Alchemist+ (beta)
Moderator: Moderator
Re: Alchemist+ (beta)
Energy Alchemy ended up rather Hedgemagery.
Still Alchemists are the hedgemages of Maj'Eyal.
You've got me thinking about splitting the Staff Combat category into a magic aspect and a physical aspect.... DAMN YOU!
Still Alchemists are the hedgemages of Maj'Eyal.
You've got me thinking about splitting the Staff Combat category into a magic aspect and a physical aspect.... DAMN YOU!
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Re: Alchemist+ (beta)
Updated again.
Now with added Herbalism and Staff Magic.
Now with added Herbalism and Staff Magic.
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Re: Alchemist+ (beta)
There is a bug where this breaks the journal entries for the Brotherhood of Alchemists quest, when you aren't playing as an alchemist. I can't see what is wrong, so if anyone is good with code and can see what is breaking it, please tell me. Thanks.
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Re: Alchemist+ (beta)
Found the journal bug.
Any feedback before I put together a final version?
Any feedback before I put together a final version?
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Alchemist+ (beta)
hey HousePet, i have to admit i haven't tried alchemist+ yet. i wish i could give some feedback for you!
i tried to incorporate it into ClassPack anyway lol. over the past 20 min or so, it was going smoothly until i noticed you superloaded some of the default talents. i might be wrong, but i think that would break the default talents for other classes (in this case just standard alchemists).
when i got to looking through some of your lua files, i also noticed that the class could probably use a little more separation from the standard alchy too. maybe a new name of it's own, and some more of its own identity. right now, you have quite a few of your own names on new talents, but a good 30-40% are stuff like Staff Mastery2. i understand that your goal with this was to just improve the standard alchemist, but at this point you've added so much stuff that i think you could keep running with it and make a new class. this could be improved i think!
i've been using online thesauruses lately for some great talent names i never would have thought of otherwise lately. for instance, when i punched in alchemist, i learned that Thaumaturgy was the ability for the religious to perform magic or miracles. in Islam, it was the ability of a saint to teleport or 'move by the earth being displaced under his own feet." i thought hmm, a thaumaturge could be interesting in ToME
i think you could run with that, a thaumaturge. similar enough to an alchemist, but with a different flavor and maybe a different niche. maybe even run with the religious side and convert him to a full out Wilder class that hails from zigur. a very educated persecutor, if you will.
and, there's rumors of a steampunk addition to ToMe at some point, the mechanical side of Thaumaturgy would fit well there.
I will test out the latest version very soon, and get back to you on any thoughts. i hope the ones i've already shared aren't too critical or premature. I can tell you've put in alot of work already!
i tried to incorporate it into ClassPack anyway lol. over the past 20 min or so, it was going smoothly until i noticed you superloaded some of the default talents. i might be wrong, but i think that would break the default talents for other classes (in this case just standard alchemists).
when i got to looking through some of your lua files, i also noticed that the class could probably use a little more separation from the standard alchy too. maybe a new name of it's own, and some more of its own identity. right now, you have quite a few of your own names on new talents, but a good 30-40% are stuff like Staff Mastery2. i understand that your goal with this was to just improve the standard alchemist, but at this point you've added so much stuff that i think you could keep running with it and make a new class. this could be improved i think!
i've been using online thesauruses lately for some great talent names i never would have thought of otherwise lately. for instance, when i punched in alchemist, i learned that Thaumaturgy was the ability for the religious to perform magic or miracles. in Islam, it was the ability of a saint to teleport or 'move by the earth being displaced under his own feet." i thought hmm, a thaumaturge could be interesting in ToME
i think you could run with that, a thaumaturge. similar enough to an alchemist, but with a different flavor and maybe a different niche. maybe even run with the religious side and convert him to a full out Wilder class that hails from zigur. a very educated persecutor, if you will.
and, there's rumors of a steampunk addition to ToMe at some point, the mechanical side of Thaumaturgy would fit well there.
I will test out the latest version very soon, and get back to you on any thoughts. i hope the ones i've already shared aren't too critical or premature. I can tell you've put in alot of work already!
Re: Alchemist+ (beta)
Slightly premature with the talents.
I intend on cleaning it up, so I suggest not merging it until I've finished it.
Argh! another class idea... I've already got 10 more of them.
I intend on cleaning it up, so I suggest not merging it until I've finished it.
Argh! another class idea... I've already got 10 more of them.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Alchemist+ (beta)
Addon updated and added to Addon library.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Alchemist+ (beta)
After adding this addon, my memory usage skyrockets to 1,800,000 K or so and the t-engine process closes itself. no lua error, just closes.
Re: Alchemist+ (beta)
Check the log file, something was going wrong.
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- Thalore
- Posts: 145
- Joined: Sun Dec 18, 2011 1:41 pm
Re: Alchemist+ (beta)
Okay, some comments on issues that I can see almost immediately upon playing this character. First off, it kinda seems like you bugged out the mana regen--I don't think you really meant for the character to have a base 0 regen, getting only the .10/level regen from the Energy Alchemy skill.
Secondly, the first two talents of the Water Alchemy tree aren't very ally-friendly, which is a severe demerit on a pet class. It led to me never using Liquerify or the poison mist. I tried both but for the first the golem was often in the way and for the second, the golem ended up going into the mist after the first enemy inside died, which is a problem for an AoE DoT that damages allies and enemies alike. Also, the tooltip claimed it'd poison the enemies for 54 over 1 turn, but this thing was only doing ticks of 12. Was that the base damage? Seemed like the poison wasn't getting applied. As well, Liquerify feels way too expensive compared to Heat. It should probably have its mana cost halved (compare to like skills on other classes) and be given similar targeting to Heat or Channel Staff (I'd be fine with the latter's targeting that only goes through allies, not enemies, though that would still make Heat superior.)
I do like what I'm seeing of the Staff Magic tree, but I'd have to try it out some more.
Secondly, the first two talents of the Water Alchemy tree aren't very ally-friendly, which is a severe demerit on a pet class. It led to me never using Liquerify or the poison mist. I tried both but for the first the golem was often in the way and for the second, the golem ended up going into the mist after the first enemy inside died, which is a problem for an AoE DoT that damages allies and enemies alike. Also, the tooltip claimed it'd poison the enemies for 54 over 1 turn, but this thing was only doing ticks of 12. Was that the base damage? Seemed like the poison wasn't getting applied. As well, Liquerify feels way too expensive compared to Heat. It should probably have its mana cost halved (compare to like skills on other classes) and be given similar targeting to Heat or Channel Staff (I'd be fine with the latter's targeting that only goes through allies, not enemies, though that would still make Heat superior.)
I do like what I'm seeing of the Staff Magic tree, but I'd have to try it out some more.
Re: Alchemist+ (beta)
Mana regen is deliberate. I don't think Alchemist's should have the same mana regen as an Archmage. Its a little harsh, but the recent change to manasurge runes makes it minor.
Did you Liquify your golem? I'll change it to not be a projectile next update...
As for damage/cost. Liquify is a very powerful spell. As it does all its damage instantly, unlike Heat.
Thanks for pointing out the errors in Poison Bomb. I thought the golem would have poison resistance.
I'll see what I can do about that...
Did you Liquify your golem? I'll change it to not be a projectile next update...
As for damage/cost. Liquify is a very powerful spell. As it does all its damage instantly, unlike Heat.
Thanks for pointing out the errors in Poison Bomb. I thought the golem would have poison resistance.

