The Randventurer Class [1.2.3]

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Alisar
Cornac
Posts: 44
Joined: Sat May 31, 2014 7:54 pm

Re: The Randventurer Class [1.2.3]

#16 Post by Alisar »

Patch 1.5 -----
  • Prevent Undead from getting wild-gifts.
  • Talents requiring souls make sure you have a necrotic aura.
  • Uses a more aggressive method of finding talent trees availible to give, let me know if you see anything that shouldn't be showing up.
Patch 1.6 ------
  • Very minor bugfix.

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: The Randventurer Class [1.2.3]

#17 Post by Doctornull »

Sometimes my Randventurer gets a talent tree which isn't actually legal. Would it be possible for you to do what Adventurer does in terms of only finding talent trees which are available to legal classes?
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Alisar
Cornac
Posts: 44
Joined: Sat May 31, 2014 7:54 pm

Re: The Randventurer Class [1.2.3]

#18 Post by Alisar »

It used the adventurer talent-finding code up until the latest patch, I could easily change it back. But which talents are showing up that shouldn't be? I thought I had them all accounted for.

EDIT: Found one I missed. (cunning/stealth-base)

Noel
Thalore
Posts: 121
Joined: Fri Dec 15, 2006 1:49 am

Re: The Randventurer Class [1.2.3]

#19 Post by Noel »

I got the old Technique/Two-Handed Weapons tree on this char (locked) -- the tree with the Berserker talent that increases phys power/accuracy while dropping defense -- not sure if that's still an "allowed" tree on some class, or if it's been superseded everywhere.

FWIW, I think this was about v1.2 or 1.3 of the addon

http://te4.org/characters/1768/tome/43c ... 2e26ce6ab5

Alisar
Cornac
Posts: 44
Joined: Sat May 31, 2014 7:54 pm

Re: The Randventurer Class [1.2.3]

#20 Post by Alisar »

Patch 1.6b -----------
  • A bunch of internal code changes.
Noel wrote:I got the old Technique/Two-Handed Weapons tree on this char (locked) -- the tree with the Berserker talent that increases phys power/accuracy while dropping defense -- not sure if that's still an "allowed" tree on some class, or if it's been superseded everywhere.

FWIW, I think this was about v1.2 or 1.3 of the addon

http://te4.org/characters/1768/tome/43c ... 2e26ce6ab5
I never knew, but apparently bulwarks can still get that tree, which might be a bug in itself. I'll leave it in for now, some lucky person might get double berserker raged.

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: The Randventurer Class [1.2.3]

#21 Post by Doctornull »

Alisar wrote:It used the adventurer talent-finding code up until the latest patch, I could easily change it back. But which talents are showing up that shouldn't be? I thought I had them all accounted for.

EDIT: Found one I missed. (cunning/stealth-base)
Did you account for addons which use the same mechanism as Poisons and Traps? (One talent grants multiple talents.)
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Alisar
Cornac
Posts: 44
Joined: Sat May 31, 2014 7:54 pm

Re: The Randventurer Class [1.2.3]

#22 Post by Alisar »

Doctornull wrote:Did you account for addons which use the same mechanism as Poisons and Traps? (One talent grants multiple talents.)
I switched back to a (slightly modified) class-based search in 1.6b. I hadn't considered the problems it would cause with addons, and I couldn't make the same assumptions that I did with the base game. It now only finds trees directly given by character classes and some other ones I've specifically added.

Alisar
Cornac
Posts: 44
Joined: Sat May 31, 2014 7:54 pm

Re: The Randventurer Class [1.2.3]

#23 Post by Alisar »

Patch 1.7 -----------
  • Character creation now limits the number of required stats for talent trees, so you won't end up needing all six stats to build a character. Currently set to using 3 stats + CON.
  • Characters have a chance to get the option for Cursed Aura.
  • Cornacs get some love. (One bonus locked generic at start.)
  • Drolem option now available. Doesn't guarantee getting a golem, but if you do, it's a drolem.
  • Category masteries are now extra random.
  • Addon support: Eternal Darkness.
  • All addons will have some talent requirements auto-detected.
  • Many tiny changes.
Also, I had my first Randventurer winner: The Seventh Randventurer, some kind of oozemancer/shadowblade.

