Alternate Talent Requirements

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Effigy
Uruivellas
Posts: 970
Joined: Fri Oct 10, 2014 4:00 pm

Alternate Talent Requirements

#1 Post by Effigy »

Download here

This addon changes some talent categories to base their stat requirements on your highest stat from a given subset.

These talents require the greater of Strength or Dexterity:
-Technique/Battle tactics
-Technique/Bloodthirst
-Technique/Combat training: Heavy & Light Armour Training
-Technique/Dual techniques
-Technique/Duelist
-Technique/Finishing moves
-Technique/Grappling
-Technique/Magical combat
-Technique/Pugilism
-Technique/Shield defense
-Technique/Shield offense
-Technique/Superiority
-Technique/Thuggery
-Technique/Two-handed assault
-Technique/Unarmed discipline

These talents require the greater of Strength or Magic:
Corruption/Reaving combat
Corruption/Scourge

These talents require the greater of Strength or Willpower:
Cursed/Rampage
Cursed/Slaughter
Cursed/Strife
Wild-gift/Antimagic

Technique/Combat Techniques and Technique/Combat Veteran already work this way in the vanilla game.

This change is intended to lessen the stat burden for certain builds that either invest in multiple primary stats, or focus on different stats than the "standard" build for their class. For example, a Marauder using weapon+dagger instead of dual dagger might want to invest more in Str than Dex during the early game; with this addon, that character can unlock the dual weapon talents based on Str instead of Dex. On the other hand, a dual dagger Marauder could unlock Thuggery and Bloodthirst talents using Dex instead of Str.

I was debating whether to modify other categories like Technique/Mobility, but I decided to leave them alone for now. If you feel strongly about this, let me know and I'll consider changing it.

Please post here if you find an issue with the addon. Also feel free to suggest other categories that you think should have alternate stat requirements.

----------------------------------------
Change log
1.0.8: Fix scaling for Technique/Unarmed Discipline.
1.0.7: Fix for Technique/Dual Techniques and Technique/Duelist.
1.0.6: Change Wild-gift/Antimagic to use Str/Wil since it can scale with either phys or mind power now.
1.0.5: Add support for Technique/Combat training: Light Armour Training.
1.0.4: Add Corruption/Scourge and a few Cursed categories.
1.0.3: Add Corruption/Reaving Combat.
1.0.2: Add Armour Training and Technique/Superiority. Fixed talent requirements for higher-level categories.
1.0.1: Coding style fix. No visible changes.
Last edited by Effigy on Sat Jul 07, 2018 4:58 am, edited 12 times in total.

Radon26
Sher'Tul
Posts: 1439
Joined: Mon Jun 23, 2014 11:50 am

Re: Alternate Talent Requirements

#2 Post by Radon26 »

magical combat for dex... downloading!

dexterous shield talents also seem nice, however, its meaningless if the shields themselves don't change to dex, just like buckler training of the skirmisher changes the req to cun.

may also want to consider changing the armor mastery? although there is no really good argument for it since you ever only need 2 points in it, that don't actually scale with any of your stats as far as i know.

Effigy
Uruivellas
Posts: 970
Joined: Fri Oct 10, 2014 4:00 pm

Re: Alternate Talent Requirements

#3 Post by Effigy »

Yeah, it's not a bad idea to change Armour Training to use Str/Dex. I'll add that to the list for next update. I didn't modify the other Bulwark talents since I doubt many people play dagger+shield or staff+shield Bulwark, but I can add them to the mod if people want.

I don't want to modify the item requirements or weapon damage scaling with this addon, but that I might make another addon for that. I was thinking about making shield damage affected by Weapons Mastery, Dagger Mastery, and Exotic Mastery in another addon as well. (Not sure on Exotic since it might be abusable with Legacy of the Naloren.)

Effigy
Uruivellas
Posts: 970
Joined: Fri Oct 10, 2014 4:00 pm

Re: Alternate Talent Requirements

#4 Post by Effigy »

Uploaded v1.0.2 which includes Str/Dex requirements for Armour Training and Technique/Superiority.

I also fixed an issue where the Str/Dex requirements originally used were intended for low-level categories, which was inappropriate for some categories like Bloodthirst. I created new requirements for these categories that are equivalent to the vanilla version, but based on the greater of Str or Dex.

For the next version, I'm thinking about adding alternate requirements for some Cursed and melee Defiler categories. For example, I'm considering making the Str-based Doombringer categories require the greater of Str or Mag so staff-using Doombringers don't have to pump Str for talent unlocks. My only concern is that I don't necessarily want to let players focus on a single stat for unlocks since that might be too simple, although it should be noted that many classes (particularly mages) can already do this.

