Addon: Wights(OP obsolete, always get last release!)

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Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: New Addon: Wights(updated, check OP)

#76 Post by Zonk »

rexorcorum wrote:Looks like Zonk has forgotten to add the gfx :)

You can add them manually if you like - grab them from my olden "2hweapons-for-Wights" package 2hweapons-for-wight-addon-v1-1.zip or copy the files from the ToME skeleton player folder (data\gfx\shockbolt\player\skeleton\) and paste in the Wight addon.

Cheers!
I didn't forget them, I simply decided I'll add them at the next update :)
Are you sure doing that manually won't devalidate the addon btw? It's just adding extra files not changing lua so it shouldn't...
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

Zireael
Archmage
Posts: 449
Joined: Tue Jun 18, 2013 7:24 pm

Re: New Addon: Wights(updated, check OP)

#77 Post by Zireael »

Zonk wrote:
rexorcorum wrote:Looks like Zonk has forgotten to add the gfx :)

You can add them manually if you like - grab them from my olden "2hweapons-for-Wights" package 2hweapons-for-wight-addon-v1-1.zip or copy the files from the ToME skeleton player folder (data\gfx\shockbolt\player\skeleton\) and paste in the Wight addon.

Cheers!
I didn't forget them, I simply decided I'll add them at the next update :)
Are you sure doing that manually won't devalidate the addon btw? It's just adding extra files not changing lua so it shouldn't...
From my limited experience, adding files manually without changing the code at all doesn't bork anything. :)

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: New Addon: Wights(update close, check my last post)

#78 Post by Zonk »

Getting closer to an update, put the 2h weapon display in, gave Draining a cooldown(20), and solved an issue with getting the NPCs to work properly(it was the undead racial resolver thing).

Also, although I think I gave them good stats/immunities, I suspect their racials might be somewhat underpowered compared to other stuff, in particular considering that in the last releases there were some updates to quite a few weak racials.
So...thoughts?
Here's what I'd consider.

Wight: +2 CON/WIL is hopefully still decentish, but some other minor bonus wouldn't hurt, I guess. Could include physical and mental saves perhaps...

Withered Body: Or could put the save bonuses here. Or maybe blight/nature resist could also fit? It's currently just 3% physical and 6% cold per level, and I think cold isn't too scary as a damage type. Perhaps 3% physical and 5% cold, nature & blight would be better although I suspect it would be quite likely overpowered...

Dread: What if this also gave a moderate mindpower bonus? Thinking passively... although making it be a temporary effect based on how many enemies you've confused sounds funnier(you gain power from their fear or something like that).

The Draining: I suspect the effect on enemy talents already good enough, though perhaps the life drain could be boosted a bit.

Oh and also, I think I might change the mechanics of the tree so it's more mastery based, meaning if you spend a category point on it you will get slightly more resists and so on.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

Kaja Rainbow
Thalore
Posts: 145
Joined: Sun Dec 18, 2011 1:41 pm

Re: New Addon: Wights(updated, check OP)

#79 Post by Kaja Rainbow »

Maybe 3% for Blight resistance? 5% for Cold and Nature would probably be fine though--note that wights' poison immunity already cuts out one of the primary sources of Nature damage which mostly leaves oozemancer talents.

I made pretty good use of Dread and I didn't even have that high a Mindpower. Though I didn't feel much incentive to level it beyond 3 for the range increase. 4 at least had a duration increase, but 5 didn't really feel like it gave anything worthwhile, besides a small damage increase on a talent that I wasn't really using for its damage. But then again, I wasn't exactly pumping Mindpower.

The life drain didn't seem like much on my wight Paradox Mage, but that character didn't exactly have super high mindpower. I was mostly running it for the talent cooldowns.

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: New Addon: Wights(updated, check OP)

#80 Post by Zonk »

Kaja Rainbow wrote:Maybe 3% for Blight resistance? 5% for Cold and Nature would probably be fine though--note that wights' poison immunity already cuts out one of the primary sources of Nature damage which mostly leaves oozemancer talents.
True, though it looks a bit ugly to give 3% physical and something else and 5% to two other things...I'll think about it.

The life drain didn't seem like much on my wight Paradox Mage, but that character didn't exactly have super high mindpower. I was mostly running it for the talent cooldowns.
The drain isn't mindpower dependant, it's simply 1+TL.


Edit: Also, I'm considering changing the starting zone layout to be more like the alternate Trollmire...
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

Kaja Rainbow
Thalore
Posts: 145
Joined: Sun Dec 18, 2011 1:41 pm

Re: New Addon: Wights(updated, check OP)

#81 Post by Kaja Rainbow »

I'm not sure there's really a good way to handle the life drain. Balancing that kind of steady and slow damage and healing is considerably more tricky when the game's mostly oriented around burst damage and healing. Plus it has a pretty weird synergy with the Corruptor and Reaver's Epidemic thanks to doing blight damage every turn.

