[1.7.2]Remake of Alchemist

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yutio888
Cornac
Posts: 44
Joined: Thu Dec 26, 2013 1:54 pm

[1.7.2]Remake of Alchemist

#1 Post by yutio888 »

  • Changes for alchemist
  • Adjust Explosives tree to increase the base damage of bombs and decreases the bonus from Explosion Expert
  • You may equip gems instead of alchemist gems.
  • Buff Golemancy & Advanced-Golemancy tree, to make your golem toucher and git harder
  • Replace Fire/Acid/Frost/Energy Alchemy tree with Element Alchemy tree
  • New Alchemy Potion tree that allows you to prepare potions before combat, you can even see your potions below the resource bars.
  • New Gem Spell tree that can trigger the special bomb effect of gems
  • New Explosion Control tree that allows you to throw bomb in special ways
  • Cunning/Survival is now unlocked at birth.
  • Changes for gems
  • Adjust the potential damage type and tier of normal gems
  • Buff the stats of normal gems
  • Most normal gems gain new bomb effect
  • Remake of Golem
    Not started yet. Plan to replace current golem talents with more fancy skills (which I have no idea now).
Warning: This addon overloads Minimalist.lua/ClassicPlayerDisplay.lua to support ammo display, and may conflicts with other addons that modifies these files (mainly ui-based addons I guesss).

Seventeer
Cornac
Posts: 37
Joined: Mon Apr 20, 2020 5:58 pm

Re: [1.7.2]Remake of Alchemist

#2 Post by Seventeer »

I can't use Refit Golem when equip Gems.
Gem Blast can't pass through friends?
You can equip Gems one by one, then the bonus effect will stack permanently.
I think Golem should have more equipment slot.

yutio888
Cornac
Posts: 44
Joined: Thu Dec 26, 2013 1:54 pm

Re: [1.7.2]Remake of Alchemist

#3 Post by yutio888 »

Seventeer wrote:I can't use Refit Golem when equip Gems.
Gem Blast can't pass through friends?
You can equip Gems one by one, then the bonus effect will stack permanently.
I think Golem should have more equipment slot.
1. Refit Golem cannot be used when your golem is in full health. I try to use Refit Golem with gems in quiver and it works fine.
2. That's a little disappointing that Gem Blast is blocked by your own golem, and I've changed that, now Gem Blast can pass through your golem & other friendly creatures. However, it will still be blocked by hostile creatures.
3. This is a bug, I've made a quick fix that you'll always replace the gems in quiver instead of stacking them. The added stats cannot be reverted anyway.
4. More slots are good, and I'll consider what slot to add, maybe advanced golemancy tree also need a little tweak. However, this should take me quite a while.

You may download the newest addon to start your new journey.

yutio888
Cornac
Posts: 44
Joined: Thu Dec 26, 2013 1:54 pm

Re: [1.7.2]Remake of Alchemist

#4 Post by yutio888 »

Updated,main changes:
1. Golem gains a new generic tree: Energy that provides passive life regen.
2. Golem now gains one class point every 2 level and one generic point every 5 level.
3. Remake Advanced Golemancy tree and let golem gain 5 more equipment slots.
3. Transmogrification Chest automatically extracts gems if you know how to Extrace Gems, and slightly increases the price of gems.

Seventeer
Cornac
Posts: 37
Joined: Mon Apr 20, 2020 5:58 pm

Re: [1.7.2]Remake of Alchemist

#5 Post by Seventeer »

Gem Opal effect bug
Game version (character creation): tome-1.7.2
Lua Error: /engine/interface/GameTargeting.lua:137: /engine/interface/ActorTalents.lua:190: ...s/new-alchemist/superload/mod/class/interface/Combat.lua:51: bad argument #1 to 'max' (number expected, got nil)
stack traceback:
[C]: in function 'max'
...s/new-alchemist/superload/mod/class/interface/Combat.lua:51: in function 'triggerGemAreaEffect'
/data-new-alchemist/talents/spells/gem-spell.lua:59: in function 'fct'
/engine/interface/ActorProject.lua:378: in function 'damtype'
/engine/interface/ActorProject.lua:258: in function 'project'
/engine/interface/ActorProject.lua:366: in function 'projectApply'
/data-new-alchemist/talents/spells/gem-spell.lua:47: in function </data-new-alchemist/talents/spells/gem-spell.lua:31>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:186: in function </engine/interface/ActorTalents.lua:173>
At [C]:-1
At [C]:-1 error
At /engine/interface/GameTargeting.lua:137 fct
At /engine/interface/GameTargeting.lua:143 targetMode
At /engine/interface/GameTargeting.lua:214 accept
At /engine/interface/GameTargeting.lua:221 fct
At /engine/interface/PlayerHotkeys.lua:326
At /engine/KeyBind.lua:231
——————————————
I drop down items and use trans-club,bug again.

yutio888
Cornac
Posts: 44
Joined: Thu Dec 26, 2013 1:54 pm

Re: [1.7.2]Remake of Alchemist

#6 Post by yutio888 »

