Page 1 of 1

Hedgeknight Reborn (W.I.P.)

Posted: Wed Mar 25, 2015 4:40 am
by StarKeep
"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.",
"You were one of the brave (or foolish) few who dared enter, only to find themselves suddenly able to speak to various plant life.",
"Taming (or even befriending) many different forms of plant life have given you various powers.",
---
A work in progress thread for Hedgeknight.
Current design sheet (give or take a few changes due to limitations.)
https://docs.google.com/document/d/1cJh ... Unbt4tgf4/
---
Current version: http://te4.org/games/addons/tome/hedgeknight_reborn
Completed Trees;
Thorns (Thorn Rose graphic placeholder)
Petals
Bush Guardian
---
I'm more than up for any feedback ya'll can toss me. Slam it into me. Like a rock into a boulder.

Re: Hedgeknight Reborn (W.I.P.)

Posted: Wed Mar 25, 2015 1:37 pm
by anonymous000
Seems to be an interesting class with a lot of utility and synergies, but it also appears that this class is good at everything with no weakness to speak of. To me what makes a class fun to play is often resulted from its limitations rather than what it could do, if there could be some trade-off built in the talents or if you could develop a fun resource system for the class, it would be much better.

And you might be interested in this: I had a similar idea about a class which utilizes plant life. The class was not well thought-out but some of the ideas might be useful to you

http://forums.te4.org/viewtopic.php?f=39&t=41466

Re: Hedgeknight Reborn (W.I.P.)

Posted: Wed Mar 25, 2015 10:58 pm
by daed4
anonymous000 wrote:Seems to be an interesting class with a lot of utility and synergies, but it also appears that this class is good at everything with no weakness to speak of.

1. Not archmage
2. Shit for range(Petal bloom is literally WORSE spit poison.)
3. Subpar damage
4. Equilibrium (WORST resource in the game.)
5. No charge on a melee character or mobility
6. No anti-sustains.
7. N?o? ?b?o?r?k?e?d? ?"?I? ?c?a?n?'?t? ?d?i?e?"? ?a?b?i?l?i?t?y?
Forget that. Found another HILARIOUS bug. (Why it happens, or why I guess it' happens) ToME4 assumes a movement against impossible terrain (walls, end of the screen)=Movement. Wild healing asumes that movement is real. Get against a wall and you're immortal as long you don't get moved or 1 turned (get hit for MANY damage->get low on HP->Run against a wall->All the health again).
TL;DR:
Image


90% of the time custom classes don't even rank on B tier. Most of them are C tier. None I've seen reach archmage bullshit.


Image
I think I broke something.

Re: Hedgeknight Reborn (W.I.P.)

Posted: Wed Apr 08, 2015 4:22 pm
by xnd
i keep getting this, maybe it same thing. yeah it looks same.

Re: Hedgeknight Reborn (W.I.P.)

Posted: Sun Apr 19, 2015 4:19 am
by xnd
:(

This addon became so broken with error messages almost every move I make. I tried removing it from the desc.lua and that just breaks the character, wont load properly if I try that.

thorn body somehow broke so it gives nil value errors probably every time it tries to function, like I am getting them now as much as I do anything. I have been seeing many errors with "hedgeknight" in it so I'm gonna have to drop this one.

Re: Hedgeknight Reborn (W.I.P.)

Posted: Fri Jun 12, 2015 4:18 pm
by Matanui3
Are you still working on this, StarKeep?
I'm getting lots of the above lua errors (for Thorn Body), but they aren't consistent, and sometimes it will start working again even when the board state barely changes between turns. It seems they only happen when Bushy Guardian is in melee range of enemies, though that may just be because it often is.

Re: Hedgeknight Reborn (W.I.P.)

Posted: Sat Jun 13, 2015 2:46 am
by StarKeep
Right sorry, went through a stage of 'blehk.'

Will push out an update soonish with bug fixes, buffs, and the 'Tree' talent tree.

Re: Hedgeknight Reborn (W.I.P.)

Posted: Sun Jun 14, 2015 1:58 am
by StarKeep
Hedgeknight - Tree Release
http://te4.org/games/addons/tome/hedgeknight_reborn
---
Bug Fixes;
Thorn Body lua errors on bleeding effects not caused by Lash.
Petal Dance's tooltip missing a few zeros.
Petal Dance giving bonuses when you move into a wall.

New Talent Tree - Tree;
Melee-centric generic support tree.
Not usable in Heavy/Massive armor.

Petals;
Petal Beam damage increased.

Re: Hedgeknight Reborn (W.I.P.)

Posted: Sun Jun 14, 2015 5:22 am
by StarKeep
Hedgeknight - Tree Bug Fix
http://te4.org/games/addons/tome/hedgeknight_reborn
---
Obligatory bug-fixes to obvious glaring issues I didn't notice.

Re: Hedgeknight Reborn (W.I.P.)

Posted: Mon Jun 15, 2015 4:37 am
by stinkstink
Got a lua error when cancelling Bush-a-port:

Code: Select all

    [LOG]   Ser weed of cannabia uses Bush-a-port.
    stack traceback:
            [C]: in function 'error'
            /engine/interface/ActorTalents.lua:148: in function </engine/interface/ActorTalents.lua:138>
    Lua Error: /engine/interface/GameTargeting.lua:118: /engine/interface/ActorTalents.lua:148: /data-hedgeknight_reborn/talents/bush-guardian.lua:186: bad argument #3 to 'distance' (number expected, got nil)
    stack traceback:
            [C]: in function 'distance'
            /data-hedgeknight_reborn/talents/bush-guardian.lua:186: in function </data-hedgeknight_reborn/talents/bush-guardian.lua:183>
            [C]: in function 'xpcall'
            /engine/interface/ActorTalents.lua:145: in function </engine/interface/ActorTalents.lua:138>
            At [C]:-1
            At [C]:-1 error
            At /engine/interface/GameTargeting.lua:118 fct
            At /engine/interface/GameTargeting.lua:124 targetMode
            At /engine/interface/GameTargeting.lua:204
            At /engine/KeyBind.lua:229
The proc damage for Petal Beam seems really high - combined with the melee hit it was doing 200-300 damage before level 10. I'm playing a Yeek so I'm a bit afraid I'll turn a corner on another Hedgeknight and get oneshot.
Also, any chance you could make it possible to name your bush baby like the Alchemist golem?

Re: Hedgeknight Reborn (W.I.P.)

Posted: Mon Jun 15, 2015 6:21 am
by StarKeep
Not re-nerfing it after I buffed it due to it being called weak. :p

Npcs can't get the class.

Sure.

Re: Hedgeknight Reborn (W.I.P.)

Posted: Mon Jun 15, 2015 7:05 am
by stinkstink
Just noticed Petal Splosion wasn't stunning enemies. Looked at the code and it's because the attackTarget() call is trying to set both speed and hit, but the function only returns hit. Also, is it intentional that it requires a two-hander when Petal Beam doesn't?

Re: Hedgeknight Reborn (W.I.P.)

Posted: Fri Mar 24, 2017 12:25 pm
by Hellcommander
Unfornately it seems npcs do get the class and they do insane amount of damage with petalbeam.....