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New class :
Steamchemists
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They're tinkers who have started dabbling in alchemy - but their dual focus has resulted in lesser skill. Less skillfully assembled machinery can sometimes be even more dangerous, though.
They have a golem, but no advanced golemancy, access to staff training, but no access to channel staff and no natural mana regen. What they have is lots, and lots of explosions.
One new talent tree : Shrapnel
Steampowered Bombardment : version of throw bomb that scales with steampower and alchemist gem power
Shrapnel infusion : results in bombs causing bleed damage, +phys dmg, +phys penetration
Sonic Boom : An aoe cone physical damage confusion skill
Rocket Powered Leap : a leap that attempts to attack in an aoe, if it hits, causes massive bleed damage
In addition, they have access to many steam categories, and battle machinery now deals bonus damage if the opponents are burning.
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1.0.6:
Gem quality contributes more to bomb damage
At talent level > 7 throw bomb and steam bombardment now reduce their CD by 1 (this means an extra cat point in their respective categories results in 3 CD)
1.0.5:
Arcanum compatibility update
1.0.4:
Explosion expert no longer increase the damage of throw bomb. Instead, throw bomb's damage has been somewhat normalized - it should deal a bit more damage than the average explosion bomb, but won't have quite the same ceiling.
Explosion expert now increases the AOE and mana cost of throw bomb. It will still increase contained explosion's damage bonus. This damage bonus has been rescaled a bit to be more valuable at lower levels.
1.0.3:
Balance changes:
Throw bomb, steam bombardment, explosion expert nerfed
Defensive posture should scale better with talent level.
1.0.2:
Fire infusion damage changed a bit, same for shrapnel. Now deals 25% of bomb damage over 3 turns.
1.0.1:
Gems are no longer overloaded.
1.0.0:
Steamcoil re-enabled (it's a tinker, a version of mana coil that gives some steam regen and can attach to steam staves).
Generic steamstaves modifiers changed to .6/.8 instead of .8/.8
0.9.10:
Fixed command staff not having elements. Unfortunately, had to disable steam coil as a short term fix.
Also lowered modifiers on steamstaves and artifacts, as they were slightly too high
0.9.9 :
Fixed thunderclap consuming gems.
0.9.7 :
Steamstaves now use their own ego type instead of staves (basically just stave ego types, but also increases steampower instead of just spellpower)
Bug fixes and balance changes:
Contained explosion mana cost now decreases with additional points, and it notes that it will add an additional 10% damage multiplier.
Throw Bomb and steampowered bombardment scale less with spellpower, though still more than other spells (1.35 instead of 1.65 multiplier).
Body of fire AI fixed – would pop up bugs continously and do nothing before
Rocket propelled leap- fixed to be able to do damage, added a deep wound effect to it while reducing bleed damage
Shrapnel infusion no longer offers physical penetration, but it does offer greater physical bonus damage than other infusions (Fire infusion still has damage pen).
0.9.6:
Steamstaves now offer bonus steampower and are viewed as powered by steam, in addition to arcane forces.
0.9.5:
Steamchemists now start with natural mana regen instead of a mana surge rune (starting with the rune gave them 4 by default)
0.9.4:
Balance change :
Steam cost of bombardment now scales with explosion expert (from 15->35)
0.9.3:
Oops again. Steampowered bombardment now correctly works off steampower instead of spellpower
0.9.2:
Oops. Steamchemists now have starting gems again.
0.9.1:
Steamchemists no longer have golems. Instead, they have a higher life rating than alchemists, and +1 to strength.
Steamstaves can now be used with desperate blast and blunt thrust.
0.9.0:
Added Steamstaves. These are staves created by steamchemists - they have small machines planted inside that aid in striking accuracy and force. They can't be used with channel staff or command staff, but they have an additional cunning modifier and accuracy bonus.
0.9.0:
Added Steamstaves and steamstave artifacts. These are staves created by steamchemists - they have small machines planted inside that aid in striking accuracy and force. They can't be used with channel staff or command staff, but they have an additional cunning modifier and accuracy bonus.
