[1.7.0] Hiveminder v1.3.0 "Freshly Functional Flowers"

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Frumple
Sher'Tul Godslayer
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Re: [1.6.7] Hiveminder v1.1.1 -- Wilder class

#31 Post by Frumple »

Deep disappointment: You apparently can't feed one of the buggo buddies to the fanged collar. No interaction (other than the statblock, I guess) I can tell from them wearing it or dying while doing so :(

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

Re: [1.6.7] Hiveminder v1.1.1 -- Wilder class

#32 Post by Mr Frog »

Frumple wrote:Deep disappointment: You apparently can't feed one of the buggo buddies to the fanged collar. No interaction (other than the statblock, I guess) I can tell from them wearing it or dying while doing so :(
LMFAO I didn't even think about the fact that they could equip the Fanged Collar. Kind of tempted to put something special in for that but their coding is already about as fragile as tissue paper as it is :(

Mr Frog
Thalore
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Re: [1.6.7] Hiveminder v1.2.0 "Under My Skin" -- Wilder clas

#33 Post by Mr Frog »

Big ole' update here. Command Swarm has been rebalanced (+Attack. -Defense), Seal Wounds and the Parasitism tree no longer scale off of max HP (and are therefore unbanned on NPCs), and an assortment of little buffs to basic abilities that will hopefully make the early game less tedious. I considered unlocking Mobility by default but something inside me still says no.

Changes for 1.2.0 "Under My Skin":
- Lethality and Mobility mastery is now 1.0
- Command Swarm now grants you max swarm upon finalizing your talents if you didn't have it before (this should fix NPCs spawning with zero swarm)
- Attack Command's radius has been increased to 3, damage increased (+~1/5)
- Defend Command's damage protection has been significantly nerfed (30-60% -> 20-40%) and the scaling function changed to combatTalentScale (begone cTL!), giving overall smoother scaling; the rate of swarm exhaustion from absorbing attacks has been reduced similarly.
- Swarm Assault's radius has been extended by 1 tile
- Seal Wounds now functions differently. It heals a percentage of its maximum heal equal to the percentage of your maximum life that is missing. It has additionally been re-enabled on NPCs, as it no longer disproportionately benefits characters with extremely high max life. The scaling on the heal has also been adjusted, its cooldown has been reduced to 8, and its EQ cost increased to 6. I believe it was Arcvasti who suggested this change way back when; many thanks!
- Web Burst and Silk Barrier's defense/phys save penalty now scale drastically higher
- Web Line no longer allows you to pull immobile targets (boo! no fun allowed!)
- Floral Vigour's damage bonus is higher at lower levels (it still scales to the same maximum)
- Dragonfly Morph's Accuracy and Defense bonus is 20% greater
- Wolf Spider Morph's damage increased by 1/5; respen now scales higher
- Myriad Eyes now additionally grants a small Defense bonus
- Myiasis's critical multiplier bonus scales much higher (20-60% -> 20-100%)
- Blood Brood's base self damage has been increased to 15% and is now reduced by your total darkness resistance
- Blood Brood's bonus damage has been increased (25-50% -> 30-60%)
- Brood Frenzy has been reworked. It now drains a flat amount of life per turn and deals 250% of that damage in its radius. Your darkness damage bonus increases both the drain and the damage, and your darkness resistance decreases the drain, but not the damage.
- Brood Infect has been reworked. It now drains up to a flat amount of life from the target per turn, the percentage of which is equal to twice the percentage of your maximum life you are missing (capping at 50% missing life).
- Brood Infect can no longer be saved against.
- Both Brood Frenzy and Brood Infect have been unbanned on NPCs, as they no longer are disproportionately dangerous on creatures with very high max life. (Note that due to how rando talents are currently generated, they will still be very unlikely to actually appear.)
- Brood Frenzy is now an other-type detrimental effect, preventing it from being cleansed, dispelled, or deactivated early
- Added message log feedback for Blood Brood and Brood Frenzy's life drain
- Imago has been banned on NPCs, as since they can't have Cocoon it serves no purpose on them whatsoever.
- Floral Growth's particle effects now spawn one at a time (per tile) instead of all at once

E: Messed up the damage multiplier for Brood Frenzy

Recaiden
Thalore
Posts: 179
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Re: [1.6.7] Hiveminder v1.2.0 "Under My Skin" -- Wilder clas

#34 Post by Recaiden »

Web Burst pins people. It should use the word 'pin' in its description and effect. Also it's pretty weird to have a Defense lowering ability that checks Defense.
Seal Wounds is written confusingly.
Enemies still getting extra scarabs.

