Infected
Hey! I decided to post a beta in the hopes of getting some inspiration and feedback on various mechanics. Everything from talent names to design goals to specific trees is appreciated :)
The infected is afflicted by various infections; unique diseases which they spread to their enemies upon touch. These slow, durable melee fighters can use both attacks and magic to afflict their enemies with a plethora of diseases, eventually killing anything. They lack mobility but have many ways to heal and reduce damage. Infected relies on strength, magic and constitution.
- Note: This overloads the Corruption/Scourge tree, meaning it will be changed for the reaver class too. The only change is that the talents useable even if you don't dual wield.
Thanks to:
Minmay for explaining a ton of concepts when I just started out, and discussing ideas and mechanics later.
Pot for linking me the GitLab with all the engine functions.
Dr. Root, nsrr, and others for helping with questions.
Since I'm looking for feedback I'll share what I'm looking for feedback on and my future plans. (No reason to read this before trying the mod ;)
--- Design Goals ---
The infected is intended to be a tanky melee/spellcasting class that slowly stack up infections (their unique diseases) and debuffs over time versus stronger enemies, while using their weapons or magic to deal with weaker ones.
Intended Strengths:
+ Has damage smear, which makes infected really hard to burst in a single round.
+Great healing and durability.
+ Good damage after a while, unlike bulwark where you get fights that just seem to go on forever.
Intended Weaknesses:
-Low mobility
-No powerful cc.
-Unable to quickly burst enemies
-Weak aoe.
-Deals a mix of physical, blight and acid damage, making it harder to stack damage modifiers.
Have I managed/failed to achieve any of these? Are some of these are just bad ideas?
--- Problems, Plans and Thoughts ---
-I've made some changes since I last playtested it. In particular I just added the Curses and trees in order to try them out. Should they stay, be locked or removed?
-Infected is too tanky at early levels. I'm not sure about how it is later in the game (haven't tried far east yet).
-I'm considering whether to keep the doom shield tree, replace it with a similar tree, or simply remove it.
-Cyst burst deals way too much burst damage. I'm considering whether to nerf the damage or replace it with another ability which spreads diseases. Catelepsy will be removed.
-The last 2 talent in the conditioning tree do basically nothing for this class. Arguably the second one, unflinching resolve, doesn't either, but I would like to make it work somehow since I think it's a fun talent.
-An unarmed tree!
-Currently "damaging" infection is the infection that deals the majority of the damage, I'll probably revert to an earlier version where each infection did damage. As soon as I've come up with a fix for the synergy it has with osmosis shield.
Boneling Talent Tree
Adds in the Boneling tree for Corrupters and Reavers. Summon forth a swarm of self-replicating(and self-destructive) Boneling minions.
Level 10 - Willpower
Defiler - Corrupter/Reaver
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Bone Carver
Carve two Bonelings from target foe's body, dealing Moderate Physical damage.
Bonelings are weak melee attackers. Whenever they land an attack on a foe, they spawn another Boneling, up to a maximum which scales with TL and Willpower.
Bonelings move slowly, are prone to kiting, and can only spread to tiles adjacent to themselves.
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Splinter
Overload target Boneling with extra Vim, causing it to explode for High Physical damage in a small radius. The primary explosion can hurt friendlies.
Additionally, upon learning this talent, any Bonelings that die via any means explode for Minor Physical damage in a radius of 1. The secondary explosion does not hurt friendlies.-
Collar Bone
Must target foe that is surrounded by at least 2 Bonelings.
All adjacent Bonelings sacrifice themselves to attach to target foe, reducing their damage dealt for 5 turns by a Moderate value.
The act causes the foe to Bleed for major damage for 5 turns.
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Rough Ribbed
You have learnt to intwine yourself with your Bonelings.
Whenever a new Boneling is spawnt, you reduce the cooldown of Bone Carver by 1. (Or regain 1 Vim if it isn't cooling down.)
Whenever a Bonelings expires in Melee range of you, you heal for Minor Life.
At Talent Level 5, any Bonelings in melee range of yourself can absorb an incoming debuff, destroying themself in the process.
Anguished
Adds the Anguished Class with 7 new talent trees and a new elf race; the Soulless. More info on the forums.
Also, the file size is really large because Zerru gave me icons that were 512x512. And I'm too lazy to scale them down.
Emblazoned
Adds additional fire and darkness trees for defiler classes, and the emblazoned class, who uses a mixture of them and Uhr'rok talents.
Witherer Class
The Witherer is a Corruptor that focusses on slowly killing their enemies.
Wretched Talent Tree
Adds the Wretched talent tree for Defilers, allowing them to deal acid damage.
Second talent is mildly bugged, third talent is mildly UP due to lack of code knowledge, fourth talent is more UP and likes using the second talent.
Shadowflame Tree Tweaks
Tweaks the shadowflame tree slightly.
Lunar Cultist
Adds a new Afflicted Subclass proficient in the Cursed Talent Trees Darkness, Force of Will, Gloom, Cursed Form and Dark Sustenance and the Corruption Talent Trees Vim, Doom Covenant, Black Magic and Curses. They also possess the Cunning Talent Trees Stealth and Survival. This Addon requires ASHES OF URH'ROK to be enabled in the Addons Menu. THIS ADDON DOESN'T GRANT YOU ANY FILE FROM ASHES OF URH'ROK! It's only a Subclass.
Archreaver
Adds a new class-the Archreaver-that is a combination of Archmage and Reaver. The archreaver has 4 unique talent trees as well as a couple vanilla talent trees. More info at the forum thread.
Icons made by Zerru.