Orangeflame
Thalore
Posts: 157
Joined: Sat Sep 14, 2013 9:09 pm

Re: The Randventurer Class [1.2.3]

#24 Post by Orangeflame »

Can we have an option for slightly less random randventurers?
Instead of the first 3 different stat-using trees shaping the rest of them, ex)
- Spell/Arcane (magic)
- Spell/Ice (magic)
- Technique/Shield Defense (strength)
- Cunning/Stealth (cunning)
limiting the remaining trees to magic/strength/cunning/constitution, it would limit them to magic/strength/constitution, because in the first 3, there were only magic and strength trees. I'd still get some really random randventurers, but I'd have feasable builds more often.
When in trouble / or in doubt / run in circles / scream and shout.

dfinlay
Low Yeek
Posts: 7
Joined: Fri Jun 20, 2014 4:13 am

Re: The Randventurer Class [1.2.3]

#25 Post by dfinlay »

Randventurer is not showing up as a class option for me. Maybe it has something to do with the fact that I don't have adventurer unlocked (or that I'm playing on the Steam Linux version).

Alisar
Cornac
Posts: 44
Joined: Sat May 31, 2014 7:54 pm

Re: The Randventurer Class [1.2.3]

#26 Post by Alisar »

Patch 1.8 -----------------
  • Randventurer will show up if you don't have adventurer category unlocked.
  • Slightly lowered average mastery multipliers for unlocked categories.
  • Bow, Sling and Unarmed weapon styles have correct stats used now.
  • Characters with the Cursed Aura option now get a warning ahead of time, before they have to choose.

Orangeflame wrote:Can we have an option for slightly less random randventurers?
Instead of the first 3 different stat-using trees shaping the rest of them, ex)
- Spell/Arcane (magic)
- Spell/Ice (magic)
- Technique/Shield Defense (strength)
- Cunning/Stealth (cunning)
limiting the remaining trees to magic/strength/cunning/constitution, it would limit them to magic/strength/constitution, because in the first 3, there were only magic and strength trees. I'd still get some really random randventurers, but I'd have feasable builds more often.
I'll eventually be adding some configuration options (Once I figure out how.) Maximum number of stats used will definitely be one of the things that can be changed.
dfinlay wrote:Randventurer is not showing up as a class option for me. Maybe it has something to do with the fact that I don't have adventurer unlocked (or that I'm playing on the Steam Linux version).
Oh man. I can't believe I missed this. Randventurer was unlocked, but I never checked if it unlocked the adventurer category section too. Fixed now, thanks for pointing this out.

dfinlay
Low Yeek
Posts: 7
Joined: Fri Jun 20, 2014 4:13 am

Re: The Randventurer Class [1.2.3]

#27 Post by dfinlay »

I figured that was it. Thanks for the update. I'm excited to try it out. :D

dfinlay
Low Yeek
Posts: 7
Joined: Fri Jun 20, 2014 4:13 am

Re: The Randventurer Class [1.2.3]

#28 Post by dfinlay »

So, I am having fun with this. A few comments, though:

1. I'm not so sure Antimagic (and Fungus) should be available. Any character can already get them in Zigur and it completely eliminates the choice of whether to go AM, which is a major strategic aspect of the game.

2. When building a character with lots of equilibrium abilities, it is very tedius not to have meditation. While other abilities (mucus, ancestral life, etc) can recover your equilibrium, it is really annoying to have to use these repeatedly.

