More Interesting Prodigies [1.2.7]
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- Thalore
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More Interesting Prodigies [1.2.7]
I wanted to make an addon to make secrets of telos easier to get and more powerful, but decided I might as well change some other prodigies at the same time. This is mostly to make a few prodigies that sound like they could be fun more fun than they currently are; I'm not interested in rebalancing and reworking prodigies as a whole. Still very much a work in progress, I'd really like to hear what people think.
Currently:
Secrets of Telos: Requires any one part of the staff, and doesn't consume it. The talent on hit(spell) property on worn equipment is boosted by 1 level, and the chance is increased by half or 5%, whichever is greater.
Lucky Day: Completely reworked. Can be cast any number of times, every time you cast it you gain one unique artifact of your choice (that you haven't already found and isn't a quest/plot/lore artifact), but also increases all money gained and damage taken by 10% per cast, stacking multiplicatively. Artifacts gained this way can't be vaulted (I think...)
Generalist: Replaces Tricky Defenses. When learned, you select one talent category from a different subclass in the same class and learn it unlocked at 1.3 mastery.
Bullet Hell: Replaces Automated Reflex System. While you have over 100% movement speed, your movement speed is squared (up to 2000%). All incoming projectiles are randomly assigned a speed between 50% and 300%. (passive)
Removed:
Bloodspring: Reduced cooldown from 12 to 10, reduced duration from 4 to 3, increased starting radius from 1 to 2, increased radius gain per turn from .5 to 1, and changes damage from draining blight (heal for 50% of damage) to sanguine (heal for 20% and increase max hp by 50% of damage for 7 turns, max hp doesn't stack). You gain blight damage and penetration equal to greatest (as meteoric crash)
Aether Permeation: Removed void of space requirement. 60% of your arcane resistance is used for a chance (42% at 70% resistance) to block and store almost any incoming detrimental effect. You can store up to 20, can only block effects while it's not full, and when you deal arcane damage, you have a chance to apply stored effects to your target. Chance is separate for each effect and if successful removes it from storage. VERY unsure of the numbers on this, or if it should give you a means of dealing weak arcane damage, or give you arcane resistance or cap, or something else.
https://te4.org/games/addons/tome/newer_secrets
Currently:
Secrets of Telos: Requires any one part of the staff, and doesn't consume it. The talent on hit(spell) property on worn equipment is boosted by 1 level, and the chance is increased by half or 5%, whichever is greater.
Lucky Day: Completely reworked. Can be cast any number of times, every time you cast it you gain one unique artifact of your choice (that you haven't already found and isn't a quest/plot/lore artifact), but also increases all money gained and damage taken by 10% per cast, stacking multiplicatively. Artifacts gained this way can't be vaulted (I think...)
Generalist: Replaces Tricky Defenses. When learned, you select one talent category from a different subclass in the same class and learn it unlocked at 1.3 mastery.
Bullet Hell: Replaces Automated Reflex System. While you have over 100% movement speed, your movement speed is squared (up to 2000%). All incoming projectiles are randomly assigned a speed between 50% and 300%. (passive)
Removed:
Bloodspring: Reduced cooldown from 12 to 10, reduced duration from 4 to 3, increased starting radius from 1 to 2, increased radius gain per turn from .5 to 1, and changes damage from draining blight (heal for 50% of damage) to sanguine (heal for 20% and increase max hp by 50% of damage for 7 turns, max hp doesn't stack). You gain blight damage and penetration equal to greatest (as meteoric crash)
Aether Permeation: Removed void of space requirement. 60% of your arcane resistance is used for a chance (42% at 70% resistance) to block and store almost any incoming detrimental effect. You can store up to 20, can only block effects while it's not full, and when you deal arcane damage, you have a chance to apply stored effects to your target. Chance is separate for each effect and if successful removes it from storage. VERY unsure of the numbers on this, or if it should give you a means of dealing weak arcane damage, or give you arcane resistance or cap, or something else.
https://te4.org/games/addons/tome/newer_secrets
Last edited by Pisastrish on Fri Nov 13, 2020 11:35 pm, edited 6 times in total.
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- Thalore
- Posts: 157
- Joined: Wed Sep 28, 2016 8:07 pm
Re: More Interesting Prodigies (for 1.7)
Deleted for now with the change to aether permeation in the base game, and because I'm not very invested in most of the changes I made. Once 1.7.1 or so is out I'll take another look, at the very least I'll reupload with the secrets of telos part.
