Nullpack 2019-02-21: Gravitic Infantry
Moderator: Moderator
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- Sher'Tul Godslayer
- Posts: 2402
- Joined: Tue Jun 18, 2013 10:46 pm
- Location: Ambush!
Re: Nullpack 2014-11-29: Alchemy Infused
Fixes:
- Blood Spear staff effects only trigger for actual staves.
- Some numbers tweaked for balance.
New Exciting Stuff:
- Tweaked Fire Alchemy: now Body of Fire does not cost mana to sustain, and when Body of Fire and Fire Infusion are sustained, your bombs clear magical and physical debuffs from your golem.
- Toxic Alchemy: physical explosions which inflict poison, and buff your golem with resistances and speed.
- Solar Alchemy: light explosions which blind and buff your golem with healing and shields.
- War Alchemy: ally-friendly attacks which synergize with many different Alchemical Infusions.
IMPORTANT NOTE:
All the new Alchemist stuff is hidden behind an option in the Gameplay section. Enable it when you are ready to start a new game, and not in the middle of a game.
Changing the option in the middle of a game can and will crash ToME.
- Blood Spear staff effects only trigger for actual staves.
- Some numbers tweaked for balance.
New Exciting Stuff:
- Tweaked Fire Alchemy: now Body of Fire does not cost mana to sustain, and when Body of Fire and Fire Infusion are sustained, your bombs clear magical and physical debuffs from your golem.
- Toxic Alchemy: physical explosions which inflict poison, and buff your golem with resistances and speed.
- Solar Alchemy: light explosions which blind and buff your golem with healing and shields.
- War Alchemy: ally-friendly attacks which synergize with many different Alchemical Infusions.
IMPORTANT NOTE:
All the new Alchemist stuff is hidden behind an option in the Gameplay section. Enable it when you are ready to start a new game, and not in the middle of a game.
Changing the option in the middle of a game can and will crash ToME.
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- Sher'Tul Godslayer
- Posts: 2402
- Joined: Tue Jun 18, 2013 10:46 pm
- Location: Ambush!
Re: Nullpack 2014-11-29: Alchemy Infused
Just pushed some fixes to the Alchemy stuff.
Notably now the 4th Toxic Alchemy talent is an area effect which inflicts Acid damage and poisons on enemies, and removes Magical and Physical effects from allies.
Hopefully I didn't break anything.
Notably now the 4th Toxic Alchemy talent is an area effect which inflicts Acid damage and poisons on enemies, and removes Magical and Physical effects from allies.
Hopefully I didn't break anything.
Re: Nullpack 2014-11-29: Alchemy Infused