I suspect Attack/Defend Command is not going to work the way it is now.

A recharging buffer of ~400+ hit points is a huge portion of my defense.
71 Poison damage in an AoE is a trivial part of my offense. Especially once we start hitting poison immune enemies in the midgame and I need to use wolf spider to get eve a fraction of that.

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

Re: [1.6.7] Hiveminder v1.2.0 "Under My Skin" -- Wilder clas

#35 Post by Mr Frog »

Recaiden wrote:Web Burst pins people. It should use the word 'pin' in its description and effect. Also it's pretty weird to have a Defense lowering ability that checks Defense.
Seal Wounds is written confusingly.
Enemies still getting extra scarabs.

I suspect Attack/Defend Command is not going to work the way it is now.
How so? (re: Command Swarm not working) E: ninja'd

The Defense loss from Web Burst is there mostly to set up accuracy bonuses from weapons. I think I will clarify that it is a pin effect.

IDK how to explain Seal Wounds in a way that isn't convoluted ^^; I'm generally kind of bad at communicating complicated things in a way thats easy to understand.

E: I've been toying with the idea of merging Attack and Defend Command into a single sustain. I don't really want to, though.

Stormfox
Wayist
Posts: 15
Joined: Thu Dec 24, 2015 10:13 pm

Re: [1.6.7] Hiveminder v1.2.0 "Under My Skin" -- Wilder clas

#36 Post by Stormfox »

Heya,

Just tried this one out for a few levels and found a few things to comment on:

- First of all, very creative and really well made. Very few typos, solid english, nice icons and animations, good overall concept.

- It should be "Ladybug", not "Ladybird". The icon and theme clearly suggest you mean that cute red bug with the spots, not some kind of avian.

- Speaking of bugs, the two buddy bugs seem to have spawned with exactly 5 HP, and nothing I do will change that. Restarting the character did not change this, neither does levelling the talent or changing my stats around. This not only seems strange to the point of making them almost unusable, but the talent description even mentions one of them being the tank and getting more life.

- I will echo that the fact that you basically have no attack skills at first is a bit weird. Its not gamebreaking since bump attacks and the attack swarm work, but it feels off. In general the class has almost no buttons to press in the single digit levels, which could possibly be remedied by swapping a few talents within their respective trees?

- To make matters worse, that silk spray is dealing no damage and not doing that strong of a cc, since you are kinda a melee class and have melee pets. Perhaps the spray could also apply some kind of weakening or slow? Might become a bit powerful then, but right now, it feels a bit hard to make real use of. It does not help that the next talent in that line, although it kinda is a healing infusion with low cooldown that does not use an infusion slot, at least feels very weak at game start. Have not tested it with more levels in it and the swarm, though - perhaps it works out better later.

- Since they are clearly a mindstar/equilibrium user, there is little incentive to spend a category point to get a category that basically only works with light armours. As good as tumble might be, the incentive is just not there with a class that utilizes a ressource that ignores fatigue. Perhaps make the category unlocked by default so it is at least worth a look?


So much for now, I will see what comes up later in the playthrough.


Edit: Commenting on the notion of doing something with the offensive/defensive swarm:

How about making it one basic sustain (or even better, passive so the swarm can not get disrupted, since it is such a fundamental part of the class' gameplay?) and having the initial talent also give an active ability that switches the swarm to offensive mode for a certain time, like 3 turns or so, with a decent cooldown and good damage?

