Adventurer Plus (v1.5)
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Re: Adventurer Plus (v1.5)
how about exotic weaponry? yeah if that one was added it would be useful. that might just be an unlock?
i wonder if, where the file has the character's race, if it were possible to have it insert multiple races, then doing that there would open all the racial talent trees. so like, at character creation, instead of selecting a race causing a deselect of previously selected, it would not deselect and player could just select as many as want.
i wonder if, where the file has the character's race, if it were possible to have it insert multiple races, then doing that there would open all the racial talent trees. so like, at character creation, instead of selecting a race causing a deselect of previously selected, it would not deselect and player could just select as many as want.
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- Uruivellas
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Re: Adventurer Plus (v1.5)
possible, probably, but that sounds like it would be INCREDIBLY complex to add. Like, multiple racial talent trees are hard, but only because I don't know what I'm doing. Choosing multiple races would require messing with so many things.
Exotic weaponry is a little easier. I can prooobablt work that out if there's a huge need. In the meantime, may I recommend either A: The temporal warden talent that functions as all weapon mastery talents or B: The Nulltweaks addon, which removes exotic weapon mastery and folds its weapons into other masteries?
Exotic weaponry is a little easier. I can prooobablt work that out if there's a huge need. In the meantime, may I recommend either A: The temporal warden talent that functions as all weapon mastery talents or B: The Nulltweaks addon, which removes exotic weapon mastery and folds its weapons into other masteries?
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- Wyrmic
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Re: Adventurer Plus (v1.5)
I think Strength of Purpose only counts as the Weapon, Dagger, and Bow masteries.
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- Uruivellas
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Re: Adventurer Plus (v1.5)
oh, my mistake if so. I thought it just did all of them.
Edit: Checked, you're right.
Edit: Checked, you're right.
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- Spiderkin
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Re: Adventurer Plus (v1.5)
While investigating and fixing someone's save I traced a problem to this addon. Setting positive_at_rest and negative_at_rest to 20 breaks liches to a degree; the negative regen value granted by lich form gets overridden when it tries to fluctuate around these values. So the 1.0 negative regen from max lich form turns into 0.2. Also, this prevents negative from growing to over 20 for them.
<astralInferno> poor stunt
<astralInferno> you suffer so that others may suffer in the intended way
Have a save in need of fixing? Open a ticket, send me a copy of your save: http://www.te4support.org/
<astralInferno> you suffer so that others may suffer in the intended way
Have a save in need of fixing? Open a ticket, send me a copy of your save: http://www.te4support.org/
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- Uruivellas
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- Joined: Mon Jan 27, 2014 10:40 am
Re: Adventurer Plus (v1.5)
New version which removes the default celestial energies, I think. The old version will still work fine if you aren't using a lich or something, I think.
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- Uruivellas
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- Joined: Mon Jan 27, 2014 10:40 am
Re: Adventurer Plus (v1.5)
New version with exciting new features that nobody asked for!
New Hero Variants:
The Arcane Hero, who starts in Angolwen regardless of race (except undead; I'm going to save time and clarify that All of these are 'except undead' because changing their faction is hard) and begins with channel staff and a minor magic bonus.
The Celestial Hero, who begins in the Far East and has the Twilight talent for free. (It's so annoying having to take the twilight category for celestial adventurers, given you often only really want the first talent...) This is also coded to work with the Midnight addon, it'll use their start if the addon is loaded.
The Temporal Hero, who, obviously, begins in Point Zero and uses their start. I couldn't get them to trigger the temporal rift event, so if you want Epoch's Curve you still need a Temporal Warden. Sorry.
And the Warrior Hero. They don't get a special start, but they do get the combat training tree and two points in Armor Training. Because getting the strength for a shield at level one for an adventurer is... not easy.
New Hero Variants:
The Arcane Hero, who starts in Angolwen regardless of race (except undead; I'm going to save time and clarify that All of these are 'except undead' because changing their faction is hard) and begins with channel staff and a minor magic bonus.
The Celestial Hero, who begins in the Far East and has the Twilight talent for free. (It's so annoying having to take the twilight category for celestial adventurers, given you often only really want the first talent...) This is also coded to work with the Midnight addon, it'll use their start if the addon is loaded.
The Temporal Hero, who, obviously, begins in Point Zero and uses their start. I couldn't get them to trigger the temporal rift event, so if you want Epoch's Curve you still need a Temporal Warden. Sorry.
And the Warrior Hero. They don't get a special start, but they do get the combat training tree and two points in Armor Training. Because getting the strength for a shield at level one for an adventurer is... not easy.
Re: Adventurer Plus (v1.5)
It's been asked before, but I wonder if you could add compatibility with 'Faster Adventurer Levelup'? I really like the look of this, but I can't do without the benefits of FAL. Thanks!
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- Uruivellas
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Re: Adventurer Plus (v1.5)
I have no idea! I'll go take a looksee at FAL and see what stops them working together as is. 

