Barbarian Class 0.9.8

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daftigod
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Barbarian Class 0.9.8

#1 Post by daftigod »

download here! updated 01/30/13

Download from te4.org
*move the file to your \t-engine\game\addons\ folder*

Addon Page - go here for changelog and older versions

Basic Class Talents - unlocked
barb-class-lg.png
barb-class-lg.png (176.68 KiB) Viewed 8207 times
Advanced Class Talents - Locked - Executioner can be unlocked at birth, Raider at 10
barb-class-locked-lg.png
barb-class-locked-lg.png (120.5 KiB) Viewed 8207 times
Generic Skills - Mutations can be unlocked at 10
barb-generic-lg.png
barb-generic-lg.png (126.47 KiB) Viewed 8207 times
Birth stats: +5 str, 0 dex, 0 con, -8 mag, 2 wil, 1 cun

Talents; Bash 1, Brute 1, Weapon Accuracy 1

The barbarian is a Wilder class, as such undead can not pick them as their class. He's a duel-wielding pure-melee monster with enhanced genetics thanks to his body's reaction to the creeping blight surrounding his homeland of Zigur. He can natively learn the antimagic tree because of his training, and has access to six new talent trees that will all be extremely useful to him on his quest.

I've tried to structure this class around the "every talent is worth getting" mentality, so have removed almost all of the default melee skills and replaced them with modified versions and stripped out some weapons requirements. Each one of the new trees should be worth maxing out every skill.

I haven't fleshed out a back story yet, but basically barbarians were raised in Zigur, and hate everything to do with magic. But, they have broken free from any loyalties to Zigur and are free to use magic artifacts and choose to side with angolwen or even the great corruptor. this might change. But anyway, The genetics tree is something to do with the blight creeping in from the south east, and the zigurath blood having a rather high mutation rate. these mutations being all positive for now. The class tree is themed for different professions a possible barbarian might gravitate toward: Thug, Executioner, or Gladiator. Since there is an arena in Zigur, it would make sense that a barbarian raised there has some inclination towards skills in that field. Same with executing mages, or just being a sneaky prick.

Have fun!
Last edited by daftigod on Wed Jan 30, 2013 5:30 am, edited 42 times in total.

daftigod
Archmage
Posts: 300
Joined: Fri Feb 18, 2011 6:15 am

Re: New melee class - Barbarian

#2 Post by daftigod »

Ewww... 9 downloads. Come on people! You get two swords right off the bat!

edge2054
Retired Ninja
Posts: 3756
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Re: New melee class - Barbarian

#3 Post by edge2054 »

The premise sounds neat but I want to dual-wield two-handed swords!!

In all seriousness, I really do like the premise, a barbarian being depicted as a wilder/warrior hybrid feels like a good mash up. I'll give it a shot, I honestly didn't download it earlier because in spite of the premise, I didn't feel like there was much meat yet.

Also, bug in Natural Strength (and thus in Corrupted Strength >.>)

Code: Select all

	on_learn = function(self, t)
		if self:getTalentLevelRaw(t) == 1 then
			self:attr("allow_any_dual_weapons", 1)
		end
	end,
	on_unlearn = function(self, t)
		if not self:knowTalent(t) then
			self:attr("allow_any_dual_weapons", -1)
		end
	end,

kazak
Thalore
Posts: 174
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Location: colorado

Re: New melee class - Barbarian

#4 Post by kazak »

Heh. I tried it out a few days ago and actually really liked it. Started out with a yeek barbarian, which surprisingly breezed through the starter dungeons due to the goodly amount of health barbarians seem to get (went yeek mainly for the confusion resist, though dominant will was really useful as well, especially against things like radiant horror mobs).

Gameplay is obviously pretty straightforward--rush at everything, stun and backstabbing + rage combo = dead. I picked up antimagic and made it through all of the pre-Dreadfell areas other than the dark crypt without too much trouble (no deaths), but then died tragically to a dreadmaster/dread horde several levels into Dreadfell. Then I got really angry and swore off playing melee characters again. (Obviously could've picked up perfect strikes to deal with the dread problem, but I didn't want to spend the class points on a talent that I'd only use on one critter in the entire game, that only has a chance of appearing).

I did get the occasional lua error when targetting with one of the barbarian talents, but I didn't make a note of what happened exactly. Sorry. :(

All in all, fun class, didn't feel too unbalanced considering you get good health and good damage, but no confusion/stun resist from talents and there's not a ton of options. And two swords!

