Class: Glutton [alpha]

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Hellcommander
Archmage
Posts: 362
Joined: Tue Nov 09, 2010 7:43 pm

Re: Class: Glutton [alpha]

#106 Post by Hellcommander »

Thats great I'll make a ghoul glutton as soon as you iron out the unlearning problem.

daftigod
Archmage
Posts: 300
Joined: Fri Feb 18, 2011 6:15 am

Re: Class: Glutton [alpha]

#107 Post by daftigod »

I believe the bug triggers on the check for whether the player already knows the talent or not.

For instance, I learn stun lvl 1 after digesting a troll. Then I digest another troll, and the log says "You already know the talent stun better than the troll." I think this is where the game is adding a +1 to total talents learned.

Hope this helps, because the potential here is huge! Nice work!

desophos
Cornac
Posts: 33
Joined: Sun Jan 20, 2013 8:49 am

Re: Class: Glutton [alpha]

#108 Post by desophos »

Glutton 0.0.7b has been released with a couple bug fixes. I can't reproduce the unlearning problem, so let me know if it still happens in the new version, please. I might have fixed it and not put it in the changelog :P
Author of the Glutton class.

Hellcommander
Archmage
Posts: 362
Joined: Tue Nov 09, 2010 7:43 pm

Re: Class: Glutton [alpha]

#109 Post by Hellcommander »

Found a possible bug if you play as a troll you loss all the natural extra regen. ei I only have .25 regen when it should be more.

Hellcommander
Archmage
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Joined: Tue Nov 09, 2010 7:43 pm

Re: Class: Glutton [alpha]

#110 Post by Hellcommander »

Could you make devouring enemies restore some life and maybe some resources.

Hellcommander
Archmage
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Joined: Tue Nov 09, 2010 7:43 pm

Re: Class: Glutton [alpha]

#111 Post by Hellcommander »

I've got some ideas for your addon:
1.Put a scaling cap on how many generics you can absorb (even make part of different count maybe with the class abilties have a much higher cap)
2. If their is not a already cap on the artifact eating ability cap how much total bonus of each artifect type you can eat to prevent item farming and getting extremely high bonuses (maybe scale cap based on level).

Hellcommander
Archmage
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Joined: Tue Nov 09, 2010 7:43 pm

Re: Class: Glutton [alpha]

#112 Post by Hellcommander »

As for devouring enemies giving a litttle life heal the character 1% of the total hp of the devoured mob (which means very small if it is a weakling and a decent about maybe if its a boss).
Your could maybe also grant the player some of the resource pools that the mob has if the player also possesses them (but only if its a hostile target to avoid eating something that doesn't turn hostile).

Hellcommander
Archmage
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Joined: Tue Nov 09, 2010 7:43 pm

Re: Class: Glutton [alpha]

#113 Post by Hellcommander »

got another idea could you make so you can just unlearned one level of a absorbed talent (just to let you remove extra gained that you don't need).

Hellcommander
Archmage
Posts: 362
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Re: Class: Glutton [alpha]

#114 Post by Hellcommander »

Maybe you should create some generics that the player can sink some points into more class generics.
Some ideas:
Generic that increases cap for absorbed class abilities (1.2 per raw level). (can't take points out for balance)
Generic that improves cap for generic absorbed talents (maybe one per raw level)(can't take points out for balance)
Generic that reduces rate that you get hungry? (.02 less per raw level?).
Generic that gives you buff when you devour mobs? (maybe grant 1% per raw level of mobs resources that was devoured implement resource gain here instead for the resources that you share).
Last edited by Hellcommander on Wed Jul 24, 2013 8:34 pm, edited 3 times in total.

Hellcommander
Archmage
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Re: Class: Glutton [alpha]

#115 Post by Hellcommander »

Just to not it seems you keep resource bars gained from skills even after you unlearned all skills that use them.

Hellcommander
Archmage
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Re: Class: Glutton [alpha]

#116 Post by Hellcommander »

I've got another idea for you could you make it so that if you are undead you can't absorb a ability that uses the equilibrium resource (since its normally impossible for undead you use such skills).