Seventeer wrote:Gem Opal effect bug
Game version (character creation): tome-1.7.2
Lua Error: /engine/interface/GameTargeting.lua:137: /engine/interface/ActorTalents.lua:190: ...s/new-alchemist/superload/mod/class/interface/Combat.lua:51: bad argument #1 to 'max' (number expected, got nil)
stack traceback:
[C]: in function 'max'
...s/new-alchemist/superload/mod/class/interface/Combat.lua:51: in function 'triggerGemAreaEffect'
/data-new-alchemist/talents/spells/gem-spell.lua:59: in function 'fct'
/engine/interface/ActorProject.lua:378: in function 'damtype'
/engine/interface/ActorProject.lua:258: in function 'project'
/engine/interface/ActorProject.lua:366: in function 'projectApply'
/data-new-alchemist/talents/spells/gem-spell.lua:47: in function </data-new-alchemist/talents/spells/gem-spell.lua:31>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:186: in function </engine/interface/ActorTalents.lua:173>
At [C]:-1
At [C]:-1 error
At /engine/interface/GameTargeting.lua:137 fct
At /engine/interface/GameTargeting.lua:143 targetMode
At /engine/interface/GameTargeting.lua:214 accept
At /engine/interface/GameTargeting.lua:221 fct
At /engine/interface/PlayerHotkeys.lua:326
At /engine/KeyBind.lua:231
——————————————
I drop down items and use trans-club,bug again.
Fixed in the new version. Thank you for feedback.

yutio888
Cornac
Posts: 44
Joined: Thu Dec 26, 2013 1:54 pm

Re: [1.7.2]Remake of Alchemist

#7 Post by yutio888 »

Update:
1. Fix that chest fails to auto extract gems when leaving current level.
2. Fix that some talent based on bomb explosion fail to trigger.
3. Slightly reduce the damage of Beam Mode.

Rukaneo
Wayist
Posts: 18
Joined: Sat Dec 19, 2020 7:14 pm

Re: [1.7.2]Remake of Alchemist

#8 Post by Rukaneo »

Nice Mod. However I noticed a bug regarding ametrine gem. I got this bug.

yutio888
Cornac
Posts: 44
Joined: Thu Dec 26, 2013 1:54 pm

Re: [1.7.2]Remake of Alchemist

#9 Post by yutio888 »

Rukaneo wrote:Nice Mod. However I noticed a bug regarding ametrine gem. I got this bug.
I've fixed a bug that ametrine effect is amplified by after teleport effect on the equipment, I wonder if it is the bug that you encounter.

Ghostdog
Low Yeek
Posts: 6
Joined: Tue Aug 07, 2018 8:51 pm

Re: [1.7.2]Remake of Alchemist

#10 Post by Ghostdog »

I have played with the class for a while and I hope you do not mind my feedback.
(Warning; might be a long post)

First of all, thanks for cleaning the class up. The different elemental alchemies are removed. In place 2 new opened trees; gem spells and alchemy potions.

Gem spells; It is an interesting tree, which can activate the special powers of a gem.
*Gem Blast, I expected it to hit several targets like a laser. Instead it hit one enemy, but it is a minor thing I suppose.
*Gem's Radiance; First I thought it would be a escape teleport. But reading it again, it is like an AOE with a special ability from a gem. I would recommend with teleportating further than 1, as only 1 tile is not very useful.
*Flickering Gem; it summons a crystal. Unfortunately you cannot control the crystal, so it would randomly teleport somewhere else. Not very useful I think.
If they could draw aggro.. or if you could direct their attacks, that would be better. Kinda like defensive emplacements.
*One with Gem; the idea is interesting, but it is very expensive when using only one point. You need to invest more points in order to get the special ability of the gem. Right now it is not worth putting 1 point into. Unless the sustain cost is lowered, which brings us to another problem.
*Special abilities of the gem; the issue is that there are not alot of useful abilities. Now I am at tier 4 gems. Most special abilities are only useful when throwing them as a bomb, so when activating them as abilities of gem spells. Others are just no interesting; life gain 5% of max life, lights terrain. Or situational; 50% chance to cleans one magical debuff.

In order for Gem Spells to be more interesting, the special abilities of the gem would need to be reworked.

Alchemy potions; it is a very interesting tree. I suppose this is the utility tree of the alchemist. Different abilities in one tree can be versatile. Having both limtied charges and preperation outside combat, would that be too limiting I wonder? The preperation outside combat, you would need to know what you are facing beforehand. With charges (without the other skills) once you use it up, then you cannot use the potions anymore.

The main issue is the potion themselves. Are they interesting enough that you want to use them? I personally do not think the potions are very powerful. They can be very situational. Yet as the charges are so precious, I cannot see myself using alchemy potions as an offensive tool. And also because they are charges, I would rather hold back on use. Healing potion is always useful. However I would rather use other abilities to heal myself and my golem and use healing potion as a last resort.
*Reproduce; maybe I was doing something wrong, but after the times goes off, the sustain deactivates itself. I thought the deactivation only occurs when you receive damage?
*Potion Sprayer; It could be useful, only if you have useful offensive potions. With limited charges and not very useful potions (even offensive), this would see limited use.
*Ingredient Recycle; the timer did not go down after I threw a bomb. Furthermore to throw a bomb 10, 7 times is too restrictive, because bombs have cooldown. It synergizes well with fast recharge, but even then the amount of bomb you need to throw to recharge one random potion is too much.

Explosive control; I do like how this tree works. It is also very flavorful; your alchemist becomes an artillery. Do the special abilities of the gems come into play?
*Beam mode; If you alot of mana, you can spam beams almost unlimited. It is fun to use. Maybe OP. Maybe.
*Cone Mode; very useful. You throw and then comes out a shaped charged. Like a thrown claymore I suppose.
There are Implosion and Chain blast, which are useful I suppose. I tend to limit myself using explosive control, only in very challenging situations.

Anyway I do like this rework. It is more streamlined. Abilities of Golemancy basic and advanced have become more useful. Abilities were merged and new abilities created. New trees were added, which are interesting; Utility with potions, Artillery with Explosive control and gem spells. This rework has alot of potential. Look forward to see more updates in the future.

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