Whenever I mouse over the 5/5 it blows up.
The trigger was leveling to 13, opening the level up after opening staff combat at 10.
I went to level up the 4th thunderstrike to level 2 and the 3rd staff combat went crazy and shown in golden borders with 0/5 and error was given (pic, the same) then when I opened again, I got pic related.
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- Sher'Tul Godslayer
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- Joined: Tue Jun 18, 2013 10:46 pm
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Re: Nullpack 2014-11-29: Alchemy Infused
Can you link to your character?daed4 wrote:
Whenever I mouse over the 5/5 it blows up.
The trigger was leveling to 13, opening the level up after opening staff combat at 10.
I went to level up the 4th thunderstrike to level 2 and the 3rd staff combat went crazy and shown in golden borders with 0/5 and error was given (pic, the same) then when I opened again, I got pic related.
The talent is trying to describe your staff's current elemental damage type and it's failing, so I need to know what kind of staff you have.
Re: Nullpack 2014-11-29: Alchemy Infused
Penitence, the artifact one.
Makes normal strikes before 100% physical too.
Makes normal strikes before 100% physical too.
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- Sher'Tul Godslayer
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- Joined: Tue Jun 18, 2013 10:46 pm
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Re: Nullpack 2014-11-29: Alchemy Infused
Back in 1.2 they changed how Staff damage works, but some artifacts didn't get updated to use the new system. Penitence is an example of the old system.daed4 wrote:Penitence, the artifact one.
Makes normal strikes before 100% physical too.
I've added a work-around so even bad old code like Penitence should work now.
Thanks for the report!
Re: Nullpack 2014-11-29: Alchemy Infused
Great (still faulted for the heck of it) and discovered another bug, if you died with pestilence on, the game would bug out, leaving you in a infi-time loop where you can't exit (terminate the process), not relevant, but hilarious.
And a last thing, can you use both postures? Relentless and defensive, if not it should be said (for the deaf, like moi)
And a last thing, can you use both postures? Relentless and defensive, if not it should be said (for the deaf, like moi)
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- Sher'Tul Godslayer
- Posts: 2402
- Joined: Tue Jun 18, 2013 10:46 pm
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Re: Nullpack 2014-11-29: Alchemy Infused
"Pestilence"? You mean Penitence the staff?daed4 wrote:Great (still faulted for the heck of it) and discovered another bug, if you died with pestilence on, the game would bug out, leaving you in a infi-time loop where you can't exit (terminate the process), not relevant, but hilarious.
If you have your te4_log.txt from that game, and you post it, I could take a look.
You can.daed4 wrote:And a last thing, can you use both postures? Relentless and defensive, if not it should be said (for the deaf, like moi)
In 1.3 there's a better mechanism for making postures auto-cancel each other, so I'll be improving both postures and making them cancel each other.
Thanks!
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- Cornac
- Posts: 32
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Re: Nullpack 2014-11-29: Alchemy Infused
A general question for anyone who's played with it; what classes have you enjoyed and where do you feel they sat balance wise? I tried out PSI-PUNCHER for a bit and found it was, as previously mentioned, extremely OP, with my only deaths really coming at Ata due in part to my own carelessness.
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- Sher'Tul Godslayer
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Re: Nullpack 2014-11-29: Alchemy Infused
Yeah the PSIPUNCHER was written before the huge 1.2 Mindslayer and Brawler buffs, and it shows.ProfessorCirno wrote:A general question for anyone who's played with it; what classes have you enjoyed and where do you feel they sat balance wise? I tried out PSI-PUNCHER for a bit and found it was, as previously mentioned, extremely OP, with my only deaths really coming at Ata due in part to my own carelessness.
Right now for balance and fun I'd suggest:
- Flenser
- Creep
- Striker
- Stormwarden
- Heavy
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- Sher'Tul Godslayer
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Re: Nullpack 2014-12-18: Bloody Snow
Updates: Changed the Blood Mage trees
- Replaced Woe Pyre with Pyre Gate: teleport to burning or diseased foe and cause an explosion (fire and/or diseased blood)
- Replaced Plague Gate with Reaping Strike: melee attack at range which deals more damage per disease on your foe, lowered the CD and the cost and removed the teleportation effect. If you kill your foe, it explodes; if not, you extend the duration of all diseases and poisons on the target.
- Reduced the Vim cost of Balefire to 4 (was 10).
- Replaced Woe Pyre with Pyre Gate: teleport to burning or diseased foe and cause an explosion (fire and/or diseased blood)
- Replaced Plague Gate with Reaping Strike: melee attack at range which deals more damage per disease on your foe, lowered the CD and the cost and removed the teleportation effect. If you kill your foe, it explodes; if not, you extend the duration of all diseases and poisons on the target.
- Reduced the Vim cost of Balefire to 4 (was 10).
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- Higher
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Re: Nullpack 2014-12-18: Bloody Snow
Pyre Gate tooltip says it does X damage per turn for 10 turns, but instead it does 5X damage when you cast it and then .5X per turn for 10 turns. It's better that way than if it actually did what the tooltip says; I'm not sure I'd bother burning enemies before using it for just the relatively weak DoT.
Other than that little bug, I was loving both of the new skills. Just having the one extra semi-reliable source of disease from pyre gate makes the "more damage per disease" component on reaping strike much easier to use than the previous version.
Other than that little bug, I was loving both of the new skills. Just having the one extra semi-reliable source of disease from pyre gate makes the "more damage per disease" component on reaping strike much easier to use than the previous version.
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- Sher'Tul Godslayer
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- Joined: Tue Jun 18, 2013 10:46 pm
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Re: Nullpack 2014-12-18: Bloody Snow
Thanks for finding that! Yeah I changed the fire explosion to deal more up-front damage because the Blight explosion seemed relatively too much better otherwise, but I forgot to change the info text.marshmallowpeep wrote:Pyre Gate tooltip says it does X damage per turn for 10 turns, but instead it does 5X damage when you cast it and then .5X per turn for 10 turns. It's better that way than if it actually did what the tooltip says; I'm not sure I'd bother burning enemies before using it for just the relatively weak DoT.
Fix posted.
Excellent.marshmallowpeep wrote:Other than that little bug, I was loving both of the new skills. Just having the one extra semi-reliable source of disease from pyre gate makes the "more damage per disease" component on reaping strike much easier to use than the previous version.
Re: Nullpack 2014-11-29: Alchemy Infused
Questions galore about this (personally I think the new defilers are bland to the point of shity, SPECIALLY flenser)Doctornull wrote: Right now for balance and fun I'd suggest:
- Flenser
- Creep
- Striker
- Stormwarden
- Heavy
My questions as it follows:
1. How you play or supposed to play flenser and creep, since I think flenser should get a way to use his cun or his mag or even con instead of str (4-5 stats is spreading just too thin for what he does and some more personalized abilities to heal and up and etc... since I feel it's just too bland to only have 1 personal tree, but that's me)
2. Some synergy between life-paying for stuff and the bloodguys like the barbarian thing has, it would make the worst and most awful resource usage less awful (maybe life for vim passive)
3. Maybe a buff to the various staff weapon users since after the staff nerf they feel like hitting with wet noodles covered in love

Well, not galore just that for now.

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- Sher'Tul Godslayer
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Re: Nullpack 2014-11-29: Alchemy Infused
Flenser benefits from Crits, so Cunning is rewarded there.daed4 wrote:1. How you play or supposed to play flenser and creep, since I think flenser should get a way to use his cun or his mag or even con instead of str (4-5 stats is spreading just too thin for what he does and some more personalized abilities to heal and up and etc... since I feel it's just too bland to only have 1 personal tree, but that's me)
Daggers are half Dex, half Str, so you're able to deal decent damage even if you ignore Strength... but as a Flenser you're expected to be double or even triple moving your opponent thanks to stacking Momentum, Slow, Stun and Cripple.
Creep can stack a lot of damage buffs, especially Creeping Darkness.
But yeah, if you do build Strength (maybe through gear), that will also be rewarded for both classes, but people have won the game with a Flenser without buffing Strength much.
Not sure what you're asking about here.daed4 wrote:2. Some synergy between life-paying for stuff and the bloodguys like the barbarian thing has, it would make the worst and most awful resource usage less awful (maybe life for vim passive)
Blood Mage will get a staff buff when the hook appears in 1.3, the code is in place already for that. You'll get +20% Con added to the current 80% Mag, so you'll get 100% total.daed4 wrote:3. Maybe a buff to the various staff weapon users since after the staff nerf they feel like hitting with wet noodles covered in love![]()
Well, not galore just that for now.
When 1.3 drops I may increase that to 40% Con for 120% total, to be equal to other two-handed weapons.
I'm planning to re-write Ascetic to have some new trees now that multiple Mastery talents are viable.