Verdant Class Pack: v2.3

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HousePet
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Re: Verdant Class Pack v1.3.0

#181 Post by HousePet »

I'm thinking my next project will be some more Wyrmic stuff and a new class for Verdant.
So now is a good time to suggest stuff you would like to see in this addon.
My feedback meter decays into coding. Give me feedback and I make mods.

Radon26
Sher'Tul
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Re: Verdant Class Pack v1.3.0

#182 Post by Radon26 »

there was something i was thinking about. had some other plans but screw that.
also was supposed to be for higher only, but whatever.

how do i call it... florist!
a character that REALLY likes flowers...
i wrote (idea, not code) a 3 categories so far, and it might have some similarities to a druid... (or one specific cat to a vanilla class cat...)

Air
-t1 breath fo the worlds: mind stat removal equi, and MP and MS
-t2 (missing)
-t3 (to be named): a sustain easing movement for you and making harder for enemies.
-t4 air blow: single target knocks backs (including self) every which way. (interact with the next cat.)

flower garden (every talent ads 2 flowers to the chance pool.)
-t1 flower grove: sustain - grow flowers around you, each does different thing.
-t2 flower grove(to be renamed): grows roots in the target area, that tangle all enemies.
(if t1 is active, it also grow flowers in the area.)
-t3 dangerous plant life: (passive): a chance to spawn a spitting plant in the area?
-t4 flower walk: teleport from a flower to flower.


plant fusion
-t1 symbiosis: (passive) armor and hardiness, as well as strong cut removal.
-t2 vine grab: grabs a target with your vine, cause you have them now, then constrict it.
-t3 fart cloud: too many beans, now your farts poison everything for a while
(to be replaced or renamed... its a bit of a filler joke)
-t4 iron bark overgrowth: its basically a block with no shield.

does this class have a chance? i will try to refine it more, now that i actually decided on a theme, and see an open window.
if it does, i can give you a more detailed version. there are some smal things that would take too much space to include.

Micbran
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Re: Verdant Class Pack v1.3.0

#183 Post by Micbran »

If you're to make a new class, there are already 5 wilder classes (including Verdant) and each explores a different "theme" of nature.

Wyrmic: Power of Dragons

Summoner: Speaking to and being able to command (kinda, not really) various creatures

Oozemancer: The antimagic side of nature that Zigur enforces along with "pure nature" (oozes)

Werebeast: Power of animals

Druid: More of a generic nature guy. Communes with the weather, plants and animals.

Point being, I'm not really sure what you could do next in terms of a new class. Maybe a vim-equilibrium hybrid or a nature warrior (which sounds a lot like wyrmic). Unless you want to try some really odd combos like a wilder chronomancer.
A little bit of a starters guide written by yours truly here.

Chronosplit
Archmage
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Re: Verdant Class Pack v1.3.0

#184 Post by Chronosplit »

HousePet wrote:Yeah I can do that.
Thanks!
McBran wrote:Maybe a vim-equilibrium hybrid
Fearscape gardeners? :wink:

As for my brainstorming session, a Positive Energy/Equilibrium class that revolves around plant care (maybe was raised by nature?)

-Abilities revolve around both sunlight and summoning plants. Can use Druid's plant trees plus some more plant things. Like bark damage shields, or harnessing the abilities of plants on yourself.
-Can use both staves and mindstars and probably has Druid's non-metal tree in Generic, though it has Staff Magic tree as opposed to Druid's altered Staff Combat. Weirdly though, this set up would probably make it more responsive to Arcane Disrupting items. Probably has Light (or something like it to generate positive energy) with Fungus or Harmony locked.
-Possibly can jive well with Midnight, but would probably use Songs of the Seasons instead of Chants/Hymns by default.

That's about all I can think of.