Hellcommander
Archmage
Posts: 362
Joined: Tue Nov 09, 2010 7:43 pm

Re: Class: Glutton [alpha]

#117 Post by Hellcommander »

For devouring a arcane artifacts could you grant it the ability to grant you a permanent 0.02x tier level mana regen that caps at 1 or maybe 2 a turn for this type.
For devouring a technique artifacts could you grant it the ability to grant you a permanent 0.01x tier level stamina regen that caps at 0.5 or maybe 1 a turn from this type.
For devouring a psionic artifacts could you grant it the ability to grant you a permanent 0.01x tier level Psi regen that caps at 0.25 or maybe 0.5 a turn from this type.
Maybe remove all the power increases from consuming these items or maybe limit the max it can increase your power to something like 10.

Hellcommander
Archmage
Posts: 362
Joined: Tue Nov 09, 2010 7:43 pm

Re: Class: Glutton [alpha]

#118 Post by Hellcommander »

I think maybe pica maybe should also effect randarts too since they are a type of artifect too.
As for capping the gains gains for the rest of as:
For one cap how much you can gain from each by how many points in it (display how much more you can gain from each effect on the talent or on extra passives granted to the player just so they can see their current bonus effects for each.
As for the resists and saves from the other item bonuses should grant instead of 1 x tier it, it should be limited to maybe 0.2 x tier with a max cap of 10 with all 5 points in the talent (for balance reasons).

daftigod
Archmage
Posts: 300
Joined: Fri Feb 18, 2011 6:15 am

Re: Class: Glutton [alpha]

#119 Post by daftigod »

thanks for the update!

i haven't run into the unlearning bug yet with this version, but there seems to be a problem with health regen in general. my skeleton and dwarf characters have both started with 0.01.

keep up the great work!

edit - my level 10 glutton is look pretty sharp at this point in the game :D
lvl-10-glutton.png
lvl-10-glutton.png (186.6 KiB) Viewed 31380 times
some notes:

-learning mindslayer talents also gives the player telekinetic grasp and beyond the flesh. not sure if this is avoidable but it's a little OP when combined with corrupted strength (not that I'm complaining!)
-still haven't run into the unlearning bug yet
-passives seem to properly unlearn from the skill talent window. sweet!
-overall, this version is a huge amount of fun!

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

Re: Class: Glutton [alpha]

#120 Post by Zonk »

Very interesting class!

Some thoughts/feedback.
1: To let the player eat trees too with Pica:
when you add the timed effect, make it add pass_tree=1 in addition to pass_wall.
So basically

Code: Select all

eff.pass = self:addTemporaryValue("can_pass", {pass_wall=1, pass_tree=1})
Tested, it works.

2. I was told we are no longer meant to permanently gain stats from high-rank foes..if so maybe remove that from the talent description.

I can see how it was crazy powerful, but I suggest it is re-added as it is pretty flavorfoul, but with different mechanics: instead of giving unused_stat points, permanently increase base stats appropriate to the monster, by checking its highest stats.

HOWEVER there should be a cap, let's say your bonus for any stat cannot go above Digestion TL*2, or maybe Con/10. This isn't for total stat bonuses but or EACH bonus. So you could get up to +X in each stat.

Also, could make it limited to uniques and bosses only. You could make the chance of gaining a stat be different based on whetever it's an unique, boss or elite boss.


3. Would be nice if the stats from Catabolize were based on the highest stats the monster had(like I suggested in 2 for Digestion) - would take some extra form but it seems thematic to me.


4. Also, the class really doesn't seem like it's meant to use shields by default, so maybe start us with a battle rather than waraxe, just like cursed?

5. The way life_regen/healing is handled could perhaps use some work for compatibility. As Hellcommander brought up I'm not sure it works well with my Trolls and I suspect it might have problems with other life_regen altering effects.

6. Surely this has been already suggested, but some other way to spend generics?
Could have a tree that boosts things not directly related to eating but which still fit with the concept.
For example, if you can eat EVERYTHING, then maybe a poison+disease resistance talent would be fitting.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

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