Hekatonkhiere Class

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Recaiden
Thalore
Posts: 147
Joined: Mon Jul 30, 2018 8:41 pm

Hekatonkhiere Class

#1 Post by Recaiden »

This adds a new class, the Hekatonkhiere, which is loosely based on the Headless Horror.

Hekatonkhieres are considered Demented, but use a new resource instead of insanity and do *not* require Forbidden Cults.

They are spell-using melee combatants who mix armed and unarmed attacks while accompanied by their eldritch Wandering Eyes.

Get it here!

rexorcorum
Graphical God
Posts: 452
Joined: Wed Jan 05, 2011 8:05 am
Location: There and Back again

Re: Hekatonkhiere Class

#2 Post by rexorcorum »

I was fooling around a little with the Heka in the ID, entered a poltergeist vault, encountered a saw horror and a couple of animated weapons and the game froze a bit and crashed to desktop. Not sure if it was Heka's fault, but just to be safe here is the end of my log, I think it is at the place the game hiccuped:

Code: Select all

[Actor:move]	3837	Betodavena	move from	45	32	to	45	33
Vault id	1	opens:	38	30	11	15
[Actor:move]	25051	wandering eye	move from	49	32	to	48	32
[Actor:move]	25053	wandering eye	move from	47	32	to	46	32
[target_simple AI]	19276	Animated acidic iron waraxe of crippling	selecting NEW TARGET	45	33	3837	Betodavena
[use_tactical AI] === Action Selected:	19276	Animated acidic iron waraxe of crippling	closein	 AI:move_astar
[Actor:move]	19276	Animated acidic iron waraxe of crippling	move from	40	31	to	41	31
[Actor:move]	3837	Betodavena	move from	45	33	to	45	32
Vault id	1	opens:	38	30	11	15
[target_simple AI]	19283	saw horror	selecting NEW TARGET	45	32	3837	Betodavena
[use_tactical AI] === Action Selected:	19283	saw horror	attackarea	 talent:T_PSIONIC_PULL
[LOG]	Saw horror uses #{bold}##ORCHID#Psionic Pull.#{normal}##LAST#
[PULL] from	45	45	towards	40	32	over	2
[PULL] try	44	32	1
[PULL] try	43	32	0	::
[PULL] ok pulled to	43	32	::
[Actor:move]	3837	Betodavena	(forced) move from	45	32	to	43	32
[MIND CRIT %]	11.2
[LOG]	Betodavena is pulled in!
[LOG]	#UID:19283:0#Saw horror hits #fbd578#Betodavena#LAST# for #WHITE#(38 to eyes)#LAST#, #WHITE#19 physical#LAST# (#RED##{bold}#19#LAST##{normal}# total damage).
[Actor:move]	25051	wandering eye	move from	48	32	to	47	32
[Actor:move]	25053	wandering eye	move from	46	32	to	45	33
[target_simple AI]	19261	Moving warden's elm longbow of piercing	selecting NEW TARGET	43	32	3837	Betodavena
[use_tactical AI] === Action Selected:	19261	Moving warden's elm longbow of piercing	closein	 AI:move_astar
[Actor:move]	19261	Moving warden's elm longbow of piercing	move from	39	33	to	40	33
[use_tactical AI] === Action Selected:	19276	Animated acidic iron waraxe of crippling	closein	 AI:move_astar
[Actor:move]	19276	Animated acidic iron waraxe of crippling	move from	41	31	to	42	31
[target_simple AI]	19300	Moving iron greatmaul of crippling	selecting NEW TARGET	43	32	3837	Betodavena
[use_tactical AI] === Action Selected:	19300	Moving iron greatmaul of crippling	attack	 talent:T_ATTACK
[ATTACK] attacking with (mainhand)	iron greatmaul of crippling
[ATTACK] to 	Betodavena	dam/apr/atk/mult ::	28.290090379392	1	21	1	vs. armor/def	5.5	18
[ATTACK] after melee attack bonus hooks & callbacks::	28.290090379392	1	21	1	vs. armor/def	5.5	18
checkHit	21	vs	18	=> chance to hit	58
[ATTACK] HIT:: damrange	1.5	==> dam/apr::	39	1	vs. armor/hardiness	5.5	0.43579428603723
[ATTACK] mace accuracy bonus	21	18	=	1.006
[ATTACK] after armor	34.734
[PHYS CRIT %]	11
[ATTACK] after crit	52.101
[ATTACK] after mult	52.101
[LOG]	#{bold}##UID:19300:0#Moving iron greatmaul of crippling performs a melee critical strike against #fbd578#Betodavena#LAST#!#{normal}#
checkHit	20	vs	21	=> chance to hit	48
[LOG]	#ORANGE#Betodavena shrugs off Moving iron greatmaul of crippling's 'Cripple'!
[LOG]	
[LOG]	#UID:19300:0#Moving iron greatmaul of crippling hits #fbd578#Betodavena#LAST# for #WHITE#(34 to eyes)#LAST#, #{bold}##WHITE#17 physical#{normal}##LAST# (#RED##{bold}#17#LAST##{normal}# total damage).
[USERCHAT] channel serial data	Adrian	tome	768
[Actor:move]	3837	Betodavena	move from	43	32	to	44	32
Vault id	1	opens:	38	30	11	15
[use_tactical AI] === Action Selected:	19283	saw horror	attack	 talent:T_IMPLODE
[LOG]	Saw horror uses #{bold}##YELLOW#Implode.#{normal}##LAST#
[LOG]	Betodavena is being crushed.
[SHADER] Loading from /data/gfx/shaders/distort.lua
[SHADER] Loaded shader with totalname	distort[blacken=0,power=0.01,power_amp=0.3,power_time=1000]
New GL Shader program 69
New GL Shader 71 of type 35632
[SHADER] created fragment shader from /data/gfx/shaders/distort.frag
*p 69: Uniform: 0: 1406 blacken
*p 69: Uniform: 1: 8B5E mainfbo
*p 69: Uniform: 2: 1406 power
*p 69: Uniform: 3: 1406 power_amp
*p 69: Uniform: 4: 1406 power_time
*p 69: Uniform: 5: 8B5E tex
*p 69: Uniform: 6: 8B50 texSize
*p 69: Uniform: 7: 1406 tick
checkHit	20	vs	41	=> chance to hit	0
[LOG]	#F53CBE#Betodavena is bound by telekinetic forces!
[LOG]	#UID:19283:0#Saw horror hits #fbd578#Betodavena#LAST# for #WHITE#66 physical#LAST# damage.
Loading tile from tileset	/data/gfx/talents/implode.png
Loading tile from tileset	/data/gfx/effects/psionic_bind.png
[Actor:move]	25051	