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

Re: [1.6.7] Hiveminder v1.2.0 "Under My Skin" -- Wilder clas

#37 Post by Mr Frog »

Insect Guardians are an absolute mess lol, I'm assuming that they spawned with 5 hp because I messed up how its calculated with regards to level :p

Ladybird (or lady beetle) is in fact the entomologically correct term. Ladybug is used more commonly in a colloquial context but in a scientific context it's avoided because ladybugs do not have piercing mouthparts and as such are not "true bugs". I know what I'm about :p I went with ladybird because ladybug sounded too cute for ToME (although I then gave you colorful beetle friends so I guess that ended up being moot).

The generics are generally kind of a mess, I might change Lethality out for an original tree thats more in theme and generally better for daggers for starters. I'm also thinking of making the swarm commands not incur a cooldown if swapped between in order to encourage more active switching.

Mister_Vimes
Wayist
Posts: 20
Joined: Thu Apr 17, 2014 2:50 am

Re: [1.6.7] Hiveminder v1.2.0 "Under My Skin" -- Wilder clas

#38 Post by Mister_Vimes »

Really enjoying this addon. The artwork is stellar, the overall concept is great, and the talent synergies are fun to play with. Well done!

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

Re: [1.7.0] Hiveminder v1.3.0 "Freshly Functional Flowers"

#39 Post by Mr Frog »

Finally, this addon is updated for 1.7.0! However, this patch is much more than that -- many, many changes have been made, both to revamp some of the class's VFX which are sorely lacking compared to my more recent work and to fix some balancing issues that I'm now aware of. There's still a lot of work to be done on that front, and in the end I've decided to hold most off until I can make a focused, from-the-ground-up revisit of the class. For now, notes!

Changes for v1.3.0 "Freshly Functional Flowers":
- Your Swarm is now displayed as a proper resource bar! Huzzah!
- Swapping directly between Attack and Defend Command reduces the cooldown of the previous Command to only 2 turns, enabling faster switching! The base cooldown has thus been increased to 8 turns.
- If no command is active, your Swarm regenerates twice as quickly!
- Swarm Assault has new VFX!
- Swarm Assault has been given a different SFX as the old one was nearly inaudible
- AIs now will not use Swarm Assault if their swarm count is low, nor Restore Swarm if their swarm count isn't low or their life is low
- Attack Command now only procs mind crits if it actually hits something
- Updated Floral Growth to use the new dispel() method
- Updated Floral Growth's particle FX (pretty colors!)
- Floral Growth's particles are now drawn underneath creatures (where flowers generally would be found :^) )
- Prevented AIs from using Floral Vigour and Floral Growth prematurely (they will now only use them if they have at least 3 stacks of Nectar)
- Floral Growth's flower objects are now directly made to act right away when created (they already had their energy set to full on creation, but creatures could still sometimes act before them due to turn order shenanigans)
- Fixed a serialisation error with Floral Growth's objects
- Web Burst's scaling has been altered to reduce diminishing returns as Cunning increases
- Web Burst now attempts to knock targets Off-Balance if it successfully hits! (The attempt is made after the web effect is applied)
- ALL Silk talents have been given revamped VFX! Silky-smooth!!!
- Updated Seal Wounds to use the new effectsFilter interface(s)
- Seal Wounds now properly disallows use if you can't heal (ie. by being frozen) and don't have cleansable effects
- Myriad Eyes's Defense bonus has been changed to an Accuracy bonus, and its scaling has been changed to reduce diminishing returns as Cunning increases
- Mind Scatter now restores 2 equilibrium when blocking an effect (instead of adding 4!)
- Lantern has been given new VFX! Try not to get mesmerised...
- Fixed Myriad Eyes not properly updating its stat bonus when your Cunning changes (OOPSIE DAISY)
- Dragonfly Morph's Accuracy and Defense scaling have been altered to reduce diminishing returns as Cunning increases
- Moult now transfers effects using the effect's original parameters on application. While this may cause it to ignore any stacking effects applied after its creation, it should be much more stable.
- Larva's damage cap has been replaced with a very high scaling life regeneration (it seems much more nature-y to me, wouldn't you agree?)
- Larva's healing transmission callback has been moved into the talent itself. As such, the Larva Bond temporary effect has been deprecated.
- Brood Infect's damage now ranges from 50-100% as your HP declines rather than 0-100%. While this is a genericising change which is something I don't usually stand for, the original variance in its effect was far too extreme, especially for the tree's "ultimate".
- Brood Infect no longer grants a %life heal and cooldown reduction if the initial attack kills; instead, if the target dies while infected, you are healed for twice the maximum damage and the remaining cooldown on the talent is halved.
- Myiasis now updates itself whenever you are hit or healed (instead of just at the start of any of your turns)
- Brood Infect now properly updates Myiasis on life drain
- Temporary effects have been moved into Data, as superloading them was never necessary. As such, the superload folder has been removed entirely, as the effects file was the only relevant file it contained. Huzzah!
- General sanitation of code to remove unnecessary comments, et cetera. While there's still work to be done and it's not relevant to end users at all, it does save me some sanity when reading through my code :)

