Hedgeknight Reborn (W.I.P.)

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StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Hedgeknight Reborn (W.I.P.)

#1 Post by StarKeep »

"The Heart of the Gloom... such a strange place. Yet many whisper of mysterious powers, only waiting to be grabbed by adventurers.",
"You were one of the brave (or foolish) few who dared enter, only to find themselves suddenly able to speak to various plant life.",
"Taming (or even befriending) many different forms of plant life have given you various powers.",
---
A work in progress thread for Hedgeknight.
Current design sheet (give or take a few changes due to limitations.)
https://docs.google.com/document/d/1cJh ... Unbt4tgf4/
---
Current version: http://te4.org/games/addons/tome/hedgeknight_reborn
Completed Trees;
Thorns (Thorn Rose graphic placeholder)
Petals
Bush Guardian
---
I'm more than up for any feedback ya'll can toss me. Slam it into me. Like a rock into a boulder.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

anonymous000
Thalore
Posts: 165
Joined: Sun Mar 09, 2014 5:07 am

Re: Hedgeknight Reborn (W.I.P.)

#2 Post by anonymous000 »

Seems to be an interesting class with a lot of utility and synergies, but it also appears that this class is good at everything with no weakness to speak of. To me what makes a class fun to play is often resulted from its limitations rather than what it could do, if there could be some trade-off built in the talents or if you could develop a fun resource system for the class, it would be much better.

And you might be interested in this: I had a similar idea about a class which utilizes plant life. The class was not well thought-out but some of the ideas might be useful to you

http://forums.te4.org/viewtopic.php?f=39&t=41466

daed4
Halfling
Posts: 80
Joined: Mon Nov 24, 2014 12:01 am

Re: Hedgeknight Reborn (W.I.P.)

#3 Post by daed4 »

anonymous000 wrote:Seems to be an interesting class with a lot of utility and synergies, but it also appears that this class is good at everything with no weakness to speak of.

1. Not archmage
2. Shit for range(Petal bloom is literally WORSE spit poison.)
3. Subpar damage
4. Equilibrium (WORST resource in the game.)
5. No charge on a melee character or mobility
6. No anti-sustains.
7. N?o? ?b?o?r?k?e?d? ?"?I? ?c?a?n?'?t? ?d?i?e?"? ?a?b?i?l?i?t?y?
Forget that. Found another HILARIOUS bug. (Why it happens, or why I guess it' happens) ToME4 assumes a movement against impossible terrain (walls, end of the screen)=Movement. Wild healing asumes that movement is real. Get against a wall and you're immortal as long you don't get moved or 1 turned (get hit for MANY damage->get low on HP->Run against a wall->All the health again).
TL;DR:
Image


90% of the time custom classes don't even rank on B tier. Most of them are C tier. None I've seen reach archmage bullshit.


Image
I think I broke something.

xnd
Archmage
Posts: 307
Joined: Sat Mar 21, 2015 7:33 pm

Re: Hedgeknight Reborn (W.I.P.)

#4 Post by xnd »

i keep getting this, maybe it same thing. yeah it looks same.
Attachments
edit adding this one
edit adding this one
tome-1.3.1-1429072892.png (73.34 KiB) Viewed 6733 times
tome-1.3.1-1428465209.png
tome-1.3.1-1428465209.png (49.45 KiB) Viewed 6797 times
tome-1.3.1-1428465190.png
tome-1.3.1-1428465190.png (210.96 KiB) Viewed 6797 times

xnd
Archmage
Posts: 307
Joined: Sat Mar 21, 2015 7:33 pm

Re: Hedgeknight Reborn (W.I.P.)

#5 Post by xnd »

:(

This addon became so broken with error messages almost every move I make. I tried removing it from the desc.lua and that just breaks the character, wont load properly if I try that.

thorn body somehow broke so it gives nil value errors probably every time it tries to function, like I am getting them now as much as I do anything. I have been seeing many errors with "hedgeknight" in it so I'm gonna have to drop this one.

