Class

Revamped Skirmisher

Short Name: 
skirm_revamp

Revamps the Skirmisher class.

All talents have been re-coded to remove artificial break points in scaling. In most cases, bonuses which were gated by talent level in vanilla will scale in from the first talent point, reaching approximately the same power at the talent level they were previously gated behind.

Many attack talents' damage scaling has been adjusted to bring them more in line with other weapon attack talents. Max damage scaling values remain the same, but talents will scale up to to those values at a rate somewhat closer to other weapon attack talents.

Many attack talents' stamina costs have been reduced to bring them more in line with other weapon attack talents relative to their damage/utility.

Scoundrel is unlocked.
Poisons mastery is increased to 1.3 (from 1.2).
Stealth is granted, locked at 1.0 mastery.

[Buckler Training]
'Buckler Expertise' grants Armor and Hardiness while wearing light armor (values taken from 1.6). The description has also been updated to reflect what it actually does (i.e. it now notes that melee attack deflection does not work in heavy armor).
'Bash and Smash' now scales in the second shield hit as a chance to occur (50-100%). Knockback distance now scales, instead of having an artifical (and hidden) break point.
'Buckler Mastery' no longer has scaling projectile spread radius (projectiles will always be deflected in a radius of 1). Buckler Mastery now grants immunity to damage from your own projectiles. The critical strike for Bash and Smash now scales in as increased crit chance (50-100%) for the shield hit(s).
'Counter Shot' has been replaced with:
'Dash and Crash', a talent which will rush toward a targeted foe up to X tiles away, attack with your shield for Y damage, and activate Block for free. If the shield strike hits, the target may be confused for Z turns. Cooldown decreases with level [~20-10 turns].

[Tireless Combatant]
'Tireless Combatant' talents have been changed to use Dexterity (instead of Willpower) as a requirement.
'Breathing Room' now adds stacks of the new 'Breathing Room' effect each turn their are enemies visible but not adjacent. The effect increases life and stamina regen and can stack up to 4 times. You will lose one stack per turn if an enemy becomes adjacent to you or when there are no longer any visible enemies.
'Pace Yourself' now grants flat damage armor instead of reduced fatigue.
'Dauntless Challenger' has been reworked. Rather than passively granting regeneration, you can activate the talent to consume all stacks of Breathing Room and gain the Dauntless Challenger effect for X turns. The effect grants 200% of the stamina regen and 400% of the life regen granted by Breathing Room, multiplied by the number of stacks consumed. You cannot gain stacks of Breathing Room while under this effect, but the regeneration from Dauntless Challenger will persist regardless of enemy location, etc.
'The Eternal Warrior' has improved resistance cap scaling, and now scales in the 'Breathing Room' regeneration bonus from 10%-20% (which also improves 'Dauntless Challenger' as a result).

[Skirmisher Slings]
'Swift Shot' now resets Hurricane Shot cooldown completely. Additionally, a somewhat obscure but potentially exploitable bug from vanilla has been removed.
'Hurricane Shot' now always hits targets only once, but the damage scaling is doubled. Projectiles from this attack now travel instantly.
'Bombardment' has been completely reworked. It now costs 20 stamina to sustain, causes Shoot to cost 5 stamina, and increases fatigue by 65%. While active, all sling shots which hit will trigger an instant sling attack on the same target for [20-40]% weapon damage. This can trigger from any shot, from any talent, so long as a sling is equipped. This can affect multiple targets and trigger multiple times, but will strike each individual target twice per turn at most.

[Called Shots]
'Called Shots' attack talent projectiles now travel instantly.
'Kneecapper' has improved pin and slow duration scaling.
'Noggin Knocker' now scales up the stun/increase duration, from 1 (at TL 1) to 2 (at ~ TL 5 / TL 4 at 1.3 mastery).
'Sling Sniper' cooldown reduction now scales and it is possible to reach 3 turn reduction with increased mastery.

