Adventurer Plus (v1.5)

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windbringer
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Adventurer Plus (v1.5)

#1 Post by windbringer »

This is just a simple addon that makes a second adventurer subclass with lower base stats, higher life per level, and talents that start at 1.2 mastery.
My main plan for this is to expand the number of viable builds for adventurers. I feel that the extra life rating and talent mod would allow more freedom to pick more categories you want, instead of categories needed to survive or to do optimal damage.

Hero class:
-1 str
-1 dex
+0 con
-1 mag
-1 wil
-1 cun
10 unspent skill points
All talent trees at 1.2 mastery.
Most resources have a passive boost with this class, so you can focus on killing, instead of managing your 6 resource bars.
More starting equipment: 2h weapon, shields, gloves, iron helm.
Adventurers and Heroes can punch like a brawler. Dwarves have access to stone warden talents.

Of course, this addon's class is more unbalanced than the original class, so it's more for fun than it is for beating the game/ having a challenge.

File downloadable from here
Tome Addons: tome-adventurerplus_v1.5.teaa


Known Issues:
Won't work with other classes designated "Hero"
Will spoil you, compared to the original Adventurer.

Changelog:

v1.1
Accidental speed rune "removed". Armor training is once again at 0. Iron helm added for headbuttage. Raised starting stats a smidgen, lowered starting stat points. Lowered bonus max encumberance.

v1.2
Raised a few numbers. Added in a buff for the air resource. Paradox regens naturally, equilibrium regens while resting.

v1.3
Works with TOME version 1.0.5. Removed unarmed stuff since the mechanics work differently now. Heroes can now drown again.

v1.4
1.0.6 only, will add proper md5 hash once mac version is out. No longer changes base adventurer, but should be super compatible now. Trimmed excess commented-out code. Flat vim bonus is now bonus vim rating. Inventory starts in transmog chest(like the vanilla adventurer does in 1.0.6).

v1.5
1.1.3 update. Cheers!

Complete Documentation:
Adventurer Plus Complete Changelist Pastebin
Last edited by windbringer on Thu Jan 02, 2014 12:31 am, edited 21 times in total.

HousePet
Perspiring Physicist
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Re: Adventurer Plus

#2 Post by HousePet »

Have you been zipping the entire addon folder and then renaming it?
You need to zip the contents of the folder into one zip, not the folder as well.
My feedback meter decays into coding. Give me feedback and I make mods.

windbringer
Wayist
Posts: 15
Joined: Thu May 02, 2013 11:32 am

Re: Adventurer Plus

#3 Post by windbringer »

Ah thank you. That did the trick.

Doctornull
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Re: Adventurer Plus

#4 Post by Doctornull »

I think the original Adventurer has 12s across the board so he can choose 1st level skills.

With your Hero's lower base stats, how can he choose skills at 1st level?
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Crim, The Red Thunder
Sher'Tul Godslayer
Posts: 2000
Joined: Fri May 07, 2004 8:26 pm
Location: Nahgharash

Re: Adventurer Plus

#5 Post by Crim, The Red Thunder »

Based off you adding material to the standard adventurer, This likely breaks with both "Brawling Adventurer" and "Dwarven Adventurer". (However, I can't say for certain without either seeing the addon, or trying it.) The latter will be getting an iron shield when I can swing it, but probably losing an iron sword.

Edit: Also, the equipment coupled with your lowered starting stats... Are you encumbered on start? Standard adventurer runs pretty close, and shields aren't light.

Beyond that, Base vim +50... Is this actually adding a vim meter BEFORE we acquire a vim talent? If so, this is a definitely a bad thing, since it makes all builds vulnerable to manaclash. (And worse, the meter will keep refilling as we kill, so it continues to harm us.)
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

Sradac
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Re: Adventurer Plus

#6 Post by Sradac »

I want this

windbringer
Wayist
Posts: 15
Joined: Thu May 02, 2013 11:32 am

Re: Adventurer Plus

#7 Post by windbringer »

Doctornull: While it is true that you start with really low stats, I find that racial stat bonuses plus the starting 10 points do just fine. Everything is subject to change, of course.

Crim: You are correct that our addons conflict at the moment. I'm still an utter beginner with this lua stuff, but I'm currently looking into ways of making things compatible. On encumberance; after I started a yeek with around 4 starting strength and extra gear, I found the best solution was to tack on +50 encumberance capacity for heroes (Quick hands users rejoice). No worries about the vim bonus, the bar isn't used until you actually get a talent that uses vim.