I was wondering if you'd considered tossing in one of the lesser-used berserker trees like warcries or superiority.

daftigod
Archmage
Posts: 300
Joined: Fri Feb 18, 2011 6:15 am

Re: New melee class - Barbarian

#5 Post by daftigod »

Updated this little dude for 1.0. hopefully he'll be merged into an updated class pack soon, when I find time to work on it!

He has a new locked tree, executioner. It adds a two-handed whirlwind attack (Blender), bleed to-hit dmg ala lacerating strikes (Blood Master), a battle call to pull nearby enemies into melee range (Call of Zigur), and a death blow strike (Execute). This gives him some more battle options and puts a little theme to his story.

birth changes
stats to; str +6, con 1, cun 1, wil 2, mag -8, dex 0
Added antimagic 1 to birth
removed waters of life 1, locked harmony tree

talent tweaks
reduced damage output on almost all talents
barbarian-2.png
barbarian-2.png (174.28 KiB) Viewed 9041 times
have fun!
Last edited by daftigod on Tue Jan 08, 2013 12:55 am, edited 3 times in total.

dmark
Posts: 4
Joined: Thu Dec 20, 2012 7:21 pm

Re: [1.0] Barbarian Class

#6 Post by dmark »

The previous addon-folder version works fine, but for some reason with the latest/.teaa file addon I don't see the class in my class options. Any idea what's up? I've confirmed that it's on, and ToME seems fine with it; no error messages at launch. Thanks!

daftigod
Archmage
Posts: 300
Joined: Fri Feb 18, 2011 6:15 am

Re: [1.0] Wilder - Barbarian Class

#7 Post by daftigod »

Fixed! please delete the old file, and download the new one. Thank you for the reply, I would never have known otherwise!

edit - Sorry! Re-download again if you're having authentication issues online. finally fixed the bug in corrupted strength that edge pointed out months ago!

rexorcorum
Graphical God
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Re: [1.0] Wilder - Barbarian Class

#8 Post by rexorcorum »

Hi daftigod, just started a halfling barb and cleared the first two trollmires and got some arcane powered gauntlets. To my amazement I was able to wield them, so I decided to check at the homebase of my magic hating people, where apparently they have forgotten I was just recently trained there :) and offered me to join in.

I was wondering as Anti-magic is available from birth, maybe it should automatically come with its restrictions - no filthy arcane trinkets, thank you - OR - just to have some flavour text at start on how the Zigur guys are respecting freedom of choice, blah, blah, blah and have unleashed you upon the world to prove your mettle as a real Ziggy (i.e. survive to lvl 10 and the arena fight) to have full membership.

Ok, back to massacring innocent animals and vermin and bad magic-loving persons - hopefully I will make it to the initiation just to see is talent level of Antimagic will be raised to 1.30.

Cheers for the fun addon!

Edit: So, officially a member of Zigur now - the Antimagic was raised to 1.20 and funnily my Resolve went to 6/5. I have subtracted the the last point and it went to some other talent. Now - to cleanse the Shaloren lands 8)
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

Sradac
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Re: [1.0] Wilder - Barbarian Class

#9 Post by Sradac »

having antimagic and being antimagic are 2 different things. this class does not have the zigur flag

rexorcorum
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Re: [1.0] Wilder - Barbarian Class

#10 Post by rexorcorum »

Aha, yes indeed. Thanks for the clarification, Sradac. So the class should be able to "sin" with magic stuff like Celestial / Light, if lucky, right? Definitely should try a non Zigur Yeek Barbarian.
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

daftigod
Archmage
Posts: 300
Joined: Fri Feb 18, 2011 6:15 am

Re: [1.0] Wilder - Barbarian Class

#11 Post by daftigod »

Yeah, to be honest, I really hadn't fully thought the whole Zigur thing over, if at all. I was curious to see what happened if the player chose antimagic though!

Well, I'm in the middle of completely overhauling this dude. it's going pretty well. this is what I have in game so-far:

To start:
- Conditioning, Combat Techniques, Combat Veteran, Lethality, Dirty Fighting, and Survival trees are all gone

-The most useful talents from those trees have been combined into 5 brand new trees. Executioner and Barbarian trees still exist, but have been reworked.

- Player gets harmony and antimagic at birth, but locked. these both might be changed to something else, but i'm really liking the zigur theme so we'll see.