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- Thalore
- Posts: 157
- Joined: Wed Sep 28, 2016 8:07 pm
Re: More Interesting Prodigies [1.2.1]
1.2.1 Reuploaded for the official release of 1.7 with the Telos change and a new lucky day change (see above)
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- Thalore
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Re: More Interesting Prodigies [1.2.3]
1.2.3 replaces tricky defenses with generalist (see above). Haven't looked too closely at all the possibilities for it yet, so might be too strong on some classes at the moment
Re: More Interesting Prodigies [1.2.3]
About Generalist's possibilities:
- any Warrior or Rogue class can now access Unstoppable (and the entire Bloodthirst tree)
- if you could take the prodigy twice, Arcane Brawler would be fun (but Arcane Combat is mostly out since you have no spells unless you find the Tome of Wildfire)
- Rogues: Stealth Skirmisher? Can't think of much else right now that isn't Unstoppable.
- Mages: Why yes, I would like Mirror Image on my Necromancer (wait, how does that work?). Also Disruption Shield for everyone! And Necrosis (wait, do generic trees work?)
- Wilder: Mitosis. That is all that needs to be said. Although you could probably just take the "weapon mastery" category from Stone Warden and build double-shield wyrmic (idk if you need to pick a dwarf for this.)
- Celestial: Uhm. No idea, honestly.
- Corruptor: Reaver now has access to Incinerating Blows... fire reaver time? Also DEMON SEEDS.
- Afflicted: Rampaging Gesture of Pain Doomed, Cursed with shadows, Cursed with constant hate gain from Feed, Doomed with Gloom. What's not to love?
- Chronomancer: You either put fun spells on TW or you give PM doggies. Also Invigorate for PM?
- Psionic: Absorption for Solipsists, solipsistic Mindslayers, Inner Demons for everybody, Possessors with tk-wielding and wait, can other psionics take Possessor talents?
- Demented: Good shielding / mobility / summoning / worm friend for CoE, WO gets... idk.
- Tinker: Absolute mayhem. The end of the world. Psyshots are rampaging about inside mech spiders, sawbutchers have Inner Demons and WHO GAVE THE GUNSLINGER A GRENADE LAUNCHER?
All of this gets made a whole lot more fun when you start to include add-on classes, of course.
- any Warrior or Rogue class can now access Unstoppable (and the entire Bloodthirst tree)
- if you could take the prodigy twice, Arcane Brawler would be fun (but Arcane Combat is mostly out since you have no spells unless you find the Tome of Wildfire)
- Rogues: Stealth Skirmisher? Can't think of much else right now that isn't Unstoppable.
- Mages: Why yes, I would like Mirror Image on my Necromancer (wait, how does that work?). Also Disruption Shield for everyone! And Necrosis (wait, do generic trees work?)
- Wilder: Mitosis. That is all that needs to be said. Although you could probably just take the "weapon mastery" category from Stone Warden and build double-shield wyrmic (idk if you need to pick a dwarf for this.)
- Celestial: Uhm. No idea, honestly.
- Corruptor: Reaver now has access to Incinerating Blows... fire reaver time? Also DEMON SEEDS.
- Afflicted: Rampaging Gesture of Pain Doomed, Cursed with shadows, Cursed with constant hate gain from Feed, Doomed with Gloom. What's not to love?
- Chronomancer: You either put fun spells on TW or you give PM doggies. Also Invigorate for PM?
- Psionic: Absorption for Solipsists, solipsistic Mindslayers, Inner Demons for everybody, Possessors with tk-wielding and wait, can other psionics take Possessor talents?
- Demented: Good shielding / mobility / summoning / worm friend for CoE, WO gets... idk.
- Tinker: Absolute mayhem. The end of the world. Psyshots are rampaging about inside mech spiders, sawbutchers have Inner Demons and WHO GAVE THE GUNSLINGER A GRENADE LAUNCHER?
All of this gets made a whole lot more fun when you start to include add-on classes, of course.
Breaking Projection since 1.5
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- Thalore
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Re: More Interesting Prodigies [1.2.3]
Right now you don't, but I'll probably restrict it in the next version (mostly for flavor). Possessor and generic talents are also available since it ignores no_npc_use (or whatever it's called), and I'll probably keep it that way. It doesn't seem like restricting them would really do anything to make this more balanced.(idk if you need to pick a dwarf for this.)
So far the things that sound too much like auto-picks to me are unstoppable, mitosis, and tk-wield for possessor, but unstoppable and mitosis both need a lot of points and possessors are already op, so maybe this isn't too bad?
