5 point Armour Training - updated 2012-12-07

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aardvark
Wyrmic
Posts: 200
Joined: Wed Aug 22, 2012 12:16 am

5 point Armour Training - updated 2012-12-07

#1 Post by aardvark »

Version 2 has been released.

This addon changes the point maximum of the Armour Training skill from 10 to 5. Having lurked the forums a bit, I've seen some good arguments for this and figured it wouldn't be hard to do. That was nearly correct.

The skill itself has been changed slightly:
  • The point maximum has been lowered from 10 to 5 and the effect of each point has been doubled. The strength requirement is 16 for the first point and a rising cost for each additional point (16->20->26->34->44) rather than 18 for the first and 1 per thereafter (18->19->20->...->27).
  • The first point allows the wearing of heavy mail (previously 2 points) as well as the heavier extremity armors given by the 10 point version. This makes gauntlets, etc. a little cheaper in strength for those classes that prefer light armor. It also makes heavy mail available earlier to melee classes that don't start with any Armour Training at all. Also, I never liked the mismatch between iron mail's strength requirement of 14 and the skill requirement of 2 (which itself required 19 strength).
  • The second point allows you to equip shields (previously 3 points). 20 strength required for that, same as before. Shields also have a strength mismatch (11 required for iron shields and 20 for the skill) but a shield is basically an ego platform guaranteed to include a bit of armor and a decent defense boost. You probably should have to spend some points on strength to get that.
  • Point 3 grants the use of plate armour (previously 4 points). Now, 26 strength is required to unlock massive armour instead of 21. The previous mismatch was the goofiest of the bunch, requiring 21 strength to meet the skill requirement but 22 to actually wear the lightest plate armor! I like the symmetry here, too: both mail and plate armours have strength requirements lower than needed for their skill requirements.
In addition to those changes to the skill itself, other changes were needed. Note that all references to "halving" hereafter mean half, rounded up!
  • All PC classes that begin with Armour Training have had their initial skill points halved.
  • All NPC classes that begin with Armour Training have had their initial skill points halved. If they had skill ranges, the initial and maximum points were halved and the levels between increases doubled. Some classes could maybe be rebalanced a bit, but this addon is more a proof-of-concept, try-it-and-see-how-it-fits deal.
  • Heavy armour, shields, and massive armour have had their Armour Training requirements adjusted to fit the new skill.
A few special case changes were also required:
  • Golem Resilience (GR) is implemented in terms of Thick Skin and Armour Training. With 10 point Armour Training (AT), the golem started with 4 points of AT and got 1 more per point of GR. This doesn't work with 5 point AT, so I had to change the skill a bit. Golems now start with 3 AT (so they can still wear any armour) and gain 1 each with the 2nd and 5th points in GR. This makes them better armored at all levels of GR and causes them to end at the equivalent of 10 points under the old system rather than 9. This is the one part of the conversion that I hate, but would require a rewrite of GR to fix. Your golem still gets 3% resist all and 10% healing bonus per point of GR, so a point spent there is still good value. Note that this does not contain any fixes for the Golem Resilience or Golem Power bugs.
  • The skill Thought-Form: Warrior had its Armour Training halved.
  • The skill Thought-Form: Defender used a range for Armor Training, starting at 3 and increasing by 1 every 10 levels until maxing out at 8 points at level 50. The starting and max points have been halved and levels between increases doubled to 20, maxing the skill out at 4 points at level 40. I debated changing the levels between increases to 25 to max out at level 50, as before, but decided against it. This makes them slightly better armored, but the gaps between increases are so great that I think leaving it is justified.
  • There's an artifact helm that required 4 points in Armour Training. It's obvious that wearing massive armour was the intended requirement of the helm, so I changed it a 3 point requirement. The strength requirement of the helm is 35 and it's still 1 fewer Armour Training points required than previously, so no complaining.
There are a few possible problems. First, this is a straight overload addon. It may not be compatible with other addons that change skills, NPCs, classes, etc.. Second, my halving of NPC Armour Training may have unintended consequences. My examination of the code indicates that NPCs can wear any armour without meeting the stat or skill requirements to do so. I hope that's right. Finally, this has not been thoroughly tested. It could be a bug fest.

