Beholder race/classes

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Nagyhal
Wyrmic
Posts: 282
Joined: Tue Feb 15, 2011 12:01 am

Re: Beholder race/classes

#136 Post by Nagyhal »

Cheers, rex :P.

BTW, I've added some new talent / effect icons with the new update, but as I'm not that great at designing and colouring them you're free to have a look and submit your own interpretations. I didn't want to hassle you, especially as I wasn't sure when I would get the update out.

Particularly the tile for Intensify Gaze could use some work, but I might just be being too bashful about that.

So, anyway, as for more pressing matters... When did you want to go ahead with unveiling the redesign? ;)

rexorcorum
Graphical God
Posts: 482
Joined: Wed Jan 05, 2011 8:05 am
Location: There and Back again

Re: Beholder race/classes

#137 Post by rexorcorum »

A day or three to catch my breath form the gargantuan tree quest and I'll write down the stuff needed for the "unveiling" :)

Icons - I'll take a look.
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

Talow
Cornac
Posts: 44
Joined: Wed Feb 26, 2014 6:26 pm

Re: Beholder race/classes

#138 Post by Talow »

Well one thing I can note right off the bat is you start off in the scintillating caves but leaving acts as if you started in trollmire.

Nagyhal
Wyrmic
Posts: 282
Joined: Tue Feb 15, 2011 12:01 am

Re: Beholder race/classes

#139 Post by Nagyhal »

Well one thing I can note right off the bat is you start off in the scintillating caves but leaving acts as if you started in trollmire.
Woah, okay. Let me just fix that.

And thanks for getting so far so quickly!

Talow
Cornac
Posts: 44
Joined: Wed Feb 26, 2014 6:26 pm

Re: Beholder race/classes

#140 Post by Talow »

It's more I decided that I wanted to clear Trollmire first instead of alt caves, so I left the cave first turn, but ok. also, any reason draining gaze is trying to ask for a target?

Edit: as is Petrifying Gaze

Nagyhal
Wyrmic
Posts: 282
Joined: Tue Feb 15, 2011 12:01 am

Re: Beholder race/classes

#141 Post by Nagyhal »

Mmmm, you have to target it once in order to fire it and set your facing, but other than that it's never prompted me. Where exactly is it doing this?

edit: If players find this unintuitive I'm happy to change it.

Also, I've uploaded the first bugfixed .teaa, but if you install it I'm afraid you're going to have to take the long way round in getting to the Trollmire. Thanks for the early feedback, you may have to take beta-tester's honours for the next update!

Beholder version 6.0.1 (click for download link)

Changelog:
  • Beholders now properly exit the Scintillating Caves into the Shaloren heartland.
  • Anomalous 512x512 icon files were converted to 64x64.
Last edited by Nagyhal on Wed Apr 02, 2014 10:33 pm, edited 1 time in total.

Talow
Cornac
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Joined: Wed Feb 26, 2014 6:26 pm

Re: Beholder race/classes

#142 Post by Talow »

Ok, I honestly am not that good at the game, and mostly just mess around with add-ons to see what chaos I can create. and while auto-exploring with no gaze talents learned (I was planning on testing gaze targetting via paralyzing gaze at level 5.) this came up.

Edit: wait, it replaced the poisonious vine trap with the error.... what?

Nagyhal
Wyrmic
Posts: 282
Joined: Tue Feb 15, 2011 12:01 am

Re: Beholder race/classes

#143 Post by Nagyhal »

lol, I think I see what's going on here. All I need to do is sanitize that getGaze call (thought I'd done so, but ah well.)

And don't worry! I want players to cause as much chaos as possible! Also, the Beholder's quite powerful and a lot of players have had many of their first-time acheivements with the Beholder Mage Eye. You might find you make a lot of progress if you persevere with this one..

Anyway, brb with an update.

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

Re: Beholder race/classes

#144 Post by Doctornull »

Nagyhal wrote: And, most critically but also, speaking honestly, for me most problematically:
  • Beholders will be reflavoured, reimaged, and cleansed of every reference to any WoTC copyrighted material.
Ideas:

- Big eyeball with wings, and a "tail" of other eye-stalks. No mouth.

- Big mouth with no 'central' eye, and ten snake-like tongues each with an eye on the end.

- A flying feathered serpent with ten long serpentine necks sprouting from its wing-shoulders, each head has a single eye.

