Adventurer Plus (astralInferno fork)
Posted: Sat Feb 27, 2016 6:54 pm
This is my fork of windbringer's Hero addon. I originally forked it just to add the cursed aura possibility to them, but then I started adding alternate, slightly specialised heroes. I'm making a new thread to keep bugs and requests in one place.
Get it here!
Features:
Hero
The original, the Hero has all talent categories that your race could take, like an adventurer, but has them at 1.2 talent mastery so they actually have impact. He also has enhanced stat points, but he has a -1 to all stats but con.
All Heroes (Including those below) have a passive boost to encumbrance and most resource recovery mechanics - if you're playing a Hero, it's assumed that you're not here for balanced resource juggling. There's also a large chunk of bonus luck, which I'd wonder why if it actually did much.
Arcane Hero
The Arcane Hero has both Phase Door and Channel Staff as bonus talents, and starts in Angolwen, unless they have a really strong racial start to overcome that. (Undead will overwrite it because I can't work out how to alter their faction, Doomelf might overwrite it?)
They originally only had Channel Staff, but I realised you /need/ phase door to do the Angolwen starter quest.
They have a +1 to magic, +0 constitution and willpower, and -1 to other stats. Unlike all other Heroes, they have a life rating of 1 to make up for their two useful talents.
Celestial Hero
The Celestial hero starts with Twilight as a bonus talent, and has the Sunwall start. This is setup to be compatible with the Midnight addon. They're also currently bugged; they have no starting items for unclear reasons.
I gave them Twilight because it really sucks to have to spend a category point on a utility tree that you don't want, but need for your resources to function.
They have a +1 to magic, +0 constitution and cunning, and a -1 to other stats.
Nature's Hero
The Nature's Hero receives Meditation, for the same reason as Twilight on the celestial, and also automatically has Antimagic unlocked. Given you can get it via quest, this doesn't seem like a huge deal, and it's a fun option.
They have +2 to constitution, +0 willpower, and a -1 to other stats.
Psionic Hero
Easily the most OP option here, the Psionic Hero receives Telekinetic Smash, granting them Beyond the Flesh and the ability to wield weapons, gems, or mindstars telekinetically. I beg that you don't just use this instead of base Hero, but I made my bed.
In return, they have a -1 to Strength, Dexterity and Magic, and no bonus stats.
Temporal Hero
Changed in the recent update, the Temporal Hero now receives Dimensional Step as well as Spin Fate. I couldn't think of a useful 'standard' chronomancy talent, but when I realised I'd given Phase Door to arcane, Dimensional Step became a clear outlier. Though, I did nerf their health for it, so I may have to re-reconsider.
Obviously, they use the Chronomancer starting zone and quest.
They have a +1 to willpower, +0 constitution and magic, and a -1 to other stats.
Warrior Hero
An outlier compared to the starting zone Heroes, the Warrior Hero was made due to it being near impossible to grab Armor Training 2 at chargen on a hero, making shield builds dicey impossible for a few levels. They receive Armor Training 2 for free, and have the Combat Training tree unlocked for free.
They have a +1 to constitution, +0 strength and dexterity, and a -1 to other stats.
There's also DLC compatibility!
If it detects Ashes existing, it will add the Demon Hero.
Demon Hero
Demon Hero doesn't get a free talent, because there is no standard corruptor talent - though I'm tempted to give them Herald when they notice my Emblazoned addon exists. In theory, they start in the Ashes opening zone, and will go through their quests, but... I'm not 100% sure it works 100% of the time. It works sometimes, seems to fail others. I really don't know.
They have a +2 to constitution, +0 magic, and a -1 to other stats.
If it notices that Embers exists, it will both add the Tinker Hero, and perform some inconsistently successful editing of the others.
Tinker Hero
Tinker Hero, which was written for me by Raitzeno on the IRC, begin with Steamtech/Physics and Chemistry. They also have Shoot and 'left clicking performs shoot', like proper archery classes. They also have a Steam Generator Implant and a Medical Syringe Implant as base inscriptions, and both steamguns, steamsaws, a couple of salves and the APE in their transmog chest. (If you want to use tinkering, remember to take the APE out! I need to change this.)
They have a +2 to cunning, +0 willpower, and a -1 to other stats.
The file also edits all other heroes (including Demon) to start with two steamguns and two steamsaws in their inventory, as well as an APE and the two base salves. They DON'T currently receive implants, because I can't get them to work right.
Bugs
Hopefully none?
Requested Features
Exotic Weapons Mastery - I'm not sure if this is possible.
Multiple Racial Trees? - I'm not sure if this is morally permissible.
1.0.2
Hackily gave celestial heroes their items.
Provided implants.
Fixed tinker gear overwriting normal gear and cat points, hopefully.