astralInferno
Uruivellas
Posts: 834
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Re: [1.7.0] Hiveminder v1.3.0 "Freshly Functional Flowers"

#40 Post by astralInferno »

Mr Frog wrote: Changes for v1.3.0 "Freshly Functional Flowers":
- Your Swarm is now displayed as a proper resource bar! Huzzah!
morelike Buzzah =D

Zaive
Archmage
Posts: 313
Joined: Mon May 24, 2010 1:33 pm

Re: [1.7.0] Hiveminder v1.3.0 "Freshly Functional Flowers"

#41 Post by Zaive »

The Beetle Guard's AI seems to refuse to stun enemies no matter how high I weight the command for some reason.
Burb Lulls wrote:"FLURRYFLURRYFLURRYFLURRYFLURRYFLURRY"

visage
Archmage
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Re: [1.7.0] Hiveminder v1.3.0 "Freshly Functional Flowers"

#42 Post by visage »

Seal Wounds doesn't seem to be removing bleeds.

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

Re: [1.7.0] Hiveminder v1.3.0 "Freshly Functional Flowers"

#43 Post by Mr Frog »

visage wrote:Seal Wounds doesn't seem to be removing bleeds.
Yeah, I copied the relevant code directly into Heartstalker for its 1.7 update and noticed it didn't actually work and was like "ohhhhh dear"

I'm a bit burned out atm but know that I am aware of the issue and its a very simple fix :) Once I'm rested up I'll push a hotfix.

visage
Archmage
Posts: 345
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Re: [1.7.0] Hiveminder v1.3.0 "Freshly Functional Flowers"

#44 Post by visage »

Mr Frog wrote:I'm a bit burned out atm but know that I am aware of the issue and its a very simple fix :) Once I'm rested up I'll push a hotfix.
Totally understandable; no need to push out the fix on my account -- I copied over the relevant line from the healing infusion code. :)

Zizzo
Sher'Tul Godslayer
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Re: [1.7.0] Hiveminder v1.3.0 "Freshly Functional Flowers"

#45 Post by Zizzo »

So… am I the only one getting this error, then? This is one of those nasty UI breaks that takes everything down with it and spews stack traces over and over; it looks like it's happening in the code where you draw the swarm resource bar:

Code: Select all

error = "Game version: tome-1.7.2\
Addons: addon-dev-1.7.0[O], items-vault-1.7.0[O], hiveminder_class-1.7.0[X]\
\
Game version (character creation): tome-1.7.2\
Lua Error: /engine/Shader.lua:231: attempt to index field 'shad' (a nil value)\
  At [C]:-1 __index\
  At /engine/Shader.lua:231 setUniform\
  At /hooks/hiveminder_class/load.lua:58 \
  At [string \"return function(l, self, data) local ok=false...\"]:1 triggerHook\
  At /mod/class/uiset/Minimalist.lua:976 displayResources\
  At /mod/class/uiset/Minimalist.lua:2013 display\
  At /mod/class/Game.lua:1933 "
seen = true
reported = false
"Blessed are the yeeks, for they shall inherit Arda..."

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