The whole log as well: https://drive.google.com/file/d/1i5o0H4 ... sp=sharing

And it is a damn solid class from what I have seen till lvl4, great work, off to play some more! :)

[EDIT] Ah, the eyes wondering here and there mess up a bit with autoexplore, cause they teleport into unopened rooms and the game thinks they are explored, if there are no items there. It's a small issue, really noticed it for an Exterminator quest in the ID. Although that helps a bit for the Pacifist quests to locate the stairs, so it's all good. :)
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

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

Re: Hekatonkhiere Class

#3 Post by Ghostdog »

Updated 25/05/2021

Hi,

Just wanted say thank you for this very fun class. While playing I have discovered some bug/errors that I want to share with you. There are 5 points.

*Movement inscription of was not useful for Hekatonkhiere. Maybe abilities like Contempt hinder/cancel Movement Inscription, because you damage when moving? Anyway the inscription was quickly cancelled.

*Putting points in Storied Behemoth does not give increase in armor. Neither armor normally nor when sized increased.

*Immersion; looking at the status of the enemy you have applied it (tooltip), it states enemy suffers unarmed damage 0%. However when you look at the status messages, Immersion does do damage.

*With Hekantonkheire's Hundred Hands Hurricane normally it decreases your hands pool..

When I took this ability in the beginning it did; after a few turns my hand pool was drained, so the talent went into cooldown.

But now the talent doesn't drain hands, so now it always stay active. Perhaps this is a bug?
Hundred Hands Hurricane, No hand drain
Hundred Hands Hurricane, No hand drain
Capture1.JPG (141.29 KiB) Viewed 329 times
*Also I am receive the following lua error message.
Mountain shaper lua error
Mountain shaper lua error
Capture2.JPG (75.83 KiB) Viewed 329 times

Recaiden
Thalore
Posts: 147
Joined: Mon Jul 30, 2018 8:41 pm

Re: Hekatonkhiere Class

#4 Post by Recaiden »

I've uploaded a new version that:
  • Fix the Mountainshaper MapEffect error
  • Make it explicit that vision loss is permanent
  • Make unarmed abilities display glove stats
  • Storied Behemoth gives armor once again!
  • Fix immersion effect tooltip
  • Show time until eyes respawn on the sustain icon
  • Eyes don’t time out
Ghostdog wrote: Sun May 23, 2021 10:04 pm*Movement inscription of was not useful for Hekatonkhiere. Maybe abilities like Contempt hinder/cancel Movement Inscription, because you damage when moving? Anyway the inscription was quickly cancelled?
Read the first Shambler talent again.
Hekatonkhieres basically cannot use movement infusions.
Ghostdog wrote: Sun May 23, 2021 10:04 pm*With Hekantonkheire's Hundred Hands Hurricane normally it decreases your hands pool..
When I took this ability in the beginning it did; after a few turns my hand pool was drained, so the talent went into cooldown.
But now the talent doesn't drain hands, so now it always stay active. Perhaps this is a bug?
That's definitely a bug of some sort, but I haven't been able to get it to happen myself. I did add an extra check that might help prevent it.

Munie
Yeek
Posts: 11
Joined: Mon Jul 09, 2018 12:33 pm

Re: Hekatonkhiere Class

#5 Post by Munie »

Congrats on making yet another exciting and highly unusual class, mate. I really like it both style- an gameplay-wise. Got this error today, I'll leave the log here just in case. Also, the Lend a Hand skill seems to hit your eyes, even though it does zero damage to them; don't know if it works the way it should.

Edit: I've managed to replicate the mistake: it (sometimes?) happens if you use the Evil Eye ability and then cancel it without choosing an eye.

Image

Recaiden
Thalore
Posts: 147
Joined: Mon Jul 30, 2018 8:41 pm

Re: Hekatonkhiere Class

#6 Post by Recaiden »

I've uploaded a version with a fix for the EvilEye targeting error and Lend a Hand hitting allies.

Glad you're enjoying the class!

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