Birth Talents
barbarian-v2.png
barbarian-v2.png (78.8 KiB) Viewed 8801 times
New Stuff:

Barbarian (Strength) - Barbarian Ways of Life
1- Head Butt (Dirty Fighting) - lower cooldown, slightly higher damage
2- Raaage (Flurry) - 4 hit flurry
3- Dice - (Sweep) - same as sweep, slightly less damage
4- Puree (Whirlwind) - same as whirlwind, slightly less damage

Gladiator (Strength) - Techniques learned in the Arena
1- Charge (Rush) - same as rush
2- Arena Endurance (Quick Recovery/Metabolism) - combined life/stamina regen, +20 max encumbrance per level
3- Guard - Raise Physical Save / Defense / Armor
4- ?

Thug (Cunning) - Aim for the jewels.
1- Shanked (Lethality) - same but no cunning modifier for daggers
2- Under Pressure (Tactical Expert) - same
3- Retaliate (Counter Attack) - same
4- Invade (Shadowstep) - same but higher cooldown and physical damage instead of darkness

Executioner (Locked) (Strength) - Make 'em bleed first.
1- Blood Master (Lacerating Strikes) - same but bleed over 5 turns instead of 10
2- Call of Zigur - same but adds physical damage passive modifier
3- ?
4- Execute (Death Blow) - same but does not require 2hand

Evolution (Willpower) (Wild-gift, generic) - Your Zigurath blood is rapidly changing due to blighted soils surrounding the homeland
1- Natural Strength (Corrupted Strength) - same but higher damage
2- Natural Focus (New) - +10-50% Stun, Confusion immune; +5-25 mental save; also piercing sight benefits (see invis, stealth)
3- Natural Resistance - +10-50% Disease, Blight resist; +1-5% Resist All; plan to add vitality benefits from conditioning (reduce lengths)
4- Natural Speed (Strider) - +3-15% movement speed; lower cooldown 1-5 of Head Butt, Raaaage, Dice, Puree, and Charge.


what do you guys think? here's a test version;

*link removed - new version*

it will authenticate online, so feel free to start a new character and check it out!

daftigod
Archmage
Posts: 300
Joined: Fri Feb 18, 2011 6:15 am

Re: [1.0] Barbarian Class - Total Overhaul

#12 Post by daftigod »

hwy guys, finished the 5 trees, reworked alot of things, tweaked this n that, and fixed broken stuff. you should find this version alot more playable and stronger overall, with some interesting new upgrade options and stuff like that. reformatted all talent descriptions to an easier to read format. see the original post for more information, and give me some feedback!

have fun!
Last edited by daftigod on Fri Jan 18, 2013 5:54 pm, edited 1 time in total.

daftigod
Archmage
Posts: 300
Joined: Fri Feb 18, 2011 6:15 am

Re: [1.0] Barbarian Class - Total Overhaul

#13 Post by daftigod »

Fixed since the upload:

- Dice no longer broken. Bleed Damage is back
- Armor increase from Arena Guard works. Changed to +3 armor, +2 defense per pt.
- Street Fighter defense bonus broken. Can't figure it out so switched to a passive +5 defense per pt.
- Arena Strength properly adds offhand damage.
- slight nerf on stun duration with Club

Still need to fix:

- Light Radius on Natural Focus broke

lukep
Sher'Tul Godslayer
Posts: 1712
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Re: [1.0] Barbarian Class - Total Overhaul

#14 Post by lukep »

Did you add in any code in Combat.lua to change offhand damage? You should be able to copy and modify the parts about dual weapon training, and have that work.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

daftigod
Archmage
Posts: 300
Joined: Fri Feb 18, 2011 6:15 am

Re: [1.0] Barbarian Class - Total Overhaul

#15 Post by daftigod »

Ahh, I didn't realize there would be some code in Combat for that! I'll look into it asap. Thanks luke! For now, I put up a newer barb version that fixed most of the broken stuff from yesterday. Sorry about that release, I will test things better from now on.

Fixed /changed:
- Dice no longer broken. Bleed Damage is back
- Armor increase from Arena Guard works. Changed to +3 armor, +2 defense per pt.
- Street Fighter now (temporarily) +5 defense per pt.
- Light radius changed to Vision Radius in Natural Focus. +5 light radius is kinda OP anyway

just overwrite the old file with the new one
Last edited by daftigod on Fri Jan 18, 2013 5:54 pm, edited 1 time in total.

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