- A d20 with an eye on every 'even' triangle. An eye-cosahedron, if you will. Maybe one of the triangles is a toothy mouth, or maybe every 'odd' triangle is a toothy mouth.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Nagyhal
Wyrmic
Posts: 282
Joined: Tue Feb 15, 2011 12:01 am

Re: Beholder race/classes

#145 Post by Nagyhal »

Ok, I honestly am not that good at the game, and mostly just mess around with add-ons to see what chaos I can create. and while auto-exploring with no gaze talents learned (I was planning on testing gaze targetting via paralyzing gaze at level 5.) this came up.

Edit: wait, it replaced the poisonious vine trap with the error.... what?
Beholder v6.0.2 - Bugfix 2 changelog:
  • Fixed bug that was checking gazes on sources of damage that were not actors.
Last edited by Nagyhal on Wed Apr 02, 2014 11:52 pm, edited 1 time in total.

Talow
Cornac
Posts: 44
Joined: Wed Feb 26, 2014 6:26 pm

Re: Beholder race/classes

#146 Post by Talow »

Well with draining gaze active this comes up apon attempting to attack something http://puu.sh/7TOmO.jpg http://puu.sh/7TOqm.jpg

Correction: Whenever it attempts to calculate damage at all it seems as the wolf attacking me generated errors till it missed of the same variety + http://puu.sh/7TOwx.jpg

Nagyhal
Wyrmic
Posts: 282
Joined: Tue Feb 15, 2011 12:01 am

Re: Beholder race/classes

#147 Post by Nagyhal »

Okay, I am not quite sure how it happened, because I did test the update, but somehow I managed to publish it with a full stop instead of a colon at one crucial point.

Sorry about that :S.

Beholder v6.0.3 - Bugfix 3 changelog:
  • Fixed that bug now FOR REAL.

Talow
Cornac
Posts: 44
Joined: Wed Feb 26, 2014 6:26 pm

Re: Beholder race/classes

#148 Post by Talow »

Well it's not making lua errors that I've gotten finally. out of curiousity, is it supposed to have an on cast attack or effect showing the area effected something, or am I just not noticing any effects?

This is going to be so neat to use once it isn't a buggy mess.

Edit: Oh, and when trying to target where you're facing when starting the ability, it shows everything as a red target. is that normal?

Nagyhal
Wyrmic
Posts: 282
Joined: Tue Feb 15, 2011 12:01 am

Re: Beholder race/classes

#149 Post by Nagyhal »

Image

It should look something like that, Talow. Can you see the purple / yellow map overlays on your screen?

Image

Targeting should look like this. You should only be able to place the target box over squares adjacent to you, but they will always show up as red.

There is no on-cast effect. This wasn't actually something I'd thought of but, but what will happen will be psionic abilities that can target only enemies within your gaze, sometimes one, sometimes all of them.

Is everything all in order or does this mean there's something I have to fix? ;)

I had a real hard time getting the abilities to message correctly and without any ugliness, so I decided to delay work on messaging until the next big update. The combat log might not be very informative about what your gazes are doing, but it all plays out as described in the talent boxes. Another thing that I wanted to implement, but that didn't get to go in in time was the idea of graphics that would overlay enemies that are susceptible to your gazes.

Whether I should make gazes more all-purpose is something I can't decide on. There are a lot of enemies that don't have any spellcasting, and a lot still in the later game that are't vulnerable to sleep. It's hard to carry the D&D notion of "antimagic" (all arcane AND divine spells, all items whatsoever that have been enhanced in any way are classed as magic) over to the world of ToME, which has more of an oppositional array of power sources. But a beholder without an antimagic eye just wouldn't be a beholder.

Talow
Cornac
Posts: 44
Joined: Wed Feb 26, 2014 6:26 pm

Re: Beholder race/classes

#150 Post by Talow »

Let me double check, but I do believe it's not actually doing anything.

Tested with going towards 6 http://puu.sh/7UnVN.jpg http://puu.sh/7UosY.jpg

Tested with going towards 9 http://puu.sh/7UnWU.jpg http://puu.sh/7UouZ.jpg

if it helps I had 2 points in both talents when tested for an effective level of 1.4

Grasping tentacle seems to be working as intended at least.

Also, is it supposed to replace all open doors with http://puu.sh/7UptF.jpg http://puu.sh/7UpOG.jpg ? Also seems to be removing all the "This door leads into a vault, are you sure you want to open it" messages like the one that's supposed to pop up in trollmire 4 at the boulder. I tested with just removing this add-on and it worked fine, so it's something here.

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