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- Uruivellas
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- Joined: Mon Jan 27, 2014 10:40 am
Re: Adventurer Plus (v1.5)
Looks like someone already made it!
http://te4.org/games/addons/tome/fasterhero
This seems to be the Faster Adventurer addon, but changed so that it applies to the adventurer category, not just the adventurer class. This means it'll work with all varieties of Heroes.
http://te4.org/games/addons/tome/fasterhero
This seems to be the Faster Adventurer addon, but changed so that it applies to the adventurer category, not just the adventurer class. This means it'll work with all varieties of Heroes.
Re: Adventurer Plus (v1.5)
Thanks for the link - this works a treat with your add on!
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- Uruivellas
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Re: Adventurer Plus (v1.5)
So I discovered that the 'Arcane Hero always starts in Angolwen!' didn't actually work.
Fixed now, as are celestial/temporal. I didn't do properly rigorous testing, I'm afraid, but they worked with a yeek test each.
I think the Demon Hero is also new, or at least I never noted it in thread; they always start with the Uhr'Rok quest chain. The way they're set up is that they only appear as a class option if your game has the Corruption/Fearfire category; so they only trigger if Ashes exists for you. I think.
As always I'm not entirely sure what I'm doing.
Fixed now, as are celestial/temporal. I didn't do properly rigorous testing, I'm afraid, but they worked with a yeek test each.
I think the Demon Hero is also new, or at least I never noted it in thread; they always start with the Uhr'Rok quest chain. The way they're set up is that they only appear as a class option if your game has the Corruption/Fearfire category; so they only trigger if Ashes exists for you. I think.
As always I'm not entirely sure what I'm doing.
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- Uruivellas
- Posts: 834
- Joined: Mon Jan 27, 2014 10:40 am
Re: Adventurer Plus (v1.5)
Couple of minor fixes! Since the chronomancy rework, heroes have had a mildly obnoxious issue in that their paradox is always trying to go down, even though you don't want it to go down past 300ish. So, you no longer get paradox regen.
Also, if you play an Arcane Hero and start in Angolwen, you... 100% have to take the Conveyance category. Else you can't move around the Abashed Expanse. So you get Phase Door as a bonus talent. In return for this, you have a reduced life rating - mages ent tough.
...as I type this, I realise that I only changed the /description/ of the life rating. So expect another update in twenty seconds...
Also, if you play an Arcane Hero and start in Angolwen, you... 100% have to take the Conveyance category. Else you can't move around the Abashed Expanse. So you get Phase Door as a bonus talent. In return for this, you have a reduced life rating - mages ent tough.
...as I type this, I realise that I only changed the /description/ of the life rating. So expect another update in twenty seconds...
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- Uruivellas
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- Joined: Mon Jan 27, 2014 10:40 am
Re: Adventurer Plus (v1.5)
New update, featuring Psionic and Natural heroes!
Psionic Heroes have Telekinetic Smash at base, which comes with Beyond the Flesh and Telekinetic Grasp.
Natural Heroes have Meditation, and the Antimagic Category is unlocked. Note that having it unlocked does nothing on its own, but putting a point in it will lock you out of spells.
Psionic Heroes have Telekinetic Smash at base, which comes with Beyond the Flesh and Telekinetic Grasp.
Natural Heroes have Meditation, and the Antimagic Category is unlocked. Note that having it unlocked does nothing on its own, but putting a point in it will lock you out of spells.
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- Uruivellas
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- Joined: Mon Jan 27, 2014 10:40 am
Re: Adventurer Plus (v1.5)
New update adding the Tinker Hero, largely courtesy of our IRC's Raitzeno.
A few other changes, too. As I gave the arcane hero phase door, temporal hero gets dimensional step. Spin fate was just not cutting it.
Everyone now gets two steamsaws and two steamguns, as well as the starting salves and an APE in case they want to tinker. Note that the steam weapons only work if you have a steam pool. Also note that the APE is currently in the transmog chest, I'll fix this when I have sleep.
Another noteworthy bug, celestial heroes have no inventory. I don't know why.
I tried to give everyone a steam generator and a medical implant (in their inventory), but it didn't work. Once again, will try again when I have sleep (and can bug DG for help).
Tomorrow (Soon TM), I shall make a new thread for this so I can keep track of things.
A few other changes, too. As I gave the arcane hero phase door, temporal hero gets dimensional step. Spin fate was just not cutting it.
Everyone now gets two steamsaws and two steamguns, as well as the starting salves and an APE in case they want to tinker. Note that the steam weapons only work if you have a steam pool. Also note that the APE is currently in the transmog chest, I'll fix this when I have sleep.
Another noteworthy bug, celestial heroes have no inventory. I don't know why.
I tried to give everyone a steam generator and a medical implant (in their inventory), but it didn't work. Once again, will try again when I have sleep (and can bug DG for help).
Tomorrow (Soon TM), I shall make a new thread for this so I can keep track of things.