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: New Addon: Wights

#82 Post by Zonk »

Update, finally! http://te4.org/games/addons/tome/wights

Here's the change log:

- Fixed displaying 2 handed weapons, thanks to rexorcorum for bringing it up

- Dread rebalanced using some existing talents as a base. Might be slightly weaker overall but it can now critical, boosting damage, power and duration(by 1). This should provide extra synergy for some classes/builds.

- The Draining was significantly changed:
1. Full power vs undead, it's not like they get to resist life draining effects in general.
2. Uses mindpower, mindsave consistently with the rest of the game. Save bonus from draining is applied
BEFORE rescaling. Duration is still somewhat randomized because it is a range with min of 2, to prevent the annoying 'put a talent on cooldown, enemy gets its turn, it refreshes.
3. Cooldown 20, used to have none.
4. Resistance develops slower but is more effective. Gain/loss messages for the effect won't show up in log, that's less spam.

- Changed the starting zone: back to 'burnt'tileset, mire-sized and hopefully tight enough that you don't get easily swarmed, no more poison water(too much effort to get rounded borders, maybe someday), different tinge, updated gravestones(+1 drop & level on the npc, but they start out slowed from 'rising') but removed glowing chest.

- Reworked Wight NPCs, wights got afflicted talents, mostly inspired by how their tiles look. They are likely quite unbalanced, hopefully they won't ruin your game.


As always, provide feedback, especially on the NPC if/when you get there.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

spiralrazor
Thalore
Posts: 151
Joined: Mon Oct 24, 2011 8:05 pm

Re: New Addon: Wights(updated, check OP)

#83 Post by spiralrazor »

Kaja Rainbow wrote:I'm not sure there's really a good way to handle the life drain. Balancing that kind of steady and slow damage and healing is considerably more tricky when the game's mostly oriented around burst damage and healing. Plus it has a pretty weird synergy with the Corruptor and Reaver's Epidemic thanks to doing blight damage every turn.

Something very niche isnt to be worried about tbh.

spiralrazor
Thalore
Posts: 151
Joined: Mon Oct 24, 2011 8:05 pm

Re: New Addon: Wights(OP obsolete, check my last post)

#84 Post by spiralrazor »

error = "Lua Error: /data/general/events/tombstones-lesser.lua:53: attempt to index upvalue 'g' (a nil value)\
At [C]:-1 __newindex\
At /data/general/events/tombstones-lesser.lua:53 fct\
At /engine/ui/Dialog.lua:108 fct\
At /engine/ui/Button.lua:62 fct\
At /engine/Mouse.lua:52 receiveMouse\
At /engine/Mouse.lua:90 delegate\
At /engine/ui/Dialog.lua:525 mouseEvent\
At /engine/ui/Dialog.lua:304 fct\
At /engine/Mouse.lua:52 "
seen = true
reported = false





Also, yeah, the tombstone mobs are way, way OP for lvl 3:)>>

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: New Addon: Wights(OP obsolete, check my last post)

#85 Post by Zonk »

spiralrazor wrote:error = "Lua Error: /data/general/events/tombstones-lesser.lua:53: attempt to index upvalue 'g' (a nil value)\
At [C]:-1 __newindex\
At /data/general/events/tombstones-lesser.lua:53 fct\
At /engine/ui/Dialog.lua:108 fct\
At /engine/ui/Button.lua:62 fct\
At /engine/Mouse.lua:52 receiveMouse\
At /engine/Mouse.lua:90 delegate\
At /engine/ui/Dialog.lua:525 mouseEvent\
At /engine/ui/Dialog.lua:304 fct\
At /engine/Mouse.lua:52 "
seen = true
reported = false





Also, yeah, the tombstone mobs are way, way OP for lvl 3:)>>
I didn't experience this and don't see what could be causing it though.
Also weird other people have not reported it... The code looks fine to me. Did you do anything special to make this happen?
Edit: looking at your character in the vault it looks like you were using a few other addons, but I don't see what could cause an incompatibility...

As for the overpoweredness, I don't think it's too bad with the slowing. I could remove the extra level they get though, I guess...

Also, on the Draining: Looking at the code I could make it absorb more life than 40% of the blight damage dealt. That's something I'll want to keep in mind for the future.

Edit: Yes, it looks like I can't reproduce this. Which fits with me never getting this through testing, and I did that a lot...
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

spiralrazor
Thalore
Posts: 151
Joined: Mon Oct 24, 2011 8:05 pm

Re: New Addon: Wights(OP obsolete, check my last post)

#86 Post by spiralrazor »

Zonk wrote:
spiralrazor wrote:error = "Lua Error: /data/general/events/tombstones-lesser.lua:53: attempt to index upvalue 'g' (a nil value)\
At [C]:-1 __newindex\
At /data/general/events/tombstones-lesser.lua:53 fct\
At /engine/ui/Dialog.lua:108 fct\
At /engine/ui/Button.lua:62 fct\
At /engine/Mouse.lua:52 receiveMouse\
At /engine/Mouse.lua:90 delegate\
At /engine/ui/Dialog.lua:525 mouseEvent\
At /engine/ui/Dialog.lua:304 fct\
At /engine/Mouse.lua:52 "
seen = true
reported = false





Also, yeah, the tombstone mobs are way, way OP for lvl 3:)>>
I didn't experience this and don't see what could be causing it though.
Also weird other people have not reported it... The code looks fine to me. Did you do anything special to make this happen?
Edit: looking at your character in the vault it looks like you were using a few other addons, but I don't see what could cause an incompatibility...