Use Classes in All Campaigns

Short Name: 
universalclasses

As recently seen with the cults expansion, new classes are sometimes missing from addon campaigns due to load order. This addon solves that problem. It allows usage of all main campaign classes in all addon campaigns.

Specialist Adventurers (WIP)

Short Name: 
improv_adven

Spell Blade Class

Short Name: 
spell-blade

Adds a new class into the game, a mage warrior hybrid. There can never be enough hybrid classes, right?

The Spell Blade is a warrior that uses magic in order to enforce their attacks with destructive spells.
They use their magic to cripple their foes and overwhelm them with swift strikes.
Their use of magic is innate and not really studied; as such they do not naturally regenerate mana and must use external means of recharging.
Therefore they also rely on channeling their spells through weapons or tools rather than casting large bolts of fire or beams of arcane energy as Archmages do. Nevertheless the result can be just as devastating.

v2.0 is a revamped version and is incompatible with old save files (too many talents were changed to work in a different way).

Contains 6 new categories.
I made the icons from scratch by myself.

Nekomancer

Short Name: 
nekomancer

Adds the Nekomancer class. Nekomancers are summon-based mages that focus on debilitating their enemies while reinforcing their allies. They primarily deal physical and light damage. Uniquely, they do not use mana like other mage subclasses, relying souly on the soul resource. They use the soul resource in a much different way then Necromancer does, since they naturally regain one soul a turn. Combined with a relatively low soul maximum, they run completely counter to the standard ToME resources with tiny regeneration rates and huge maximums. Aside from the usual unlocked Combat Training and Survival, Nekomancer uses completely unique trees. It has 4 unlocked class trees, one locked class tree and two generic trees.

Changelog:

1.0.1: Updated description somewhat
1.0.0: Initial Nekomancer release

Shaman

Short Name: 
shaman

Description

This addon adds the Shaman as a playable class. Shamans are masters of elemental magic attacks, mindpower based summons, or good old fashioned melee weapons.

Shamans use both their weapon sets and are encouraged to switch during the battle to adapt to every situation.

They start with the Shaman's Path talent, a passive that gives them bonus adapted to their weapon sets of choice.

6 unique class trees (3 locked) :
- Elemental Magic and High Elemental Magic: Mana based spells with a cold and lightning thematic.
- Natural Warrior and Greater Natural Warrior: Stamina based 2h trees with a nature thematic.
- Spirits and Spirit Master: Equilibrium trees based on 2 permanent summons, a nature one and a cold one.

2 unique generic trees :
- Fetishes : Lasting AoE with animal thematics (blinding hawk, stunning bear, etc...).
- Totems : short duration summons with powerful buff/debuff AoE.

With the exception of 4 talents, Shaman talents can appear on NPC.

Disclaimer

This is my first addon and first coding project, I can promise I tested this addon as best I could, but that does not mean it is without bugs. Please report any bugs you find and I will endeavor to fix them ;)

If possible, please take discussions and bugs report to the forum thread I will make.

Credits

Nefigah for loving the Shaman idea and helping me more than a little with the coding.

Chewbacca for testing Shaman maybe more than me.

Micbran for correcting my bad english.

Rexorcorum for the pretty awesome spirits and totems tiles.

Orange because his name is lucky :frog: :robot:.

http://game-icons.net/ for all the icons.

In advance, whoever tries this out and gives me feedback so I can continue to improve it !

