[1.2.3] Predator Update

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Sradac
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Re: [1.0.3] Predator

#16 Post by Sradac »

Thanks DG and AJ!

While that could work AJ, I think I will probably end up needing to modify more than just swap, so I'll probably be expanding the superload more than just quickswaps function.

And...Wow! Lots of feedback! Did not expect that at all since this was just a foray into learning the t-engine4 and lua.

I guess I better get to work :lol:

Peppersauce
Thalore
Posts: 190
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Re: [1.0.3] Predator

#17 Post by Peppersauce »

My bad about field control, misread that sentence, heh.
Stalk should work on ranged attacks too, definitely.
Anyway, the more I think about it, the more I like Darkness as an idea for them. Stealth is fitting, sure, and it's a good idea, but that + Scoundrel makes it more of a Rogue class than an Afflicted, in a way. It's... starting to sound weird, not counting that thing with Shadowstrike not working with ranged attacks (which is weird, since it works with spells). Darkness on the other hand... has Dark Tendrils. Just think about it.
Darkness and Field Control in, Stealth and Scoundrel out? It's only a suggestion of course, but a change like this could also be enough to switch the class to Str/Dex/Wil, which makes as much sense as Cun/Dex/Wil imho, even if it does pave the way to 1h+dagger as a reasonable melee set and I don't know if you would like that.
This way you only lose, like, Lacerating Strikes and its passive bonuses in melee, which could be counter-balanced by that sustain idea I said before, which would work for both melee and ranged.
With a Str/Dex/Wil setting Quickswap could go back to being a Celerity clone... or maybe, since its requirements are higher than Celerity itself, it could grant a negligible attack speed bonus, like 2/4/6/8/10%, which shouldn't be imbalanced when coupled with either Momentum or Rapid Shot, as Shadowblades can reach similar attack speeds with Shadow Feed + Momentum.
This class will get a lot of movespeed anyway eventually, since it has both Surge and Strider and... well, if Darkness finds its way in, there's also that. Strider is also another good reason to have the Field Control tree, since as of now it does boost only Hack 'n' Back (and Evasion, if anyone really wants to get Survival) if I'm not mistaken.

And... glad to help, sradac. :)

Sradac
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Re: [1.0.3] Predator 0.1.0

#18 Post by Sradac »

Thanks also pepper! You didnt get an honourable mention up there cause you didnt fix my broke-ass code ;)

Updated to 0.1.0!

http://te4.org/games/addons/tome/predat ... -class-010

The basic architecture and theme of this class is finished now I think.
It SHOULD be playable (And maybe winable??) although I didnt extensively test this latest version.

Do let me know if anything is broken, and, of course, feedback is always super appreciated.

Changelog:

Code: Select all

Predator 0.1.0 - Changelog

1. Unseen Hunter renamed to Lonewolf
2. Stealh is replaced with the new Unseen Hunter, a Wil focused stealth tree.  Use your willpower to forcibly remove yourself from the vision of your opponents!
	a. Right now they are just renamed talents, they will be re-worked and made cooler in the future.  Trust me!
3. Quickdraw renamed to Swift Hunter
4. Swift Hunters swap actually works.
5. Movespeed of Swift Hunter reduced from 10% per level to 7% per level.  (They're quick, but they're no temporal warden).
6. Lonewolf is now a melee-oriented only tree.
7. Lonewolf requirements are now dex, not cun.
8. Flourish will no longer let you swing your bow around to intimidate opponents.  Silly Predators!
9. Lonewolf / Swift Hunter has been replaced with Viscious Slashes
	a. Currently a clone of Dual Strike, with tweaked damages.  Initial strike is weaker since it is a quick slash of your offhand weapon, while the second blow is stronger as you plunge your blad into your foe with all your might. Yay for brutality.
10. Archery Training has been removed.
11. New Ranged Tree: Shadow Archer (Name will probably be replaced) a dex / wil based archery tree.  This is a very early form of this tree and its mostly here to fill out the architecture of the class, talents will be vastly different in the comming builds of the class.
	a. Swift Hunter has been moved to the first talent of this tree.
	b. Deadshot is second, it is steady shot.
	c. Dazzling Shot is third, it is flare.  I plan to replace the Blind with Daze.
	d. Killshot is fourth, it is Crippling shot.  This is going to be enhanced to become the ultimate shot any archer has ever used before: THE KILL SHOT!!!
12. Dualweapon Training has been removed.  I dont want to bloat this clas with too many trees.
	a. If the demand is large enough, I will put it back in.


Todo:
1. Re-work talents of the new Unseen Hunter
2. Add more personalization to Lonewolf.
3. Icons, I know the abundance of ?'s floating around is ugly.
4. Figure out how to assign custom talents on birth.  Game does not like it when I do that currently.
5. Greatly rework talent of Shadow Archer.
6. Further reduce the stat spread of the class.  I plan to look into something like lethality but making both daggers AND bows use Cun in place of Str.
7. Heavily consider scrapping Scoundrel (It really dosent fit anymore, I agree with pepper) and consider adding Darkness.

Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

Re: [1.0.3] Predator 0.1.0

#19 Post by Peppersauce »

Sradac wrote:Thanks also pepper! You didnt get an honourable mention up there cause you didnt fix my broke-ass code ;)
heh, no problem man! I was included in the feedback anyway :lol:
Sradac wrote:

Code: Select all

Predator 0.1.0 - Changelog
12. Dualweapon Training has been removed.  I dont want to bloat this clas with too many trees.
	a. If the demand is large enough, I will put it back in.
Imo, put it back as a locked tree, the class lacks some good locked trees (and there are in-game classes with a ton of class trees anyway, ie. Archmages)

ajfluffy
Thalore
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Re: [1.0.3] Predator 0.1.0

#20 Post by ajfluffy »

Zomg want to by some icons XD. Was wondering why you made a willpower based skillset copy of stealth. You may want to modify artifacts that increase stealth mastery level to also increase mastery of your new skillset.

jotwebe
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Re: [1.0.3] Predator 0.1.0

#21 Post by jotwebe »

Peppersauce wrote:
Sradac wrote:

Code: Select all

Predator 0.1.0 - Changelog
12. Dualweapon Training has been removed.  I dont want to bloat this clas with too many trees.
	a. If the demand is large enough, I will put it back in.
[/quote]
Imo, put it back as a locked tree, the class lacks some good locked trees (and there are in-game classes with a ton of class trees anyway, ie. Archmages)[/quote]
Seconded. As a matter of fact, I'd suggest putting in lots of trees and keeping them unlocked for the moment. That should make experimentation easier, and once you've got a good idea on how the class works in practice, hopefully with different possible playstyles, then is the time to lock trees and reduce masteries. Brainstorming, basically.
Ghoul never existed, this never happened!

Sradac
Sher'Tul
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Re: [1.0.3] Predator 0.1.0

#22 Post by Sradac »

all good points, appreciate the feedback.

Probably wont be able to do anything till this weekend, building a mobile app for an IT conference is time consuming.

lukep
Sher'Tul Godslayer
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Re: [1.0.3] Predator 0.1.0

#23 Post by lukep »

Looking through it:

- Flourish description: "...a series of fancy, aggrsive slashes..."
- viscious slashes should be "vicious"
- Swift Hunter increases move speed by 7%, description says 10%.

Looks good!
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

Sradac
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Re: [1.0.3] Predator 0.1.0

#24 Post by Sradac »

lukep wrote:Looking through it:

- Swift Hunter increases move speed by 7%, description says 10%.

Looks good!
I knew I forgot to update something. Swift Hunter just wont stop haunting me

Sradac
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Re: [1.2.3] Predator Update

#25 Post by Sradac »

Updated for 1.2.3. Nothing else. If I can figure out how to get these on Steam they will go there.

Sradac
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Re: [1.2.3] Predator Update

#26 Post by Sradac »

sooo can anyone tell me whats wrong with this:

Code: Select all

	archery_onreach = function(self, t, x, y)
		local tg = self:getTalentTarget(t)
		self:project(tg, x, y, DamageType.LITE, 1)
		if self:getTalentLevel(t) >= 3 then
			tg.selffire = false
			self:project(tg, x, y, DamageType.IMPACT, 3)
		end

It gives this:

Code: Select all

--------------- Stack Dump Finished ---------------
Lua Error: /engine/DamageType.lua:70: damage type nil used but undefined
	At [C]:-1 
	At [C]:-1 assert
	At /engine/DamageType.lua:70 get
	At /engine/interface/ActorProject.lua:198 project
	At /data-predator/talents/cursed/shadow-archer.lua:96 archery_onreach
	At /mod/class/interface/Archery.lua:173 damtype
	At /engine/interface/ActorProject.lua:375 projectDoAct
	At /engine/interface/ActorProject.lua:463 projectDoStop
	At /engine/Projectile.lua:228 act
	At /engine/GameEnergyBased.lua:126 tickLevel
	At /engine/GameEnergyBased.lua:62 tick
	At /engine/GameTurnBased.lua:46 tick
	At /mod/class/Game.lua:1182 
 ----------------  Stack Dump ----------------
All I want to do is make my arrow do an area Daze attack. I got IMPACT straight from damage_types.lua, its like lightning daze but for physical...from what I can tell.

StarKeep
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Re: [1.2.3] Predator Update

#27 Post by StarKeep »

I... uh, don't see that anywhere in the game's Damage types, are you looking at a Git version or something?
<mex> have you heard the good word about archmage?
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Sradac
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Re: [1.2.3] Predator Update

#28 Post by Sradac »

hmmmmmmmmmmmmmmmmmmmmmmmm

Maybe? lol

I got it from the zip of Edge's te4 directory he had up for testing the new Chronomancer changes.

Is there any existing Daze effect I can use that isn't lightning? I wanted this talent to do mind damage, but also daze. Right now all the Daze damage types I can see are lightning_daze or item_lightning_daze

NemesisZeru
Archmage
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Re: [1.2.3] Predator Update

#29 Post by NemesisZeru »

Alright, downloaded it to give it a try. Noticed a typo, though!

Flourish has aggrsive instead of aggressive. Not sure if it's a text limit or what. :p

That said, looks pretty cool so far. Can't wait to see where it goes. :3

Sradac
Sher'Tul
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Re: [1.2.3] Predator Update

#30 Post by Sradac »

Keep in mind shadowstrike still dosent actually work for archery. I'm working on that right now, apparently in GIT they've added support for ranged shadowstrikes from ranges 3-10 and damage drops off, to a total of 0% extra damage at range 10.

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