I spose I could host this somewhere for download, but it would be an unverified version complete with non-saving achievements and the inability to link items.

Crim, The Red Thunder
Sher'Tul Godslayer
Posts: 2000
Joined: Fri May 07, 2004 8:26 pm
Location: Nahgharash

Re: Adventurer Plus

#8 Post by Crim, The Red Thunder »

Just go ahead and post a copy here, if it's small enough. Failing that, sendspace works. That way people can at least go about testing it, even without validation. (It doesn't usually take this long to get your account the options added.)

As for compatibility, for the brawling adventurers, it might be simpler to just add what it does into your addon. (Add the 'empty hand' talent on birth) and add the line brawlers get about glove combat speed. I consider brawling adventurers to be a bugfix, since the game actually lists you as having these effects, yet doesn't grant them. It will hopefully be included to maingame adventurers next version. (The bug has been known for several versions, but apparently a low priority to fix.) (I also added leather gloves to starting inventory, but you would already know how to do that.)

I don't expect compatibility with dwarven adventurers. As for making them compatible, unless someone tells me how changes can be made to an existing class without overloading, I doubt I could do anything on my end. If all you did on your end was to add a new subclass, that can be done without overloading, though I don't know exactly how. But changing default adventurer I don't know.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

windbringer
Wayist
Posts: 15
Joined: Thu May 02, 2013 11:32 am

Re: Adventurer Plus (v1 Posted)

#9 Post by windbringer »

Crim: Regarding compatibility, I added your dwarven adventurer stuff to my hero class. I can put you in the credits of the file, or I can remove your stuff from my addon if you wish.

Crim, The Red Thunder
Sher'Tul Godslayer
Posts: 2000
Joined: Fri May 07, 2004 8:26 pm
Location: Nahgharash

Re: Adventurer Plus (v1 Posted)

#10 Post by Crim, The Red Thunder »

You'd have to ask minmay, who came up with the code to get the stone warden talents added. I have no objection to adding the empty hand talent, gloves, and combat speed changes, since those are bugs, rather then balance issues. Theoretically, some people might find stone wardens on adventurer unbalanced. Technically, I have no objections to either, but one is a bugfix, the other actually adding something.
Last edited by Crim, The Red Thunder on Thu Sep 05, 2013 8:58 pm, edited 1 time in total.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: Adventurer Plus (v1 Posted)

#11 Post by Doctornull »

Crim, The Red Thunder wrote:Theoretically, some people might find stone wardens on adventurer unbalanced.
It's my opinion that people who want balance ought to NOT look at the Adventurer at all. ;)
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Crim, The Red Thunder
Sher'Tul Godslayer
Posts: 2000
Joined: Fri May 07, 2004 8:26 pm
Location: Nahgharash

Re: Adventurer Plus (v1 Posted)

#12 Post by Crim, The Red Thunder »

Also, if you've already upped encumbrance, and you are going to keep the stone warden stuff, you should consider adding a second iron shield to starting equipment.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

windbringer
Wayist
Posts: 15
Joined: Thu May 02, 2013 11:32 am

Re: Adventurer Plus (v1.1 Posted)

#13 Post by windbringer »

I'll look into adding another shield for dwarves only. I didn't feel like weighing down all other races with a second shield.

When I run into minmay, I'll be sure to ask about borrowing the coding for my stuff.


I also need someone to tell me how wrong this is:

Code: Select all

--		resolvers.inventory{
--			check = function(id)
--				if birth.descriptors_by_type.race = "Dwarf" then return true end
--				return false
--			{type="armor", subtype="shield", name="iron shield", autoreq=true, ego_chance=-1000}
__		},

minmay
Wyrmic
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Contact:

Re: Adventurer Plus (v1.1 Posted)

#14 Post by minmay »

it was one line stop asking me about it :( look at adventurer.lua line 59 in Crim's addon

windbringer
Wayist
Posts: 15
Joined: Thu May 02, 2013 11:32 am

Re: Adventurer Plus (v1.1 Posted)

#15 Post by windbringer »

Finally got around to uploading to the tome site. Been busy with real life-ish stuff.

Edit: It seems it still doesn't validate. Looking into things now.

Edit 2: I'll try again later. The MD5 is correct, so that's not the issue.

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