Verdant Class Pack: v2.3

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pheonix89
Halfling
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Re: Verdant Class Pack: v2 Released!

#301 Post by pheonix89 »

HousePet wrote:Probably going to be painful to implement, but I'll give it a go.
Consuming Fire from Odyssey of the Summoner might be a place to start. Field effect that does different things to allied units.

Of course it's Odyssey code, which means it's full blown wizardry half the time.

pheonix89
Halfling
Posts: 118
Joined: Mon Mar 05, 2012 10:35 pm

Re: Verdant Class Pack: v2 Released!

#302 Post by pheonix89 »

Having reviewed the odyssey code a bit more ... not the place to start, it's tied into the dragon heritage and dragonfire mechanics and the custom AI and IFF mechanics that Neka developed to support the drakelings.

On another note, you probably should tag Wild-Drake as an anti-magic tree. Not sure if there's any mechanics where that actually matters, but on the offchance it does it would be nice to have Antimagic Breath properly flagged as an antimagic power.

HousePet
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Re: Verdant Class Pack: v2 Released!

#303 Post by HousePet »

I was not aware there was an antimagic tag.
My feedback meter decays into coding. Give me feedback and I make mods.

pheonix89
Halfling
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Joined: Mon Mar 05, 2012 10:35 pm

Re: Verdant Class Pack: v2 Released!

#304 Post by pheonix89 »

HousePet wrote:I was not aware there was an antimagic tag.
There is.

Look in the base game wild-gifts master talent file. Antimagic has it flagged at the cat level as does Eyal's Fury.

Also, you ever considered giving Ukllmswwik the Wise water drake talents? He is a water drake. OTOH making the player deal with the global speed boost from water drake might be a bit unkind.

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

Re: Verdant Class Pack: v2 Released!

#305 Post by spiralrazor »

Hello sir!

Any idea how the update is coming along? Still struggling with the insanity issue both with tentacle drake and on my WO/troll play through.

Thank you!!


SR

HousePet
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Re: Verdant Class Pack: v2 Released!

#306 Post by HousePet »

Sorry, went on holiday for a week and a half. Planning for said holiday was a bit distracting.
My feedback meter decays into coding. Give me feedback and I make mods.

spiralrazor
Thalore
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Re: Verdant Class Pack: v2 Released!

#307 Post by spiralrazor »

hope your vacation was awesome!

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

Re: Verdant Class Pack: v2 Released!

#308 Post by spiralrazor »

Just an idea, not that you dont have enough on your plate already:)


So theres the Psyshot...

Hows about a magic based gunslinger? Care to take on that challenge Housepet? Two guns or gun and shortstaff?

https://www.d20pfsrd.com/classes/core-c ... llslinger/

HousePet
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Re: Verdant Class Pack: v2 Released!

#309 Post by HousePet »

I'd probably do chronomancy and guns instead.
My feedback meter decays into coding. Give me feedback and I make mods.

Thexare
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Re: Verdant Class Pack: v2 Released!

#310 Post by Thexare »

I've actually had ideas specifically for that, but I never really got anywhere writing up the Anachronist. The core concept was Point Zero in desperate situations using tech that shouldn't yet exist in Eyal, thus the name. Little "overt" magic like what the Paradox Mages or even Wardens use, their Paradox is tied to their "equipment", so to speak. You're not summoning yourself to shoot things while you shoot things, but you are borrowing a gun from the future, or deploying an advanced-for-Eyal artillery piece, that sort of thing.

There would also be an artifact gun tailored to the class that raises paradox just for firing it, because it's similarly displaced and Eyal is actively attempting to correct itself.

Maybe you'll have better luck fleshing out the idea.

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

Re: Verdant Class Pack: v2 Released!

#311 Post by spiralrazor »

Guns and time, sounds good!


Insanity fix?

HousePet
Perspiring Physicist
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Re: Verdant Class Pack: v2 Released!

#312 Post by HousePet »

This is what I've got done so far:
Antimagic Balance mechanic removed. (This fixes Insanity and stops me having to do an update every time something changes in some fairly important code. However it also means you can't use Arcane Disrupting equipment on a Druid anymore, but there isn't really anything good to use anyway.)
Create Natural Gems now gives 20% more alchemist gems (however, I do think you could just go to a shop and buy some if you really are running out of Prism uses...)
Cooldown on Prism-Nature reduced to 6.
Slightly reduced the power of Invoke Weather: Mist Cloak and Rainfall.
Suppress Magic's spellpower reduction now scales with spellpower.
Thorns description tweaked.
Corrected the description of Focus Weather: Rainfall, as it had the duration and slow strength backwards.
Prism-Light and Prism-Nature now state that they won't hurt your friends.
Cooldown/cost on plant summons tweaked.
Description for Fertilize clarified.
Growth and Decay: Now removes less effects but heals/damages more.
Tweaked scaling on basic Weather sustain effects.
Avatar of Seasons description improved.
Non metal clarified.
Pitcher Plants now resist acid.
Updated description on Rainfall.
Reduced the cooldown on Pitcher Plant's Acidic Spray by 1.
Tangle Vines now have their own attack talent which does damage over time as well as pinning and possibly silencing.
Alter Weather and Seasons now have numbers in their descriptions to show how much the sub talents do.
Aurora, Whirlpool, Earthshaker, Noxious Gasses and Typhoon now only increase your Equilibrium by 1 per turn at any talent level.
Individual Season and Weather talents are now bound to their master category's mastery level, so enjoy a free boost in power.
Waterspout and Sandstorm can no longer crit twice.
Various tweaks to talent numbers and descriptions.
Fixed Elfwood Shield.
Fixed Inverted Manasurge icon.
Lightning Chains on a Shadow should no longer CTD.
Loads of temp effects have better icons.
Flaming trail from Ember Scales should now only hurt hostiles.
Tagged the Wild Drake category as Antimagic. This is purely cosmetic though, as you can't get it without going with Zigur anyway. Possibly it stops randoms from having it with spell talents, but I can't see anything in the code that stops that.
Woodsman now uses the new Marksman category.

I'm going to cludge something in to make Claw Block work.
I'm pondering changing Blink Drake talents to use Paradox and Blood Drake talents to use Vim, to reduce confusion.
I'm also going to try putting some nice vfx on Avatar of Seasons, and maybe make those sustains slightly prettier.
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
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Re: Verdant Class Pack: v2 Released!

#313 Post by HousePet »

Today's random thought: I can make the costs on Blink and Blood Drake change from Equilibrium to Paradox/Vim if you already have those resource pools. Not sure this makes it any simpler though. :P

I've got Claw Block coded, I just need to do some testing.
My feedback meter decays into coding. Give me feedback and I make mods.

nsrr
Uruivellas
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Re: Verdant Class Pack: v2 Released!

#314 Post by nsrr »

For what it's worth, I would probably go the route of the trees added by EoR and FC. Make them scale on magic and have resource costs associated with their type, i.e. Vim and Paradox. Paradox is the only really tricky one. Souls and Vim are constrained by kills, Insanity you have to generate. Paradox would probably be fine if they did not have space-time tuning but maybe one of their talents let's you lower paradox by defeating enemies? Something like that.

Then you could make a full-on magic based Wyrmic with Undead, Scourge, Blood and Chrono trees :)

HousePet
Perspiring Physicist
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Joined: Sun Sep 09, 2012 7:43 am

Re: Verdant Class Pack: v2 Released!

#315 Post by HousePet »

Spacetime Tuning is granted automatically.
My feedback meter decays into coding. Give me feedback and I make mods.

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