Twinmagi v1.2.0
Posted: Sat Jul 06, 2019 1:23 am
Well! This has been a fun ride for sure. I've fiddled with mods on ToME before, but this is my first foray into actually building something that's release-worthy!
The idea here is (relatively) simple: cut down on the Archmage's options slightly by creating a new subclass focused on the (Star) staff elements. Archmage keeps Fire, Air, Water, and Arcane. The new Wizard class gets Temporal, Nightfall, Phantasm, and Earth. A few changes have been made to Phantasm and Temporal to make them stand-alone spell options, notable with the addition of the Lightburst and Chronobolt spells. Earth got a few buffs and Nightfall gained some interactivity with the advanced Void tree. I altered Glacial Vapor and Ice Shards a bit to, again, let Water stand on its own, since one of the goals of this mod is to make a pure-class Wizard or Archmage work smoothly. I figure with Archmage losing three trees, most notably Temporal, it can afford to have Water compete with Fire and Arcane.
I know Housepet's amazing Arcanum mod set out with a similar goal with its Arcanist class, but I really wanted to go in a different direction. Since both mods have a spell tree named 'Void' they probably won't place nice with each other.
Since this is my first real mod, I would love to get some feedback from people who decide to try it out. Feedback on the tuning of ability strength is greatly appreciated. I mostly used vanilla skills as references, so I'm hoping everything is more or less reasonable.
I hope players will find the Wizard a fun and engaging class to get folded out of existence by rare hornets with.
Changelog!
1.0.1: Glorious bugfixes
1.1.0: Replaced Nightfall with Darkmatter. Updates to Phantasmal Shield, Shivvy form, and Ice Shards
1.1.1: Darkmatter Bolt no longer fires infinitely if it can't summon any darkmatter zones.
1.1.2: Finally figured out how to fix that Crystallize Time targeting error.
1.1.3: Fixed some loop bugs on the new Phantasmal Shield, including a very annoying error that poison bramble traps kept spitting. Also added +30% healing factor to level 5 Arcane Shielding just because its one-point-wonder status always annoyed me. I figure with the power dip Wizard/Archmage took compared to vanilla Archmage they can afford it.
1.1.4: A few minor bug-fixes and typo corrections. I added a level-5 feature to Lightburst. At level 5 or higher the bolt speed will improve considerably.
1.1.5: Still squashing Phantasmal Shield loop bugs. Hopefully I've gotten them all.
1.1.6: Nope, apparently not.
1.2.0: After some consideration I've decided to rebuild the new Phantasmal Shield. I cleaned up the code a bit and made some important changes. First? It has a 100% blind chance and ignores Blind immunity completely. It still won't hit Blinded creatures, but I stuck the blind in front of the damage to prevent loops (which is working nicely!) Second, I reduced the sustain mana cost back down to 20. However, it now drains 10 mana each time it triggers. I MAY reduce that to five. I would like to get some more input on the changes.
1.2.1: Some tweaks to Archmage balance due to the loss of magic schools. Fixed a few typos. Added a new Chronobolt image to match with the tree's color theme.
Also, I removed the line of sight requirements on Warp Step, allowing it to zip through walls and, more importantly, sight blocking effects. This allows Warp to play nicely with Darkmatter's LoS blockers.
The idea here is (relatively) simple: cut down on the Archmage's options slightly by creating a new subclass focused on the (Star) staff elements. Archmage keeps Fire, Air, Water, and Arcane. The new Wizard class gets Temporal, Nightfall, Phantasm, and Earth. A few changes have been made to Phantasm and Temporal to make them stand-alone spell options, notable with the addition of the Lightburst and Chronobolt spells. Earth got a few buffs and Nightfall gained some interactivity with the advanced Void tree. I altered Glacial Vapor and Ice Shards a bit to, again, let Water stand on its own, since one of the goals of this mod is to make a pure-class Wizard or Archmage work smoothly. I figure with Archmage losing three trees, most notably Temporal, it can afford to have Water compete with Fire and Arcane.
I know Housepet's amazing Arcanum mod set out with a similar goal with its Arcanist class, but I really wanted to go in a different direction. Since both mods have a spell tree named 'Void' they probably won't place nice with each other.
Since this is my first real mod, I would love to get some feedback from people who decide to try it out. Feedback on the tuning of ability strength is greatly appreciated. I mostly used vanilla skills as references, so I'm hoping everything is more or less reasonable.
I hope players will find the Wizard a fun and engaging class to get folded out of existence by rare hornets with.
Changelog!
1.0.1: Glorious bugfixes
1.1.0: Replaced Nightfall with Darkmatter. Updates to Phantasmal Shield, Shivvy form, and Ice Shards
1.1.1: Darkmatter Bolt no longer fires infinitely if it can't summon any darkmatter zones.
1.1.2: Finally figured out how to fix that Crystallize Time targeting error.
1.1.3: Fixed some loop bugs on the new Phantasmal Shield, including a very annoying error that poison bramble traps kept spitting. Also added +30% healing factor to level 5 Arcane Shielding just because its one-point-wonder status always annoyed me. I figure with the power dip Wizard/Archmage took compared to vanilla Archmage they can afford it.
1.1.4: A few minor bug-fixes and typo corrections. I added a level-5 feature to Lightburst. At level 5 or higher the bolt speed will improve considerably.
1.1.5: Still squashing Phantasmal Shield loop bugs. Hopefully I've gotten them all.
1.1.6: Nope, apparently not.
1.2.0: After some consideration I've decided to rebuild the new Phantasmal Shield. I cleaned up the code a bit and made some important changes. First? It has a 100% blind chance and ignores Blind immunity completely. It still won't hit Blinded creatures, but I stuck the blind in front of the damage to prevent loops (which is working nicely!) Second, I reduced the sustain mana cost back down to 20. However, it now drains 10 mana each time it triggers. I MAY reduce that to five. I would like to get some more input on the changes.
1.2.1: Some tweaks to Archmage balance due to the loss of magic schools. Fixed a few typos. Added a new Chronobolt image to match with the tree's color theme.
Also, I removed the line of sight requirements on Warp Step, allowing it to zip through walls and, more importantly, sight blocking effects. This allows Warp to play nicely with Darkmatter's LoS blockers.