1.0.3
Took a wild stab in the dark to give tinker hero tinker drops. Seems to have worked, aka I got an injector and a schematic in two floors.
Get it here!
Features:
Hero
The original, the Hero has all talent categories that your race could take, like an adventurer, but has them at 1.2 talent mastery so they actually have impact. He also has enhanced stat points, but he has a -1 to all stats but con.
All Heroes (Including those below) have a passive boost to encumbrance and most resource recovery mechanics - if you're playing a Hero, it's assumed that you're not here for balanced resource juggling. There's also a large chunk of bonus luck, which I'd wonder why if it actually did much.
Arcane Hero
The Arcane Hero has both Phase Door and Channel Staff as bonus talents, and starts in Angolwen, unless they have a really strong racial start to overcome that. (Undead will overwrite it because I can't work out how to alter their faction, Doomelf might overwrite it?)
They originally only had Channel Staff, but I realised you /need/ phase door to do the Angolwen starter quest.
They have a +1 to magic, +0 constitution and willpower, and -1 to other stats. Unlike all other Heroes, they have a life rating of 1 to make up for their two useful talents.
Celestial Hero
The Celestial hero starts with Twilight as a bonus talent, and has the Sunwall start. This is setup to be compatible with the Midnight addon. They're also currently bugged; they have no starting items for unclear reasons.
I gave them Twilight because it really sucks to have to spend a category point on a utility tree that you don't want, but need for your resources to function.
They have a +1 to magic, +0 constitution and cunning, and a -1 to other stats.
Nature's Hero
The Nature's Hero receives Meditation, for the same reason as Twilight on the celestial, and also automatically has Antimagic unlocked. Given you can get it via quest, this doesn't seem like a huge deal, and it's a fun option.
They have +2 to constitution, +0 willpower, and a -1 to other stats.
Psionic Hero
Easily the most OP option here, the Psionic Hero receives Telekinetic Smash, granting them Beyond the Flesh and the ability to wield weapons, gems, or mindstars telekinetically. I beg that you don't just use this instead of base Hero, but I made my bed.
In return, they have a -1 to Strength, Dexterity and Magic, and no bonus stats.
Temporal Hero
Changed in the recent update, the Temporal Hero now receives Dimensional Step as well as Spin Fate. I couldn't think of a useful 'standard' chronomancy talent, but when I realised I'd given Phase Door to arcane, Dimensional Step became a clear outlier. Though, I did nerf their health for it, so I may have to re-reconsider.
Obviously, they use the Chronomancer starting zone and quest.
They have a +1 to willpower, +0 constitution and magic, and a -1 to other stats.
Warrior Hero
An outlier compared to the starting zone Heroes, the Warrior Hero was made due to it being near impossible to grab Armor Training 2 at chargen on a hero, making shield builds dicey impossible for a few levels. They receive Armor Training 2 for free, and have the Combat Training tree unlocked for free.
They have a +1 to constitution, +0 strength and dexterity, and a -1 to other stats.
There's also DLC compatibility!
If it detects Ashes existing, it will add the Demon Hero.
Demon Hero
Demon Hero doesn't get a free talent, because there is no standard corruptor talent - though I'm tempted to give them Herald when they notice my Emblazoned addon exists. In theory, they start in the Ashes opening zone, and will go through their quests, but... I'm not 100% sure it works 100% of the time. It works sometimes, seems to fail others. I really don't know.
They have a +2 to constitution, +0 magic, and a -1 to other stats.
If it notices that Embers exists, it will both add the Tinker Hero, and perform some inconsistently successful editing of the others.
Tinker Hero
Tinker Hero, which was written for me by Raitzeno on the IRC, begin with Steamtech/Physics and Chemistry. They also have Shoot and 'left clicking performs shoot', like proper archery classes. They also have a Steam Generator Implant and a Medical Syringe Implant as base inscriptions, and both steamguns, steamsaws, a couple of salves and the APE in their transmog chest. (If you want to use tinkering, remember to take the APE out! I need to change this.)
They have a +2 to cunning, +0 willpower, and a -1 to other stats.
The file also edits all other heroes (including Demon) to start with two steamguns and two steamsaws in their inventory, as well as an APE and the two base salves. They DON'T currently receive implants, because I can't get them to work right.
Bugs
Hopefully none?
Requested Features
Exotic Weapons Mastery - I'm not sure if this is possible.
Multiple Racial Trees? - I'm not sure if this is morally permissible.
1.0.2
Hackily gave celestial heroes their items.
Provided implants.
Fixed tinker gear overwriting normal gear and cat points, hopefully.
1.0.3
Took a wild stab in the dark to give tinker hero tinker drops. Seems to have worked, aka I got an injector and a schematic in two floors.