As for the overpoweredness, I don't think it's too bad with the slowing. I could remove the extra level they get though, I guess...

Also, on the Draining: Looking at the code I could make it absorb more life than 40% of the blight damage dealt. That's something I'll want to keep in mind for the future.

Edit: Yes, it looks like I can't reproduce this. Which fits with me never getting this through testing, and I did that a lot...


No idea, never had a conflict on opening tombstones before.

Biggest issue with Draining is that it doesnt scale very well into late game when the mobs build up a resistance to it. confuse and disrupting talents is a good ability, but fast attack speed on dual wielding two weapons with "Forgetfulness" is much more OP, and lots of classes can do that.

The mobs just had way to many HPs..and one spawned with some crazy regen, went 100+ rounds to kill it. As a Lvl 3 Berzerker Wight...i couldnt kill anything even with everything into two handed weapon stun.

As a test, i turned on INVULN, and opened all the tombstones even with the error. After killing all the mobs and lvling to 4, the end Boss was easily dispatched. Those skeletons that spawned were just as hard if not, in some cases, more so.

spiralrazor
Thalore
Posts: 151
Joined: Mon Oct 24, 2011 8:05 pm

Re: New Addon: Wights(OP obsolete, check my last post)

#87 Post by spiralrazor »

FYI,

From the Dust to Dust lore in Tales of Maj'Eyal:

Wights are more ghostly then corporeal, so withered body doesnt match up with the lore. "Indistinct skeletal figures wrapped in flowing cloaks that become faded and incorporeal at the edges"

Also, the aura that surrounds them is described as a "peculiar sense of exhaustion" "as if causing ones life force to sputter and fade".

Sounds to me like they would inflict weakness at first, then actual life drain as the skill goes up, then at lvl 5 there aura may put talents on CD.



As another idea, playable Dreads sound awesome:) #5, right under Vampires on that same lore scroll.

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: New Addon: Wights(OP obsolete, check my last post)

#88 Post by Zonk »

Lore discussion! Nice :D I did read that time ago and use it as an inspiration...
spiralrazor wrote:FYI,

From the Dust to Dust lore in Tales of Maj'Eyal:

Wights are more ghostly then corporeal, so withered body doesnt match up with the lore. "Indistinct skeletal figures wrapped in flowing cloaks that become faded and incorporeal at the edges"
It reads to me that they are 'only a bit'ghostly, and perhaps the incorporeal/faded part refers just to the edges of their cloaks. That does sound weird, I agree. Also they drop 'ectoplasm' which is another point for the 'partially' incorporeal part. Maybe the incorporeality eventually comes from EXTREME Withering?
Also, the aura that surrounds them is described as a "peculiar sense of exhaustion" "as if causing ones life force to sputter and fade".

Sounds to me like they would inflict weakness at first, then actual life drain as the skill goes up, then at lvl 5 there aura may put talents on CD.

As another idea, playable Dreads sound awesome:) #5, right under Vampires on that same lore scroll.
If we're being literal, then exhaustion/weakness would be stamina loss/strength drain but...in practice, that doesn't work out too well.
A -damage penalty might but I think it's too bland(and the same as the 2nd gloom talent) so that's why I decided to handle the Draining like I did. I like it, although I still think it's likely VERY unbalanced.
(A regeneration % penalty but to ALL resources could also work actually, and it would limit talent use in a way...)

For Dreads and other undead: my initial 'new undead race'addon idea before this was Mummies, but then I switched to this, which I think was good. I think someone else has made an incorporeal undead race?
I did once consider something like that though it wouldn't just have been 'incorporeal all the time', I'd have tried to balance it with damage penalties, some extra problems for being into walls and so on.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

spiralrazor
Thalore
Posts: 151
Joined: Mon Oct 24, 2011 8:05 pm

Re: New Addon: Wights(OP obsolete, check my last post)

#89 Post by spiralrazor »

Someone did a Shadow, which are pretty cool and make great stealth toons...but are autogimped by Luminous horrors and anything else that uses heavy light damage...fairly well balanced.

spiralrazor
Thalore
Posts: 151
Joined: Mon Oct 24, 2011 8:05 pm

Re: New Addon: Wights(OP obsolete, check my last post)

#90 Post by spiralrazor »

spiralrazor wrote:Someone did a Shadow, which are pretty cool and make great stealth toons...but are autogimped by Luminous horrors and anything else that uses heavy light damage...fairly well balanced.



Yeah, thats why i think lvl 4 withering should grant some resist all, and lvl 5 a bit more so.

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