[1.4.6] Hybrid Class Pack (v1.0.2)

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unkemptarmada
Posts: 1
Joined: Mon Feb 29, 2016 4:25 pm

[1.4.6] Hybrid Class Pack (v1.0.2)

#1 Post by unkemptarmada »

http://te4.org/games/addons/tome/ejhybrids

Adds a number of hybridized classes. Currently only remixes existing classes and talents.
Adds:
Chrono Ranger - A tinker subclass, blending chronomancer and gunslinger
Essence Reaver - An afflicted mage, turned from more conventional magics to darkness and shadow

Compatibility: Modifes the functionality that generates Shadows in Call Shadows (adds necrotic_minion so it'll play nice with some necromancer utility)
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This addon will focus on adding additional classes to the game, with the primary theme of hybridizing different power sources in interesting, hopefully balanced ways.
I was tooling around on Adventurer, and found all I really wanted to do was pretty much this. Not going for insane power, but making flavorful talent combinations. So I learned how to mod, started picking up some lua, and began making classes. So far I've finished two, and both include talents from Embers, so I would consider that a requirement for this mod.

I haven't made much besides add classes, and modify Shadows to have them count as "necrotic minions" for necromancer spells.
I do plan on adding some chronomancy-flavored tinkers for the Chrono Ranger (once I figure those out :))
I also plan on adding a lot more classes, as I come up with them.

Suggestions and feedback welcome. I've only won a few times on Normal/Adventure, so my concept of game balance may not be entirely on point.

Dracos
Archmage
Posts: 405
Joined: Sun Jul 13, 2014 4:09 pm

Re: [1.4.6] Hybrid Class Pack (v1.0.2)

#2 Post by Dracos »

Kinda encourage splitting them. It's one thing (though meh) when there's like 'here's 4-5 classes together' but 2? Harder to comment on, more fragile against updates. Less ability to sort of just try one at a time. Sounds sorta neat.
ToME Tips - auto-generated spoilers for ToME. - someone else made. I find super awesome, so spreading as well.

Nagyhal
Wyrmic
Posts: 282
Joined: Tue Feb 15, 2011 12:01 am

Re: [1.4.6] Hybrid Class Pack (v1.0.2)

#3 Post by Nagyhal »

↑ Yeah, I agree with Dracos.

If you split them, people will be queueing up to suggest ways to improve them and even how to start adding all-new categories unique to these classes!

Also, to be honest with you, I'm not too excited to try out classes that just remix ToME's original trees. It's a great idea if playing a particular hybrid is a personal fantasy, as you can quickly knock out an addon to do that - plus it's a great way to get started working with Lua and making addons. But, speaking from the point of view of a person looking for fun new addons to try, it just doesn't have the fun factor of a well-polished class that adds several interesting new mechanics.

I'd recommend looking at the doctornull's Nullpack classes. The general design for doctornull's hybrid classes was to take a few elements from pre-existing classes, drawing the bulk of the categories from those, and then to add 2 or 3 unique new categories that bond the resources/mechanics together in an interesting style.

I think the idea of a chronomantic gunslinger is a great one, so I really encourage you to progress your ideas! Drop in at the #tome IRC channel if you want some live assistance on making new talents!

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