Bloodriver Adherent Class

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Shad3
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Bloodriver Adherent Class

#1 Post by Shad3 »

Add-on here: https://te4.org/games/addons/tome/wshade-bloodriver

Adds Bloodriver Adherent class, a Mage subclass.

Bloodriver Adherents are very in tune with arcane energies, their mana will buffer any harm done to them. It also makes them know basic elemental spells innately.
They also have access to unique Bloodriver spells which utilize their own mana-infused blood to enhance their effects.

Bloodriver Adherent talents revolves mainly on their bleed mechanics. A lot of talents costs both mana and life to cast.
By default, this class can, and it is recommended, to focus on 2 different basic element talent trees. These 2 selected elements will later got advanced talents that you can learn.

There are around 11 custom made talent category which you can choose. Some are essential to Bloodriver Adherent, as this subclass try to utilize bleed as much as possible.
However, how you want to play this subclass, which talent to choose, is up to your liking.
You want to cause debuffs to your enemies? Prolong debuffs and make them suffer? sure you can!
You want to summon a cute golem to do your bidding and cute fairy to spice things up? Go ahead!
You want to just straight up deal damage to your enemies? say no more!
You can even summon some totems, put traps, and more.

There are currently 9 variation of totems. 5 which you will learn by default, and the remaining 4 you will learn by:
killing a certain named bear
destroy a certain magical crystal
killing a certain spider in the east, and
going to a certain place where magic are blazing.

This subclass is a bit tricky to play and on the harder side of difficulty-wise.
As both mana and life are used as resources to cast, and both life and mana dictates your livelihood, you will need to manage your mana and life, and choose your actions carefully.
If your mana is empty, you won't instantly die, but you will suffocate and take damage every turn. Suffocation will last until either you die or you replenish your mana.
There are a lot of self-perseverance talents embedded in this class, so you can take those to ensure your longevity.

Also beware, some of the talents are very powerful, but makes no distinguishing between friend or foe, so you may harm your allies, or even yourself!

If you are starting as humans, halflings, elves, or ogres, there is a small quest given at birth, you can do the quest and get some reward for it. There are also some lore fragments scattered regarding The Bloodrivers.

Changelog:

Code: Select all

1.2.6
- Bugfix: Attaching Bloodriver gem not checking Bloodletting cooldown
1.2.5
- Bugfix: Quickrune not working correctly (again)
- Change: Add back mana cost of Bloodletting
- Change: Attaching Bloodriver gem now force use the actual talent
1.2.4
- Add: Scan Filter for some talents
- Add: Bloodletting can attach Bloodriver gem and wear staff in Inventory screen
  - Cooldown, cost, and other conditions to use the talent apply
- Change: remove mana cost of Bloodletting
- Bugfix: Sanguine Golem damage and APR inconsistent
- Bugfix: Substitute shouldn't be allowed to self-target
- Bugfix: Blood Sprite spreading when dying and going to Eidolon Plane
  - Side effect that it won't spread in Eidolon Plane at all
1.2.3
- Bugfix: Ever-bleeding incorrectly applied to allies
- Bugfix: Bloodriver staff damage scaling error
- Balance: Change how Animation talent cooldown and cost works
  - Reduce talent cooldown to minimum
  - Sanguine golem gradually restore life when in destroyed state
  - Scale the talent cost off the golem's life
1.2.2
- Bugfix: Wrong talent ID assigned to a certain totem
1.2.1
- Bugfix: Quickrune may cause wrong inscription data triggered in very specific cases
- Bugfix: Prismatic Rune triggered with wrong inscription data in very specific cases
1.2.0
- Add: New quest for Bloodriver Adherents
  - Talk to The Elder after clearing the mine
- Add: Log on Suck success and failure
- Add: Vfx for Suck
- Add: Suppress Blood Collection talents' auto-use when another Blood Collection talent is sustained
- Change: The mine boss's artifact can now spawn outside the mine
- Change: Move Elder lore somewhere else
- Change: Learning Bloodletting on start of the game turns your starting staff to Bloodriver staff for free
- Balance: Reduce Bloodriver staff (from Bloodletting talent) power cost (15 -> 10) and max power (20 -> 12)
- Balance: Improve some of Sanguine Golem's stats and make its melee attack scale off Animation level a bit
- Balance: Blood Collection cooldown reduced (15 -> 12)
- Balance: Blood Sprite now able to stay in its summoner if summoner is alone
- Balance: Sprite Traversal now consume Blood Sprite of target if any, gaining 25% of its duration
- Bugfix/Balance: Sprite Traversal now made unable to target its current host
- Bugfix: Several talents do not take into account spell friendly fire chance
- Bugfix: Suck talent error when the target resists
- Bugfix: Blood Collection talents' sustains getting reset when leveling up
- Bugfix: Blood Collection talents' sometimes weird targeting
- Bugfix: Sanctum triggered when saving the game while under a bleed effect
- Bugfix: Sanguine Golem's death explosion damage scaling not using summoner's talent level
- Bugfix/Balance: Reduce frequency of updates on Sanguine Golem's base stats (now updates when entering/leaving battle)
  - So that the golem's stats does not fluctuate as much during battle
1.1.1
- Bugfix: Sanguine golem preventing online character sheet from updating (again)
  - Golems from previous version saves should be fixed when changing map
1.1.0
- Balance Changes
  - Reverse Bloodflow now also deals some AoE damage
  - Direct self-harm from summoning Totems is now self-bleed
  - All Rites/Blood Collection talents are now all tier 2 and is available to learn from level 4 onward
  - Using any Sihr-Mpath talent now lets you use other Sihr-Mpath talents as instant talents for some turns.
1.0.7
- Add totem talents on learn for NPCs
- Remove doubled summoner names on totems
- Pair the correct totem summon talent icons and images
- Bugfix: Tuh, Wha, Gha map effect losing references when loading saves
1.0.6
- Bugfix: Reverse Bloodflow self-bleed effect done before validating cast
1.0.5
- Bugfix: Reverse Bloodflow not dealing damage
- Make Reverse Bloodflow only cast if the target has actual bleed effect so that it isn't wasted
- Fix some effect icons
1.0.4
- Bugfix: Possible endless loop from Unstoppable Flow
1.0.3
- Bugfix: Sanguine golem preventing online character sheet from updating
  - Golems from previous version saves should be fixed when changing map
1.0.2
- Bugfix: Aether Beat mana restoration amount are not reduced on early dispel when it should be reduced
- Bugfix: Catastrophic Failure causes error when the damage source is removed from the map (death, etc.)
- Bugfix: Sanguine Travel beam particle effect not correctly positioned
- Add missing totem talent icons
1.0.1
- Bugfix: NPC getting "Purification" talents causing errors due to missing player check
- Add descriptions
1.0.0
- Initial release
Last edited by Shad3 on Mon Nov 11, 2024 11:00 am, edited 11 times in total.

Shad3
Cornac
Posts: 40
Joined: Thu Jan 13, 2022 3:45 am

Re: Bloodriver Adherent Class

#2 Post by Shad3 »

Update! Bugfix! Yea!

Code: Select all

1.0.2
- Bugfix: Aether Beat mana restoration amount are not reduced on early dispel when it should be reduced
- Bugfix: Catastrophic Failure causes error when the damage source is removed from the map (death, etc.)
- Bugfix: Sanguine Travel beam particle effect not correctly positioned
- Add missing totem talent icons

Zizzo
Sher'Tul Godslayer
Posts: 2517
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
Contact:

Re: Bloodriver Adherent Class

#3 Post by Zizzo »

Found a really obscure bug that will prevent the player's online character sheet from updating if a sanguine golem is active. Follow along with me:
  • PlayerDumpJSON:dumpToJSON(), as part of generating the JSON character sheet data to send to the online vault, walks the party list and recursively adds a JSON "subsheet" for any party member that's flagged "important", like the Alchemist's golem and your sanguine golem.
  • :dumpToJSON() assumes that any actor it's generating JSON for has an inventory, and reacts very badly if it doesn't — like your sanguine golem. :?
  • Fortunately, this error is caught and discarded so that saving the character to file can continue, but the result is that no updated character sheet is sent to the online vault.
(Arguably, this could be called a module bug, since the JSON generation does fall back gracefully for actors with no worn/wielded equipment slots.)

In my tests, adding the line:

Code: Select all

body = { INVEN = 0 },
to the sanguine golem's construction data table is enough for the JSON generation to complete successfully. I haven't done extensive testing with this change, but since you also flag the sanguine golem as no_inventory_access=true, I'm guessing that any problems my change would cause will be blocked before they can happen.
"Blessed are the yeeks, for they shall inherit Arda..."