TL;DR This addon makes eating orphans legal in Derth.

Edits: Changed the strength requirement progression from 16->20->24->28->32 to 16->20->26->34->44 since maxing the skill out was way too easy. Also, contrary to my previous edit, the addon does work without any tinkering. It just doesn't show up in the addons list unless "Show incompatible" is selected. It's still automatically enabled, though, even though it doesn't appear in the list. A bug in the addons dialog?

File edit: Removed the download of v1 since the download count keeps going up even though version 2 is available!
Last edited by aardvark on Sat Dec 08, 2012 12:40 am, edited 4 times in total.

nukularpower
Halfling
Posts: 82
Joined: Tue Nov 06, 2012 5:37 am

Re: 5 point Armour Training

#2 Post by nukularpower »

Going to give this a shot cuz I'm sick of having 10 points tied up just in armor. Thanks.

aardvark
Wyrmic
Posts: 200
Joined: Wed Aug 22, 2012 12:16 am

Re: 5 point Armour Training

#3 Post by aardvark »

Huh. I didn't realize anyone (including me) paid any attention to this one anymore, but here it says 31 downloads. I suppose, if there's interest, an updated, non-overload version may be in order.

nukularpower
Halfling
Posts: 82
Joined: Tue Nov 06, 2012 5:37 am

Re: 5 point Armour Training

#4 Post by nukularpower »

Well, can't speak for all of them, but I just noticed it - pretty sure it's not in the addon list on the main site. So that would be nice :)

aardvark
Wyrmic
Posts: 200
Joined: Wed Aug 22, 2012 12:16 am

Re: 5 point Armour Training

#5 Post by aardvark »

None of my addons are on the main site's list. I play strictly offline and you have to have an online account to put addons on the main site.

Avianpilot
Thalore
Posts: 148
Joined: Fri Aug 19, 2011 5:06 pm

Re: 5 point Armour Training

#6 Post by Avianpilot »

aardvark wrote:I suppose, if there's interest, an updated, non-overload version may be in order.
Yes please. It's been a while since I've looked at this addon, but I think that it conflicted with one of the others that I was using. I would very much like to use this addon if you can work it so that it's not purely overloaded.

aardvark
Wyrmic
Posts: 200
Joined: Wed Aug 22, 2012 12:16 am

5 point Armour Training v2

#7 Post by aardvark »

5 point Armour Training, take 2. Version 2 comes in b42 and b43 flavors and is largely overload free.
  • All changes to existing talents are identical to v1.
  • PC and NPC starting skill levels are halved and rounded up, as in v1.
  • All items have the same requirement changes as v1.
  • Golem Resilience (GR) has been reworked to remove the hateful two-level increase that v1 had. In v2, golems always have 3 points in Armour Training (AT). A new golem-only skill has been introduced to account for the difference: Armour Configuration (AC). It's the same as the old 10-pt AT, but starts at a penalty on the first point. Each point in GR increases the golem's AC talent (instead of AT) by a point, giving an armor level identical to what it had when AT was a 10-pt talent. Lore-wise, AC is explained as the Golem restructuring its armor (designed for squishier races) to protect its own vital spots.
  • v2 still overloads one vault. I couldn't find any way to slip changes into a vault at load time. Any other addons overloading paladin-vs-vampire.lua may generate paladins with double the intended armor, but only in that one particular vault. Not a huge deal.
Both have been lightly tested and appear to work as intended. Rename the files from .zip to .teaa to use.

Version edit: Added b43 version. (No changes from previous svn version.)
Attachments
tome-fpat.zip
b43 version
(18.26 KiB) Downloaded 178 times
tome-fpat-b42.zip
b42 version
(18.29 KiB) Downloaded 158 times
Last edited by aardvark on Sat Dec 08, 2012 2:50 am, edited 6 times in total.

Avianpilot
Thalore
Posts: 148
Joined: Fri Aug 19, 2011 5:06 pm

Re: 5 point Armour Training - updated 2012-11-18

#8 Post by Avianpilot »

Excellent work! I look forward to trying this out.

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