Effigy
Uruivellas
Posts: 970
Joined: Fri Oct 10, 2014 4:00 pm

Re: Alternate Talent Requirements

#5 Post by Effigy »

I uploaded v1.0.3, which changes Corruption/Reaving Combat to use the greater of Str or Mag. I wanted to release this small update since I'm testing Razakai's Reaver changes. Will probably add some other Corruption categories at a later time.

Effigy
Uruivellas
Posts: 970
Joined: Fri Oct 10, 2014 4:00 pm

Re: Alternate Talent Requirements

#6 Post by Effigy »

Uploaded v1.0.04:

Changed Corruption/Scourge from Mag req to Str/Mag since it's a melee category.

Changed Cursed/Rampage, Cursed/Slaughter, and Cursed/Strife from Str req to Str/Wil so mindstar Cursed don't have to invest in Str for talent unlocks. Note that this addon doesn't change how the talents function, so talents that scale with Str will still do so.

I was going to include Str -> Str/Mag for Doombringer categories, but I having trouble getting them to work.

Radon26
Sher'Tul
Posts: 1439
Joined: Mon Jun 23, 2014 11:50 am

Re: Alternate Talent Requirements

#7 Post by Radon26 »

since you are doing those, how about also modifying the cuning-shadow magic to dex, and celestial-combat to str?
and if we are going with celestial, maybe also do guardian and crusader? yes! let's have a magic free sun paladin! no wait... light and chants...
how about warden's talents?

Effigy
Uruivellas
Posts: 970
Joined: Fri Oct 10, 2014 4:00 pm

Re: Alternate Talent Requirements

#8 Post by Effigy »

In general, I'm focusing on categories that require a stat that not all builds will want to raise. Otherwise, I could end up modifying every talent line in the game and I don't really want to do that.

For Shadowblade, I think basically every build would raise Cun so I'd rather not change those talents. For Sun Paladin, the vast majority of the talents are based on Mag and I think most builds would want Mag for spellpower anyway. I haven't played Temporal Warden recently and the wiki isn't up to date, but I could look into adding some of their categories if they have problematic requirements.

Radon26
Sher'Tul
Posts: 1439
Joined: Mon Jun 23, 2014 11:50 am

Re: Alternate Talent Requirements

#9 Post by Radon26 »

shadow is already cunning? well nvm then. i must have remembered wrong... even through its in the cunning school.
my only problem with with celestial combat is that wave of power's range scale with str. if not for that i would not be suggesting it.

and as for wiki, well http://tometips.github.io/
it doesn't have monster, items, egos or areas, but if you just want talents and classes it has them all.
except for ones from mods, but oh well. you can't have everything.

Effigy
Uruivellas
Posts: 970
Joined: Fri Oct 10, 2014 4:00 pm

Re: Alternate Talent Requirements

#10 Post by Effigy »

Update v1.0.5: Light Armour Training uses the greater of Str or Dex for talent requirement. For ToME v1.5 and higher.

Chronosplit
Archmage
Posts: 318
Joined: Fri Oct 09, 2015 2:27 pm

Re: Alternate Talent Requirements

#11 Post by Chronosplit »

Dumb idea: make Undead Drake use Magic or Willpower. I don't know if this would run into the same thing as Doombringer though.

I'd almost say make Antimagic go STR/WIL given the new buff to it, but that may be overkill.

Effigy
Uruivellas
Posts: 970
Joined: Fri Oct 10, 2014 4:00 pm

Re: Alternate Talent Requirements

#12 Post by Effigy »

I was having trouble before getting the addon to work with categories added in other addons/DLCs. There's probably a way to do it though.

Changing Antimagic to Str/Wil seems like a reasonable addition. I can add that.

Effigy
Uruivellas
Posts: 970
Joined: Fri Oct 10, 2014 4:00 pm

Re: Alternate Talent Requirements

#13 Post by Effigy »

Update v1.0.6: Changed Wild-gift/Antimagic to use the greater of Str or Wil.

Chronosplit
Archmage
Posts: 318
Joined: Fri Oct 09, 2015 2:27 pm

Re: Alternate Talent Requirements

#14 Post by Chronosplit »

Thank you very much! :D

Effigy
Uruivellas
Posts: 970
Joined: Fri Oct 10, 2014 4:00 pm

Re: Alternate Talent Requirements

#15 Post by Effigy »

Update v1.0.7: I forgot to update for the changes to Technique/Dual Techniques and Technique/Duelist. Fixed now.

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