temporis makes Graves attacking on each movement, if Aletheia is active.


XI., Extra tree:

Added a special surprise tree. Try to make your character more intelligent and stronger in the will, and you can gain forgotten powers.



Visual changes:

Slider has now new and multiple, randomized class icons. Thanks for rexorcorum for the new and cool class icons!

Added unique birth particles for Slider and also fixed the size of the birth particles.
(Somehow the vanilla game has too small birth particles on all classes, so Slider has now the best looking birth particles in the game...)

Created interactive and colourful talent descriptions! If learning a new talent affects another talent, the talent descriptions will represent this change and will change also to inform the player. Slider also has now very colourful descriptions: different talent trees have separate colours. So the individual talents are easier to find.
(E.g. talent icons of the Field Extension tree are orange, so talent names from Field Extension tree are appearing in orange colour at descriptions)

Changed the talent TREE descriptions of Slider. They are giving direct hints, information for the player about the talents in the tree.

Translations should work now with Sliders descriptions.


Graves of the Fireflies now looks way cooler: they are small planets.
planets.png
planets.png (77.92 KiB) Viewed 17905 times

Fixes:

Fixed some typos.

Fixed a bug with Alpha Strike. It not functioned well, if spell procs happened.
Hopefully, now it works as intended.

Fixed a bug with Kurgarru. Hopefully his callbacks now always works.


Thank you for playing with Slider and for any feedback!
Have a great time!

visage
Archmage
Posts: 345
Joined: Fri Jan 10, 2014 4:09 pm

Re: [1.7.4.] Quantum Slider class

#24 Post by visage »

Never before has a class made me so disappointed that Adept doesn't count towards raw talent levels. :)

Tradewind_Rider
Thalore
Posts: 182
Joined: Sat Oct 05, 2019 8:55 pm

Re: [1.7.4.] Quantum Slider class

#25 Post by Tradewind_Rider »

visage wrote: Tue Feb 21, 2023 1:14 pm Never before has a class made me so disappointed that Adept doesn't count towards raw talent levels.
Haha, yes.

From one aspect: it would be too easy to just put 3 points into talents and then get the Paths.

From another aspect: choosing Táltos evolution at level 25 is Sliders best option.
The effects that it gives imo makes it the most op prodigy. Better than anything else.

So at least, you have something better as an alternative. ;)

visage
Archmage
Posts: 345
Joined: Fri Jan 10, 2014 4:09 pm

Re: [1.7.4.] Quantum Slider class

#26 Post by visage »

Tradewind_Rider wrote: Wed Feb 22, 2023 2:43 pm From one aspect: it would be too easy to just put 3 points into talents and then get the Paths.
It would be only 2 points, right? 2*1.3 + 1.5 = 4.1. ...so Adept would knock off up to 6 talent points of prereqs for each Path if that worked. :)
Tradewind_Rider wrote: Wed Feb 22, 2023 2:43 pmFrom another aspect: choosing Táltos evolution at level 25 is Sliders best option.
Hmm, do you have any tips on how to hit 1500 paradox with a Slider by level 25? I think I've only ever hit paradox that high via Reality Smearing (...though with RS I've seen 50k+ paradox), so I've been assuming that without RS I'd have to wait until the second prodigy to take Táltos.

Tradewind_Rider
Thalore
Posts: 182
Joined: Sat Oct 05, 2019 8:55 pm

Re: [1.7.4.] Quantum Slider class

#27 Post by Tradewind_Rider »

visage wrote: Wed Feb 22, 2023 7:21 pm It would be only 2 points, right? 2*1.3 + 1.5 = 4.1. ...so Adept would knock off up to 6 talent points of prereqs for each Path if that worked.
Ah, ok. We calculated in different ways. I meant, if Adept would increase raw talent levels, than at level 2 it would be: 2 + 1.5 = 3.5
And at level 3 , it would be: 3 + 1.5 = 4.5
Becasue the mastery level does not affect the raw levels.
Depends on how we interpret this.
visage wrote: Wed Feb 22, 2023 7:21 pm Hmm, do you have any tips on how to hit 1500 paradox with a Slider by level 25? I think I've only ever hit paradox that high via Reality Smearing (...though with RS I've seen 50k+ paradox), so I've been assuming that without RS I'd have to wait until the second prodigy to take Táltos.
Normally you can only tune up your paradox up to 1000.
And this very likely means, you will have 100% or close to 100% anomaly chance, so you can not increase
it further via spellcasting...

I guess you meant the "second prodigy" as you take Hidden Resources as first.
Hidden Resources prevent anomalies, so you can cast spells, but it also prevent your paradox to being increased,
because your spells won't gonna cost resources ...

I wanted players to figure out by themselves, how to reach the requirement of being a Táltos, but i also gave a hint
in the description
of the evolution. There is something here, what you should check.
taltos.png
taltos.png (154.63 KiB) Viewed 17831 times
I guess, you can figure out from the talent descriptions, how can you have 1000+ paradox safely. ;)

(if not, just write here, and i will spoiler it. :) )

visage
Archmage
Posts: 345
Joined: Fri Jan 10, 2014 4:09 pm

Re: [1.7.4.] Quantum Slider class

#28 Post by visage »

Tradewind_Rider wrote: Wed Feb 22, 2023 7:56 pm I guess you meant the "second prodigy" as you take Hidden Resources as first.
Hidden Resources prevent anomalies, so you can cast spells, but it also prevent your paradox to being increased,
because your spells won't gonna cost resources ...
I was thinking more of having 17 additional levels to accumulate stats and talents in service of the goal of hitting 1500 paradox. ...but in any case I got a Slider to 25 and sat down to try to play around with some ideas, and then realized that their Spacetime Tuning was a passive, with no ability to set target paradox -- I'd inadvertently left the Steam Witch addon enabled, and that overwrites the base active Spacetime Tuning with its own passive version. :p

Tradewind_Rider
Thalore
Posts: 182
Joined: Sat Oct 05, 2019 8:55 pm

Re: [1.7.4.] Quantum Slider class

#29 Post by Tradewind_Rider »

visage wrote: Thu Feb 23, 2023 2:27 pm I was thinking more of having 17 additional levels to accumulate stats and talents in service of the goal of hitting 1500 paradox.
Oh ... no, with Slider you can have any amount of paradox, from character level 18.
You only need 1 level in a specific talent. Thats all.
visage wrote: Thu Feb 23, 2023 2:27 pm I'd inadvertently left the Steam Witch addon enabled, and that overwrites the base active Spacetime Tuning with its own passive version.
Oh, :D Yes, do not use any addon with Slider that overloads/superload the paradox mechanism ...
Slider also overwriting it.

visage
Archmage
Posts: 345
Joined: Fri Jan 10, 2014 4:09 pm

Re: [1.7.4.] Quantum Slider class

#30 Post by visage »

Tradewind_Rider wrote: Thu Feb 23, 2023 2:52 pm Oh ... no, with Slider you can have any amount of paradox, from character level 18.
You only need 1 level in a specific talent. Thats all.
Well, that basically confirms my theory as to what the key to it is, though I hadn't realized the effect was that pronounced. :)

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