3. Hate and equilibrium really suck to have together (this is a feature, not a bug).

4. I got a bug: On my Dwarven Randventurer,when upgrading Willpower to 47(36):

Lua Error: /enginge/interface/ActorTalents.lua:233: /engine/Entity.lua:814: attempt to perform arithmetic on a table value

At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:233 useTalent
At /engine/interface/ActorTalents.lua:285 forceUseTalent
At /mod/class/Actor.lua:4871 forceUseTalent
At /mod/dialogs/LevelupDialog.lua:178 finish
At /mod/dialogs/LevelupDialog.lua:178 fct
At /engine/ui/Dialog.lua:154 fct
At /engine/ui/Button.lua:64 fct
At /enging/Mouse.lua:56 recieveMouse
At /enging/Mouse.lua:96 delegate
At /engine/ui/Dialog.lua:558 mouseEvent
At /engine/ui/Dialog.lua:337 fct
At /engine/Mouse.lua:56

Here's the character: http://te4.org/characters/131965/tome/d ... 9c99c7f1e9 It was on his 16th levelup.

Alisar
Cornac
Posts: 44
Joined: Sat May 31, 2014 7:54 pm

Re: The Randventurer Class [1.2.3]

#29 Post by Alisar »

dfinlay wrote:So, I am having fun with this. A few comments, though:

1. I'm not so sure Antimagic (and Fungus) should be available. Any character can already get them in Zigur and it completely eliminates the choice of whether to go AM, which is a major strategic aspect of the game.

2. When building a character with lots of equilibrium abilities, it is very tedius not to have meditation. While other abilities (mucus, ancestral life, etc) can recover your equilibrium, it is really annoying to have to use these repeatedly.

3. Hate and equilibrium really suck to have together (this is a feature, not a bug).

4. I got a bug: On my Dwarven Randventurer,when upgrading Willpower to 47(36):
1) I left them available as options because normal Adventurers (and other classes) have those options as well. If there's any way of getting a talent normally in game, there's a chance you'll get it randomly. Also lets some cool things happen, like characters with both antimagic and magic.

2) One of the other reasons I left fungus in is because there's so few trees that restore equilibrium. It makes sure you have at least one talent that reduces equilibrium. The current list of trees is: wild-gift/call (4x chance), wild-gift/mucus, wild-gift/ooze and wild-gift/melee summon. (And I'm still not sure I should be using that last one.) All the other ones seemed too situational or weak to base a character on. I didn't want to give wild-gift/call to every character with any equilibrium talents, either. That would cause over half of all randventurers to have that tree. I'm a little surprised you're against fungus and mucus though, I considered them much stronger than meditation.

I'm having a similar problem figuring out what to do with vim and hate. I want to make sure characters have talents that can restore vim, but there's only one good vim-restoring talent in the game. At least these can be restored by killing creatures.

4) I tried, but wasn't able to replicate the error. I'm willing to bet it isn't this mod though, because (with two specific exceptions) randventurer doesn't affect any code in the game that happens after character creation.

dfinlay
Low Yeek
Posts: 7
Joined: Fri Jun 20, 2014 4:13 am

Re: The Randventurer Class [1.2.3]

#30 Post by dfinlay »

Oh, I'm definitely not against wild-gift/fungus. It's amazing on this character (overpowered, even). It's just that my character has 5 trees that use Equilibrium, so I go through a lot of it, and its annoying to have to sit there tapping Regen,rest,Regen,rest,Regen,rest often as many as 15 times between fights, whereas with meditation, you can just tap rest b/c it gives the passive equilibrium reduction on rest. It's not a power issue, but a usability one. That said, not wanting to give everyone with Equilibrium Call makes sense.

I think Hate and Vim restoration is less of an issue, because it just means you have to kill things (which you should be doing already). Hate and conventional resources that you have to wait to recover don't work well together, but as I stated earlier, that's a cool interaction one has to deal with.

Hmm, that's interesting if the bugs aren't from this mod, because that character just got overrun with bugs (eventually having his global speed set to 10% for no appearent reason. This was the only new mod I just added, so I assumed it came from here.

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