Radon26
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Re: Verdant Class Pack v1.3.0

#185 Post by Radon26 »

ok, since you referred to HousePet agreeing to something, but did not mention my post, it looked like someone made a similar suggestion earlier.
i quick-scanned the previous 2 pages and did not find anything that would relate, so i assume you are expanding on my idea.
if i am wrong, just write the time and page its on.

i was thinking about also, adding 4 sort of elemental categories, but also bend them around the plant mechanic somehow, just like the last Air talent is capable of spreading the flowers (i don't think i mentioned it here), if there were on the original tile.
a sun related category, could have a "green skin" talent (WITH THE THEME!!! nothing to do with orcs), that could give some light resistance and affinity.
another talent i was thinking about was "bioluminescence" (yeah, i've seen the sun infusion discussion) that would make you start a glow, like the SP's radiance. deactivating it, would spread the spores, to permanently lit the tiles around.
the 3rd "elemental" tree, would be rainfall...
now, i have an idea on how it interacts with plants, but no idea how it would be caused by plants sooo...

but dual resource could work too probably.

astralInferno
Uruivellas
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Re: Verdant Class Pack v1.3.0

#186 Post by astralInferno »

Wilders don't have a ranged character at the moment - sling, bow - and while I had plans for one you'd definitely do it better than me.
Similarly, they don't really have a true mage archetype, although oozemancer and druid are both fairly close. Druid may disqualify this, actually, it's pretty much a nature mage.

I second the ideas of celestial energy! Sunlight mixing with plants seems like a rich vein of concepts. The question there would be whether to hard code them as zigur-able or let them be heretics.
...I had plans for them too, but I'm never gonna get around to them.

Radon26
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Re: Verdant Class Pack v1.3.0

#187 Post by Radon26 »

pure equi, would let them be ziguranths, but pretty sure positive would make it difficult.
also, anything marked as a spell, will be unusable after you take a sip.

so, one way, or the other.

Micbran
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Re: Verdant Class Pack v1.3.0

#188 Post by Micbran »

As for wyrmic ideas, you could try darkness and light trees. Light being defensive and darkness being offensive. Also, these trees would be unavailable if a wyrmic was antimagic and on the other hand... There would be extra antimagic tree for wyrmic with an arcane resource burn + silence breath, but it would only be available to wyrmics who were antimagic.

Obviously, a very very basic idea.
A little bit of a starters guide written by yours truly here.

HousePet
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Re: Verdant Class Pack v1.3.0

#189 Post by HousePet »

There was an equilibrium/positive energy class called Gardener around a while ago.

As for Wyrmic, I'm going to make some unlockable categories such as antimagic, temporal and blight.
My feedback meter decays into coding. Give me feedback and I make mods.

Chronosplit
Archmage
Posts: 318
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Re: Verdant Class Pack v1.3.0

#190 Post by Chronosplit »

What about a Mind Wyrmric tree? You could make it a passive set about either how dragons think/their mindsets, or have sorta thoughtform dragons.

Come to think of it, the latter would be very hard to keep from being OP. :shock:

astralInferno
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Re: Verdant Class Pack v1.3.0

#191 Post by astralInferno »

is there any chance you could make the fire trail from Ember Scales not hurt the user? It's messing up my autoexplore.

HousePet
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Re: Verdant Class Pack v1.3.0

#192 Post by HousePet »

Hrm that is a problem. If I remove that then it won't synergise with Elemental Harmony. Then again, that is a slightly cheesy synergy.
My feedback meter decays into coding. Give me feedback and I make mods.

astralInferno
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Re: Verdant Class Pack v1.3.0

#193 Post by astralInferno »

could give it a 'disable on rest' feature, like... is it Berserker?

HousePet
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Re: Verdant Class Pack v1.3.0

#194 Post by HousePet »

Maybe. I'll look into it.
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Verdant Class Pack v2 alpha

#195 Post by HousePet »

Testable alpha version available: http://www.users.on.net/~curtisnd/tome-verdant.zip

There is a lot in this update so I'm releasing an alpha update so people can check what is going on and maybe help with the testing and balancing.

Changes include:
Summoner - A big revamp for the class.
Woodsman - A new rangerish class.
Wyrmic - Three new high level categories.
My feedback meter decays into coding. Give me feedback and I make mods.

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