Re: More Interesting Prodigies [1.2.3]
Yeah, I don't see any issues either. Sure, Unstoppable might be kind of an auto-pick, but apart from that, not much really stands out.
Possessors being included might make for a fun mindslayer build with the possessor 2h category.
About Beyond the Flesh: it's not like Possessor couldn't already get tk-wielding. Now, for the cost of a prodigy, they just get to do it independently of the body they use.
Possessors being included might make for a fun mindslayer build with the possessor 2h category.
About Beyond the Flesh: it's not like Possessor couldn't already get tk-wielding. Now, for the cost of a prodigy, they just get to do it independently of the body they use.
Breaking Projection since 1.5
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- Thalore
- Posts: 157
- Joined: Wed Sep 28, 2016 8:07 pm
Re: More Interesting Prodigies [1.2.3]
Thinking of simplifying and taking some randomness out of lucky day, does this change sound good: gold and damage increase only multiplicative, gold changed to 20% at start and 20% per cast (20%, 44%, 73%), damage changed to 0% at start, 15% per cast (also multiplicative now, 0%, 15%, 32%, 52%), and instead of 5 random artifacts, 1 artifact of your choice.
Re: More Interesting Prodigies [1.2.3]
Okay, so I have a few bugs to report.
- Generalist causes a crash when moused over on adventurers. Not sure if this is an issue with Generalist in, well, general or if it's related to the Prodigious progress addon.
- Lucky Day can generate randarts (unsure if intended.)
- Lucky Day can generate artifacts from the tutorial.
- Lucky Day can generate the Yeti Mind Controller artifact.
and the big one:
- Lucky Day can be learned via the Writhing Ring. When you do so, the damage increase goes away as soon as you take the ring off again (and it does not persist, even if you reequip the ring). This means that currently, if you find the ring and anything that gives a luck bonus, you can obtain every fixedart in the game, plus your randart of choice if you are patient enough, for free.
- Generalist causes a crash when moused over on adventurers. Not sure if this is an issue with Generalist in, well, general or if it's related to the Prodigious progress addon.
- Lucky Day can generate randarts (unsure if intended.)
- Lucky Day can generate artifacts from the tutorial.
- Lucky Day can generate the Yeti Mind Controller artifact.
and the big one:
- Lucky Day can be learned via the Writhing Ring. When you do so, the damage increase goes away as soon as you take the ring off again (and it does not persist, even if you reequip the ring). This means that currently, if you find the ring and anything that gives a luck bonus, you can obtain every fixedart in the game, plus your randart of choice if you are patient enough, for free.
Breaking Projection since 1.5
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- Thalore
- Posts: 157
- Joined: Wed Sep 28, 2016 8:07 pm
Re: More Interesting Prodigies [1.2.3]
The first bug is from generalist and only affects adventurers (should be fixable from dev mode if it’s a save you’re invested in). I’ve had both that and the writhing ring bug fixed for a few days now, but have held off because I thought I would make bigger changes soon, I’ve been kind of distracted though so I’ll try to upload just the bug fix today or tomorrow.
I have no idea what causes some randarts to be generated, they seems to be fixed at the start of the game though because it’s still possible to run out of artifacts to generate with the prodigy. I’ll try to look into it more (I basically copied the method from dev mode artifact generation, which also creates some randarts, if anyone knows why let me know), plus remove the problem artifacts you’ve mentioned.
I have no idea what causes some randarts to be generated, they seems to be fixed at the start of the game though because it’s still possible to run out of artifacts to generate with the prodigy. I’ll try to look into it more (I basically copied the method from dev mode artifact generation, which also creates some randarts, if anyone knows why let me know), plus remove the problem artifacts you’ve mentioned.
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- Thalore
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- Joined: Wed Sep 28, 2016 8:07 pm
Re: More Interesting Prodigies [1.2.5]
Fixed! Left the randarts in for now while I continue to think about how I want lucky day to work
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- Thalore
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Re: More Interesting Prodigies [1.2.6]
Updated lucky day to be one artifact of your choice, and 10% increase to damage and money per cast (multiplicative). Still unsure of the numbers.
Also replaced automated reflex system with bullet hell, see above.
Edit: Forgot to look into randarts, hopefully will soon
Edit2: I think randarts are fixed with 1.2.7, plus some other small changes
Also replaced automated reflex system with bullet hell, see above.
Edit: Forgot to look into randarts, hopefully will soon
Edit2: I think randarts are fixed with 1.2.7, plus some other small changes