0.7.1
Fire infusion changed :
deals 100% damage, then 1/6 of that damage every turn for three turns (this means that fire infusion now deals the most damage of any infusion, in order to make up for it having the least utility)
(just an FYI, Shrapnel infusion does deal more damage : Shrapnel infusion deals 100% damage, then 1/5 of that damage every turn for four turns).
Steampowered bombardment now deals fireburner damage (the same as fire infusion, but no bonus pen or bonus damage) by default, and is unaffected by infusions other than shrapnel infusion (which no longer affects throw bomb).
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Overall :
-Gems no longer consumed by talents
-All infusions now have 4 CD to make them viable to switch between in combat
-Infusions give damage pen to their respective damage types in addition to their damage boost
-Alchemist talents no longer deal friendly fire
-Throw bomb, channel staff, refit golem have higher mana costs (35, 6, 30)
-To make throw bomb's damage scaling smoother gems now give these bonusese to damage of throw bomb per tier :
+20%, +35%, +50%, +65%, +70%, with bomb
Gems such as diamonds which gave a +% modifier now have that added directly to their power :
So a diamond now increases bomb power by 95% exactly, and other tier 5 by +70% exactly.
Totally revised Explosion Expert, based largely on Minmay's version of the spell
Alchemist :
(I used minmay's revamped alchemist as a base for these class starting changes)
Willpower/Con bonuses swapped
Liferating changed from -1 to 0
Weapons Training known from start
Golem :
-Now has head slot.
Unfortunately, to remove a helm you have to equip another helm. I'm working on this.
-Golem gains a class talent point every other level instead of every 3
-Boosted weapon damage on pound
-Pound is now a melee ability
-Pound can now be used in melee range
-Knockback, Crush can now be used in melee range
-Golem gains 1 generic every 10th level and has access to combat training from the start. Note : points in golem power and
resilience automatically give points in these areas, though this is hidden in normal ToME.
Explosion tree:
-Alchemist protection now only grants extra elemental damage, friendly fire is gone from alchemist talents by default.
-Explosion Expert totally revamped (thanks to minmay for permission to use parts of her code) . It now will tell you how much extra damage is going to be dealt in the tooltip given while aiming the bomb.
-Explosion expert now grants up to 6 radius, and can grant 7 (and some more bonus damage) with an extra category point.
Shockwave bomb replaced with Contained explosion which functions exactly as throw bomb dealing a maximum amount of explosion expert damage to a single tile. Range scales with talent level. Skill has extremely high mana cost (100), but with a single point is almost certainly the most damaging skill in the game.
Lightning:
Living Lightning has 15 CD and somewhat increased damage
Acid :
-Boosted max damage on caustic mire
-Boosted damage on Caustic Golem
-Caustic golem can now trigger twice in a round
Fire Alchemy:
-Body of fire deals MUCH more damage, but drains MUCH more mana, though its sustain cost is reduced to 75
-Now only targets 1 creature
-Body of Fire has 15 CD instead of 40
-Body of fire now grants fire affinity instead of resistance
Frost:
-Boosted max damage on Flash Freeze (250->320)
-Greatly increased max armor granted for Golem on Ice Armor
-Changed frost infusion to no longer freeze. Instead, it applies a 20% slow. This is to let cold be used as a more reliable damage source
Golemancy :
-Refit golem when golem is dead cast time reduced to 1 resting turn (requires player to be out of line of sight of enemies, meaning Smoke Bomb has a purpose)
-Golem is revived at 40% instead of 33% max hp
Advanced Golemancy:
Greatly increased runic golem regen rate
Staff Combat :
Tree reworked
Channel staff is now a built in attack that costs no talent points and deals 100% weapon damage with a +20% magic modifier.
New talent takes the second spot in the tree :
Desperate Blast - In desperate times, you can overload your channel staff with five times as much mana. This will increase the damage and cause the spell to knockback, but changes the damage to a physical type, and decreases the range.
Blunt thrust is the third item in the tree, and never misses from talent level 1.
Defensive posture is fourth in the tree, with increased effectiveness (now scales from 9 armor/defense at level 1 to 18 at level 5).
Stone Alchemy :
-Stone touch starts at range 3 and beams from talent level 1
Warning : balance still WIP