Shad3
Cornac
Posts: 40
Joined: Thu Jan 13, 2022 3:45 am

Re: Bloodriver Adherent Class

#4 Post by Shad3 »

Zizzo wrote: Fri Jul 12, 2024 5:20 pm Found a really obscure bug that will prevent the player's online character sheet from updating if a sanguine golem is active.
Thanks for the investigation! I do wonder how to test those json sheets since Weaver (it's still buggy to this day and I still don't know why).
Patching soon.

Shad3
Cornac
Posts: 40
Joined: Thu Jan 13, 2022 3:45 am

Re: Bloodriver Adherent Class

#5 Post by Shad3 »

Golem correction!

Code: Select all

1.0.3
- Bugfix: Sanguine golem preventing online character sheet from updating
  - Golems from previous version saves should be fixed when changing map

Zizzo
Sher'Tul Godslayer
Posts: 2517
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
Contact:

Re: Bloodriver Adherent Class

#6 Post by Zizzo »

Shad3 wrote: Sat Jul 13, 2024 1:45 am

Code: Select all

1.0.3
- Bugfix: Sanguine golem preventing online character sheet from updating
  - Golems from previous version saves should be fixed when changing map
[sound F/X: testing] Confirmed success. :mrgreen:
Shad3 wrote: Sat Jul 13, 2024 12:19 am I do wonder how to test those json sheets since Weaver (it's still buggy to this day and I still don't know why).
What I eventually ended up doing is cobbling together a simple test addon for that. Basically, it "manually" builds the JSON data just after you create or load a characer and writes it into the log file. Heck, now that I think of it, it's small enough that I should probably just attach it below.

Granted, that probably won't help with your Weaver problem; I think we'd need to see what's happening server-side for that. I tried dumping the JSON data for a Weaver and a Berserker to compare them, just to see if there was any obvious difference between the two that could be causing the problem, but nothing jumped out at me.
Attachments
tome-json_debug.zip
(3.64 KiB) Downloaded 168 times
"Blessed are the yeeks, for they shall inherit Arda..."

Shad3
Cornac
Posts: 40
Joined: Thu Jan 13, 2022 3:45 am

Re: Bloodriver Adherent Class

#7 Post by Shad3 »

A small bugfix update.

Code: Select all

1.0.4
- Bugfix: Possible endless loop from Unstoppable Flow

Shad3
Cornac
Posts: 40
Joined: Thu Jan 13, 2022 3:45 am

Re: Bloodriver Adherent Class

#8 Post by Shad3 »

More bug squashing... can't believe I missed this one....

Code: Select all

1.0.6
- Bugfix: Reverse Bloodflow self-bleed effect done before validating cast
1.0.5
- Bugfix: Reverse Bloodflow not dealing damage
- Make Reverse Bloodflow only cast if the target has actual bleed effect so that it isn't wasted
- Fix some effect icons

Shad3
Cornac
Posts: 40
Joined: Thu Jan 13, 2022 3:45 am

Re: Bloodriver Adherent Class

#9 Post by Shad3 »

My infinite wisdom forgets to make totem work for npcs... so updated.

Code: Select all

1.0.7
- Add totem talents on learn for NPCs
- Remove doubled summoner names on totems
- Pair the correct totem summon talent icons and images
- Bugfix: Tuh, Wha, Gha map effect losing references when loading saves

Shad3
Cornac
Posts: 40
Joined: Thu Jan 13, 2022 3:45 am

Re: Bloodriver Adherent Class

#10 Post by Shad3 »

Update!

Code: Select all

1.1.0
- Balance Changes
  - Reverse Bloodflow now also deals some AoE damage
  - Direct self-harm from summoning Totems is now self-bleed
  - All Rites/Blood Collection talents are now all tier 2 and is available to learn from level 4 onward
  - Using any Sihr-Mpath talent now lets you use other Sihr-Mpath talents as instant talents for some turns.

Shad3
Cornac
Posts: 40
Joined: Thu Jan 13, 2022 3:45 am

Re: Bloodriver Adherent Class

#11 Post by Shad3 »

So apparently dying deletes actors' inventory unless a certain flag is set to true, as part of item drop process...
Thus the sanguine golem needs this flag enabled.