Changelog

1.0.3 : - Elemental Spirits description fixed (was incorrectly stating it used raw levels)
- Spirits don't get infinite armor from sandworm totem anymore (oops)
- Bear Fetish no longer AoE stun on use but instead deals damage and shred armor. The lasting effect is still damage + stun
- Spirit Rage now always teleports the spirits if you're wearing mindstars
- Updated totems descriptions to match fetishes (putting other talents on cooldown)
- Updated totems descriptions to reflect how their life scale
- Spirits no longer count toward Blighted Summoning as they don't interact with it

     Planned changes : 
     - Spread Elemental Spirit across several talents, redesign it
     - Look into those auto-accept targeting fucking up 
     - Allowing Shaman in other campaigns
     - Other stuff, surprise surprise ! :D

1.0.2 : - Last tiles added, say hello to the new spirits !
- Improved descriptions : added Lightning Rod total damage, added fetishes AoE duration, clarified that the bonus for getting a totem to 5/5 is always on, sandworm and wyrm totem explain their power scaling.
- Manasurge rune is now in inventory rather than inscribed, say hello to Zigur more easily.
- Shaman's Path is now an active that you can use for an instant weapon switch !
- Improved Lightning Body evasion bonus.

1.0.1 : tiles added for Wyrm totem and Bones totem. Shaman path correctly given to everyone at birth. Updated shaman path description to reflect the scaling.

Class: Revamped Wyrmic

Short Name: 
revamped-wyrmic

A variation on wyrmics, as a multi-elemental debuff-centered class.
Rather than having their abilities scattered among the elements, they'll rank up melee attacks, mental attacks, and elements separately.

This is still (slowly) being developed; I put the addon up because I had someone who wanted to test it. If you want to try it already, go ahead. Please leave feedback and bug reports in the linked Forum Discussion thread.

The core of Wyrmic is:
Combat Techniques
Draconic Combat - provides weapon attacks.
Draconic Energy - provides mindpower attacks.
Draconic Body - provides mobility and survivability.

Then, a wyrmic picks one of the six natural elements: Fire, Ice, Lightning, Sand, Acid, or Poison. Each element has a single ability available right away, and a set of advanced skills.
Finally, the advanced Prismatic Tree lets a wyrmic use multiple elements.

Apex Predator - new generic tree that wills in a few gaps and lets you wear gems.

Credits
As in vanilla, all talent icons are from http://game-icons.net/ .
The particle-effect coloring system is taken from minmay's Crystalist.
Sounds remixed from samples by Mike Koenig under CC-BY 3.0

Compatibility
Will be incompatible with other Wyrmic replacements.

Other
The DLC wyrmic trees are not fully integrated into this system. They interact with Prismatic Blood, but use their own separately-leveled breath weapons.
Acid and Venom have been separated into two different aspects because original Wyrmic got 6 breaths.
This addon does not let you turn into a dragon.
This addon does not let you summon dragons to help you.

The Enforcer

Short Name: 
enforcer

Adds the Enforcer. Armed with shield and steamgun, the Enforcer utilizes suppressive fire and crafted grenades of all types to permanently remove foes.

Talent icons are from http://game-icons.net/ , cass icon is from https://opengameart.org/content/painterly-spell-icons-part-1 .

Astromancer Class

Short Name: 
classastromancer

A new class, a Celestial summoner who draws on the powers of Shandral's other planets to call up elementals.
Their basic trees summon and support Fire, Ice, and Lightning Elementals, as well as providing utility effects.
Their unlockable advanced trees rain down Meteors and twist Time Elementals into being.
They start with Staff Combat, Chants, and a new tree in the vein of chants and hymns. They can unlock Celestial Light.

Their main resource is negative energy, which they generate at a certain rate-per-ability by summoning and some other spells, and spent by others.

This mod should be compatible with everything except addons that add summoned elementals who aren't meant to benefit from Blighted Summoning and classes with the same name.
Superloads

  • data/talents/uber/mag to support Blighted Summoning
  • mod/class/interface/combat.lua to support Glacial Path's speed boost.

Sounds remixed from samples by Mike Koenig under CC-BY 3.0

Galvanic Alchemancer

Short Name: 
galvanic

Adds a new subclass for tinkers. Galvanic Alchemancers bridge the gap between the roles of Alchemist and Tinker. Due to the nature of their art, Galvanic Alchemancers learn alchemy and magic that is associated with lightning, though they can study other fields as well.

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