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- Thalore
- Posts: 145
- Joined: Sun Dec 18, 2011 1:41 pm
Re: Alchemist+ (beta)
Okay, I did see how that might be a deliberate design decision. Alchemists tend to use less mana anyway.
As for liquify, while cross-class comparisons aren't everything, it does a little less than 1.5x as much as talents on other classes that are beams or become beams, yet costs about 2x as much which does hurt with the lowered mana regen. The difference in mana consumption was very noticeable between a character using Burn and a character using Liquify. The instant burst is good, though... But I'm more likely to use Burn and kite away. I'll give it a try, I guess. Might as well try a Fire+Water alchemy build. I'll wait for an updated version with the fixed ally damage before doing a test of that.
I did notice infusions start out locked whereas in the vanilla alchemist they don't. Will have to figure out what to think of this. Likely through playtesting.
As for liquify, while cross-class comparisons aren't everything, it does a little less than 1.5x as much as talents on other classes that are beams or become beams, yet costs about 2x as much which does hurt with the lowered mana regen. The difference in mana consumption was very noticeable between a character using Burn and a character using Liquify. The instant burst is good, though... But I'm more likely to use Burn and kite away. I'll give it a try, I guess. Might as well try a Fire+Water alchemy build. I'll wait for an updated version with the fixed ally damage before doing a test of that.
I did notice infusions start out locked whereas in the vanilla alchemist they don't. Will have to figure out what to think of this. Likely through playtesting.
Re: Alchemist+ (beta)
I'm all for playtesting and telling me about it afterwards.
If used with Acid Infusion, Liquify should be quite powerful. In early game, you can just melt the face off anything that gets close to you.
I decided that Water Alchemy should be unlocked, to make it easier to get Potioncraft.
Locked Infusions to balance that tweak.

If used with Acid Infusion, Liquify should be quite powerful. In early game, you can just melt the face off anything that gets close to you.

I decided that Water Alchemy should be unlocked, to make it easier to get Potioncraft.
Locked Infusions to balance that tweak.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Alchemist+ (beta)
basically my log fills up with 2k+ lines of superload. Seems like an interaction between this mod and the infinite dungeon+ one.
Re: Alchemist+ (beta)
Not much I can do about it.
I guess those two aren't compatible.
(I will, of course, blame the other mod
)
I guess those two aren't compatible.
(I will, of course, blame the other mod

My feedback meter decays into coding. Give me feedback and I make mods.