Matanui3
Higher
Posts: 66
Joined: Sun May 04, 2014 1:00 am

Re: Hedgeknight Reborn (W.I.P.)

#6 Post by Matanui3 »

Are you still working on this, StarKeep?
I'm getting lots of the above lua errors (for Thorn Body), but they aren't consistent, and sometimes it will start working again even when the board state barely changes between turns. It seems they only happen when Bushy Guardian is in melee range of enemies, though that may just be because it often is.

StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Hedgeknight Reborn (W.I.P.)

#7 Post by StarKeep »

Right sorry, went through a stage of 'blehk.'

Will push out an update soonish with bug fixes, buffs, and the 'Tree' talent tree.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Hedgeknight Reborn (W.I.P.)

#8 Post by StarKeep »

Hedgeknight - Tree Release
http://te4.org/games/addons/tome/hedgeknight_reborn
---
Bug Fixes;
Thorn Body lua errors on bleeding effects not caused by Lash.
Petal Dance's tooltip missing a few zeros.
Petal Dance giving bonuses when you move into a wall.

New Talent Tree - Tree;
Melee-centric generic support tree.
Not usable in Heavy/Massive armor.

Petals;
Petal Beam damage increased.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Hedgeknight Reborn (W.I.P.)

#9 Post by StarKeep »

Hedgeknight - Tree Bug Fix
http://te4.org/games/addons/tome/hedgeknight_reborn
---
Obligatory bug-fixes to obvious glaring issues I didn't notice.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

stinkstink
Spiderkin
Posts: 543
Joined: Sat Feb 11, 2012 1:12 am

Re: Hedgeknight Reborn (W.I.P.)

#10 Post by stinkstink »

Got a lua error when cancelling Bush-a-port:

Code: Select all

    [LOG]   Ser weed of cannabia uses Bush-a-port.
    stack traceback:
            [C]: in function 'error'
            /engine/interface/ActorTalents.lua:148: in function </engine/interface/ActorTalents.lua:138>
    Lua Error: /engine/interface/GameTargeting.lua:118: /engine/interface/ActorTalents.lua:148: /data-hedgeknight_reborn/talents/bush-guardian.lua:186: bad argument #3 to 'distance' (number expected, got nil)
    stack traceback:
            [C]: in function 'distance'
            /data-hedgeknight_reborn/talents/bush-guardian.lua:186: in function </data-hedgeknight_reborn/talents/bush-guardian.lua:183>
            [C]: in function 'xpcall'
            /engine/interface/ActorTalents.lua:145: in function </engine/interface/ActorTalents.lua:138>
            At [C]:-1
            At [C]:-1 error
            At /engine/interface/GameTargeting.lua:118 fct
            At /engine/interface/GameTargeting.lua:124 targetMode
            At /engine/interface/GameTargeting.lua:204
            At /engine/KeyBind.lua:229
The proc damage for Petal Beam seems really high - combined with the melee hit it was doing 200-300 damage before level 10. I'm playing a Yeek so I'm a bit afraid I'll turn a corner on another Hedgeknight and get oneshot.
Also, any chance you could make it possible to name your bush baby like the Alchemist golem?

StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Hedgeknight Reborn (W.I.P.)

#11 Post by StarKeep »

Not re-nerfing it after I buffed it due to it being called weak. :p

Npcs can't get the class.

Sure.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

stinkstink
Spiderkin
Posts: 543
Joined: Sat Feb 11, 2012 1:12 am

Re: Hedgeknight Reborn (W.I.P.)

#12 Post by stinkstink »

Just noticed Petal Splosion wasn't stunning enemies. Looked at the code and it's because the attackTarget() call is trying to set both speed and hit, but the function only returns hit. Also, is it intentional that it requires a two-hander when Petal Beam doesn't?

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

Re: Hedgeknight Reborn (W.I.P.)

#13 Post by Hellcommander »

Unfornately it seems npcs do get the class and they do insane amount of damage with petalbeam.....

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