Addon: Wights(OP obsolete, always get last release!)

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StarKeep
Uruivellas
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Re: New Addon: Wights(OP obsolete, check my last post)

#91 Post by StarKeep »

Worth noting that with this installed, I got strait up POUNDED in the Graves' survival map portion.

(Gonna just keep this uninstalled until I play him, because that was one of the most brutal defeats I've had in ages. Confusions ahoy.)
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

spiralrazor
Thalore
Posts: 151
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Re: New Addon: Wights(OP obsolete, check my last post)

#92 Post by spiralrazor »

Further testing of the Wight is shelved until you fix the encounter levels for the starter zone. Free roaming lvl 22 grave wights, lvl 16 forest wights and super hard mobs spawned by graves.


yeah....

Ill stick to shadow/draconian.

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: New Addon: Wights(OP obsolete, check my last post)

#93 Post by Zonk »

StarKeep wrote:Worth noting that with this installed, I got strait up POUNDED in the Graves' survival map portion.

(Gonna just keep this uninstalled until I play him, because that was one of the most brutal defeats I've had in ages. Confusions ahoy.)
Graves' survival map portion? What does that mean? The gravestones? How did they spawn confusing foes? Do you mean the 'updated' wight NPCs?


spiralrazor wrote: Free roaming lvl 22 grave wights, lvl 16 forest wights and super hard mobs spawned by graves.
But the zone has OOD protection, as do the graves, and a 1-8 level range...Are you sure this happened last release? Unless you were playing on a very high difficulty level that shouldn't be possible.

My plans/clog for next release, which perhaps be tomorrow(or not):

- Starting resists improved by 5 (=10% phys 15% cold), infravision lowered by 1(=3).

- Talents:

Wight: Add some +detect invisibile/stealth, +1 infravision at TL 2 and 4.

Dread: Now tier 2, heals for 25% mind damage done.

Withered Body: Now tier 3. What about lowering resists(+2%/+5% means you still get 20% physical 40% cold resist by maxing)but also giving +physical saves? Or appropiate effect that makes the wight tougher, but I want to avoid resist all.
Perhaps even + to all saves, but a small bonus(+2, +3?)?
Maybe a small amount of blight resistance, same as the physical?

The Draining: Heals 50% rather than 40% damage done.

- Reworked gravestones:
Now EACH level gets 1-4, previously you might get none.
80% of these spawn a classed undead with no extra levels, they drop some extra normal-quality loot(and their equipment).
20% have a somewhat more dangerous undead(but still should not be more dangerous than current game rares) but the game WILL warn you about this before. These drop store-level loot.

- Addon structure changes:
no superloading, less overloading of graphics. Same results with less chance of incompatibility and file size!


Any criticism on these changes?
The extra healing from the boosted Dread and Draining should make the race more survivable.
Have you fought the Wight NPCs? Are they too strong now?
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

StarKeep
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Re: New Addon: Wights(OP obsolete, check my last post)

#94 Post by StarKeep »

The graves you find in the normal game, not yours, that can randomly drop you into that survival pit that spawns undeads.

Your wights spawned in that group, and their constant confusion due to new ones spawning made it basically impossible.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: New Addon: Wights(OP obsolete, check my last post)

#95 Post by Zonk »

StarKeep wrote:The graves you find in the normal game, not yours, that can randomly drop you into that survival pit that spawns undeads.

Your wights spawned in that group, and their constant confusion due to new ones spawning made it basically impossible.
Ah. Haven't gotten that event yet in game. So it's not my fault(directly).
Not sure what I could do about that, I don't think the confusion is too nasty by itself, remember Wights get that in the default game anyway...Very likely it's that event that is not meant to be balanced(or meant to be). P
Perhaps I did go slightly...overboard with giving them racials, though. For example a level 16 Wight is meant to get two levels of Dread..might be better if they only got one?
(Next version also is very likely going to switch Dread and Withered Body so there's that to factor in..)
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

Kaja Rainbow
Thalore
Posts: 145
Joined: Sun Dec 18, 2011 1:41 pm

Re: New Addon: Wights(OP obsolete, check my last post)

#96 Post by Kaja Rainbow »

Wouldn't that give them two confusions? Or did you replace Mind Disruption with Dread? (And if confusing wights made the encounter impossible for you, it would've still been impossible in the standard game. Confusion is a thing wights come with.)

Zonk
Sher'Tul
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Re: New Addon: Wights(OP obsolete, check my last post)

#97 Post by Zonk »

Kaja Rainbow wrote:Wouldn't that give them two confusions? Or did you replace Mind Disruption with Dread? (And if confusing wights made the encounter impossible for you, it would've still been impossible in the standard game. Confusion is a thing wights come with.)
The addon overwrites Wight NPC. So their Mind Disruption is meant to be replaced.(And they get non-magical talents, mostly affliction, to differentiate them further from other undead casters)
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

Kaja Rainbow
Thalore
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Re: New Addon: Wights(OP obsolete, check my last post)

#98 Post by Kaja Rainbow »

Yeah, it sounds like this person simply shouldn't be doing that particular grave event with that character, at least until they get some protection against confusions.