Code: Select all

1.1.1
- Bugfix: Sanguine golem preventing online character sheet from updating (again)
  - Golems from previous version saves should be fixed when changing map

Shad3
Cornac
Posts: 40
Joined: Thu Jan 13, 2022 3:45 am

Re: Bloodriver Adherent Class

#12 Post by Shad3 »

Been playing as one last week or so, seen a bug and here I am...

Code: Select all

1.2.2
- Bugfix: Wrong talent ID assigned to a certain totem
1.2.1
- Bugfix: Quickrune may cause wrong inscription data triggered in very specific cases
- Bugfix: Prismatic Rune triggered with wrong inscription data in very specific cases
1.2.0
- Add: New quest for Bloodriver Adherents
  - Talk to The Elder after clearing the mine
- Add: Log on Suck success and failure
- Add: Vfx for Suck
- Add: Suppress Blood Collection talents' auto-use when another Blood Collection talent is sustained
- Change: The mine boss's artifact can now spawn outside the mine
- Change: Move Elder lore somewhere else
- Change: Learning Bloodletting on start of the game turns your starting staff to Bloodriver staff for free
- Balance: Reduce Bloodriver staff (from Bloodletting talent) power cost (15 -> 10) and max power (20 -> 12)
- Balance: Improve some of Sanguine Golem's stats and make its melee attack scale off Animation level a bit
- Balance: Blood Collection cooldown reduced (15 -> 12)
- Balance: Blood Sprite now able to stay in its summoner if summoner is alone
- Balance: Sprite Traversal now consume Blood Sprite of target if any, gaining 25% of its duration
- Bugfix/Balance: Sprite Traversal now made unable to target its current host
- Bugfix: Several talents do not take into account spell friendly fire chance
- Bugfix: Suck talent error when the target resists
- Bugfix: Blood Collection talents' sustains getting reset when leveling up
- Bugfix: Blood Collection talents' sometimes weird targeting
- Bugfix: Sanctum triggered when saving the game while under a bleed effect
- Bugfix: Sanguine Golem's death explosion damage scaling not using summoner's talent level
- Bugfix/Balance: Reduce frequency of updates on Sanguine Golem's base stats (now updates when entering/leaving battle)
  - So that the golem's stats does not fluctuate as much during battle

Shad3
Cornac
Posts: 40
Joined: Thu Jan 13, 2022 3:45 am

Re: Bloodriver Adherent Class

#13 Post by Shad3 »

Fixing more things.

Code: Select all

1.2.3
- Bugfix: Ever-bleeding incorrectly applied to allies
- Bugfix: Bloodriver staff damage scaling error
- Balance: Change how Animation talent cooldown and cost works
  - Reduce talent cooldown to minimum
  - Sanguine golem gradually restore life when in destroyed state
  - Scale the talent cost off the golem's life

Shad3
Cornac
Posts: 40
Joined: Thu Jan 13, 2022 3:45 am

Re: Bloodriver Adherent Class

#14 Post by Shad3 »

Zizzo's Target Filtering addon inspires me to add some scan filter for some of Bloodriver Adherent talents.
That, and some other things, raises an update:

Code: Select all

1.2.4
- Add: Scan Filter for some talents
- Add: Bloodletting can attach Bloodriver gem and wear staff in Inventory screen
  - Cooldown, cost, and other conditions to use the talent apply
- Change: remove mana cost of Bloodletting
- Bugfix: Sanguine Golem damage and APR inconsistent
- Bugfix: Substitute shouldn't be allowed to self-target
- Bugfix: Blood Sprite spreading when dying and going to Eidolon Plane
  - Side effect that it won't spread in Eidolon Plane at all

Zizzo
Sher'Tul Godslayer
Posts: 2517
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
Contact:

Re: Bloodriver Adherent Class

#15 Post by Zizzo »

Couple quick questions:
  • Is it intentional that Bloodriver Adherents can't target spells through their sanguine golems, like Alchemists can through their golems? `Cos I won't deny it can be kind of frustrating… :?
  • How much is Bloodletting's thrown-dagger effect affected by the actual dagger you're wielding? Does it trigger the dagger's on-hit procs, for instance?
"Blessed are the yeeks, for they shall inherit Arda..."

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