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[1.7.6] Resourceful Wanderers
Posted: Wed Nov 03, 2021 8:28 am
by hauzer
Help Wanderers make use of trees which are otherwise hard or impossible to use due to:
- Insufficient or non-existent resource generation.
- Other dependant talents.
- Missing mastery talents.
- Missing items.
- Anything specific, like Chronomancy/Spellbinding and such.
Any time a category or tree is learned which is dependant on something specific that you don't already have, one or multiple 'Wanderer' trees will be granted locked as well.
These trees are usually at x0.8 mastery, and can have less or more than 4 talents, learnable out-of-order.
Wanderer trees can be removed under certain conditions, and this will fully refund category and talent points. The exact conditions are detailed in each tree's description.
Every Wanderer now knows the Shoot talent from the get-go, and starts with iron mail armour in addition to everything else.
steam |
addon |
github
Re: [1.7.4] Resourceful Wanderers
Posted: Sun Nov 07, 2021 9:13 am
by rexorcorum
Very nice one, it definitely does make the wanderer's life a *bit* easier

.
May I suggest adding a steamgun and steamsaw (or 2 of both) and maybe 2 injectors to the starting inventory as well when a steamtech tree is learnt or more generally, when Embers is enabled? I'm pretty sure that was an oversight from DG's part and I will nag him about it (it was the case with Adventurers for quite some time as well

), but it will be neat to have is sooner that the next patch.
And a bit more controversial suggestion - when learning a tree that involves ranged weaponry, make the Shoot talent available as well. Hell, you can even subtract the standard learning fee of 8 gold for fairness sake. It would make ID wanderer runs a *lot* better for sure and will save some boring bumping time in the main campaigns.
Re: [1.7.4] Resourceful Wanderers
Posted: Tue Nov 09, 2021 7:29 am
by hauzer
rexorcorum wrote: ↑Sun Nov 07, 2021 9:13 am
May I suggest adding a steamgun and steamsaw (or 2 of both) and maybe 2 injectors to the starting inventory as well when a steamtech tree is learnt or more generally, when Embers is enabled? I'm pretty sure that was an oversight from DG's part and I will nag him about it (it was the case with Adventurers for quite some time as well ;)), but it will be neat to have is sooner that the next patch.
Now that I think about it, it does make more sense to give some equipment as well. Two injectors sound good also. I think it's still better to leave it so it's given upon learning steamtech. Doesn't make much difference either way. 😅
rexorcorum wrote: ↑Sun Nov 07, 2021 9:13 am
And a bit more controversial suggestion - when learning a tree that involves ranged weaponry, make the Shoot talent available as well. Hell, you can even subtract the standard learning fee of 8 gold for fairness sake. It would make ID wanderer runs a *lot* better for sure and will save some boring bumping time in the main campaigns.
Can't believe I missed this! I won't complicate things too much here. All Wanderers will know Shoot upon birth!
rexorcorum wrote: ↑Sun Nov 07, 2021 9:13 am
Very nice one, it definitely does make the wanderer's life a *bit* easier :).
Thanks and thanks for the feedback! :)
All in all, the new version is out:
- Now start with knowing Shoot, and an added iron mail armour.
- Learning steamtech now gives 2x steam generators, 2x steamsaws and 2x steamguns.
- Fixed a bug where a talent would be granted even if the tree with a resource-generating talent is known.
Re: [1.7.4] Resourceful Wanderers
Posted: Tue Nov 09, 2021 1:31 pm
by rexorcorum
Great, thanks!

Re: [1.7.6] Resourceful Wanderers
Posted: Wed Jan 24, 2024 7:00 pm
by hauzer
New version is out!
Didn't really have much time in the past few years, too much happening in life. This being sort of broken was kinda bugging me.
I took a completely different approach to tackling the issue this time around, so let me know what you guys think!