StarKeep
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Re: New Addon: Wights(OP obsolete, check my last post)

#99 Post by StarKeep »

Kaja Rainbow wrote:Yeah, it sounds like this person simply shouldn't be doing that particular grave event with that character, at least until they get some protection against confusions.
I'm not sure if the old Wights ever even spawned in that event, so I had always simply required healing, gap closers, and constant damage output.
Little did I know those little demon-spawns would be joining that event.

I suppose I'll come back later on a Cursed for revenge.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: New Addon: Wights(OP obsolete, check my last post)

#100 Post by Zonk »

Updated! GET IT! http://te4.org/games/addons/tome/wights

CHANGE LOG
Warning: Likely not compatible with character from older releases. You would definetely
lose out on your character model...

- Starting stats:
Resists improved by 5 (=10% phys 15% cold, light still -10%), infravision lowered by 1(=3).

- Talents:

Wight: Added +3 detect invisible/stealth per TL, and at ranks 2 and 4 also gain +1 infravision.

Dread: Now tier 2, heals for 25% mind damage done. Only affects enemies.

Withered Body: Now tier 3, lowered resist to +2/+5% but added +2 to all saves(minor but I wanted to give something extra).

The Draining: Heals 50% rather than 40% damage done.


- Zone:
Object generator will no longer spawn infusions on the ground. Means slightly more chances of useful items.

Better usage of on_spots ensures foes are more 'spread around'

Reworked gravestones.
Now EACH level gets 1-4, previously you might get none.
75% of these spawn a classed undead with no extra levels, they drop some extra normal-quality loot.
25% have a somewhat more dangerous undead but the game WILL warn you about this. They drop store-level loot
(this is likely TOO good, but normal would be not-good-enough so best to err on the player's side)
Note: During testing, one managed to spawn with a tier 5 shield so...it should be VERY rare though.

Player can no longer start under a tree.

Balanced rarities.

- NPC
They get less racial talents - should be less 1 talent per tier, compared to before. So for example, a level 16 forest Wights should not get draining at all. This might be reverted if it turns out wight NPCs are underpowered after all.

- Addon structure:
no superloading, less overloading of graphics. Same results with less chance of incompatibility and MUCH smaller file size!

Special thanks to DarkGod for this release, as he suggested switching Dread with Withered Body and giving it life drain, and also and brought up how to properly handle player graphics and the Draining

With this, I really feel like the addon is pretty playable. The race is likely pretty overpowered but I feel that's better than the opposite, at least.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

darkgod
Master of Eyal
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Re: New Addon: Wights(OP obsolete, check my last post)

#101 Post by darkgod »

Congrats!
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

spiralrazor
Thalore
Posts: 151
Joined: Mon Oct 24, 2011 8:05 pm

Re: New Addon: Wights(OP obsolete, check my last post)

#102 Post by spiralrazor »

Kaja Rainbow wrote:Yeah, it sounds like this person simply shouldn't be doing that particular grave event with that character, at least until they get some protection against confusions.

Heres the thing though...those graves are in that zone to get you your starter equips, so opening them is pretty important.


And yes, thats with normal difficulty.

spiralrazor
Thalore
Posts: 151
Joined: Mon Oct 24, 2011 8:05 pm

Re: New Addon: Wights(OP obsolete, check my last post)

#103 Post by spiralrazor »

changes sound good, will make one straight away!

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: New Addon: Wights(OP obsolete, check my last post)

#104 Post by Zonk »

Waiting for feedback! Also, there was some problem with validation/md5, I should have fixed that, hopefully.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

Theyleon
Thalore
Posts: 152
Joined: Fri Mar 15, 2013 9:58 am

Re: New Addon: Wights(OP obsolete, check my last post)

#105 Post by Theyleon »

Was getting the following lua error, when fighting some undead (happened when I killed them, for a couple of different enemy types)

EDIT: actually, seems to be whenever I kill a enemy wight from what I can tell. Have been able to keep playing with no ill effects that I've noticed.

Lua Error: /data/general/npcs/wight.lua:57: attempt to call method 'need_part' (a nil value)
At [C]:-1 need_part
At /data/general/npcs/wight.lua:57 check
At /engine/interface/ActorLife.lua:83 die
At /mod/class/Actor.lua:2177 die
At /mod/class/interface/ActorLife.lua:45 takeHit
At /mod/class/Actor.lua:2142 takeHit
At /data/damage_types.lua:347 projector
At /mod/class/interface/Combat.lua:445 attackTargetWith
At /data/talents/psionic/dream-smith.lua:169 damtype
At /engine/interface/ActorProject.lua:374 projectDoAct
At /engine/Projectile.lua:208 act
At /engine/GameEnergyBased.lua:126 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1054

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