melee

Psionic Blade

Short Name: 
darkmasterpack

Infected

Short Name: 
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.

Class: Hollowed

Short Name: 
hollowed

Hollowed

Embrace your inner teenage angst and become the Hollowed. A cursed class that focuses on enchanting items, teleport procs, and effects.

The hollowed is a 2-handed melee user that wears light armor. Has damage mitigation. And enchants their weapon to deal darkness damage.

I'm looking for feedback on gameplay and balance, thoughts on what you like/don't like and any suggestions you may have!

In the next major update there will be custom sprites for your enchanted gear to wear on the player's equipdoll.

Rocketman Gear Pack

Short Name: 
sunstone

Un-ego'd gear that can be upgraded! Soon to be expanded with custom art and more items..

Adds sunstone gear to the game, and a new type of ego based off of crystal hearts!

The art is not finished yet, but as is there are several character sprites to choose from along with sprites for the chest armor, swords, and sun crystals.

Sunstone is an armor type that provides bonuses to max life, blight and darkness resistance at the expense of being ravaged by acid.

Sunstone weapons provide damage conversion, and a slight bonus to penetration of their element.

And lastly, sun stones/crystals upgrade gear of white/green quality to artifact status. Increasing their armor and light/nature damage. In addition to providing some light damage on hit. (soon to be split into mossy (nature) and regular (light) variants.

WorldEater Revival

Short Name: 
worldeater-revival

Original by: DevilinDupriest "A rare sub-breed of Ogre, the result of experiments to focus the...aggressive appetites shown in battle by some during the Allure Wars. Worldeaters were trained in combat, although not quite to the degree of elite warriors, but developed further quirks after experiencing the brutality of war. Each Worldeater tends to develop their own path: some have their bodies and of their enemies deformed to physical forces of the world; others, their visages are permanently marred by their powerful minds; lastly, there are those who bring the arcane into their bodies lost in the thrill of battle." 

1.1.4 Mistakes were made
    Because you can't start your adventure over water...
 
1.1.3 Descriptions, Lore, minimal stuff
    Changed birth Location to Kroshkkur.
 
 
1.1.2 Spellpower Rework
    Removed Talent Trees: Technique/Combat Techniques, Wild Gift/Sand Drake
    Added Talent Trees: Corruptions/Black Magic, Spell/Necrosis
    Too many Physical trees, making it (still) a bit confusing. Not enough Magic focused Generic Talent Trees.
 
 
1.1.1 Pugilism Emergency Fix, Physical power Rethinking
    Readded Talent Tree: Technique/Pugilism (Removed by mistake)
    Removed Talent Trees: Technique/Shield Defence, Technique/Shield Offence
    Added Talent Trees: Technique/Combat Veteran, Technique/Superiority
    Initial Talents added: Unnatural Body, Vitality (Must have "Auto-assign talent points at birth" 'Enabled' for it to work
    Changed Masteries to reflect a bit of the new concept. Those directly related to changing the morphology of the body should have higher mastery than technical ones. Feel free to comment. I might have to change Physical power a bit...
 
 
1.1.0 Initial Release: Mindpower Rebalance
    Removed Talent Trees: Cursed/Dark Sustenance, Wild Gift/Fungus
    Added Talent Trees: Cursed/Cursed Form, Cursed/Gestures, Cursed/Cursed Form
    Rewrote description of the class to reflect the remade class.
 

Calligrapher

Short Name: 
calligrapher

Adds the Calligrapher, a short-ranged mage class that uses ceaseless aggression and high mobility to debilitate their enemies in a whirl of bloodied ink.
The goal is to make a class where instantly dashing into the middle of a pile of rares and laying about with AoEs is the correct way to play, rather then elaborate suicide.
They primarily deal darkness damage, with secondary fire and blight elements.
They use the brand-new Ink resource, notable for having a hard cap of 100 Ink. Ink is restored by killing high ranked enemies, or by damaging yourself with Blood Distillation.
Aside from the usual unlocked Combat Training and Survival, Calligrapher uses completely unique trees. It has 4 unlocked class trees, one locked class tree and one generic tree.

Planned changes:
-I have an idea for another locked class category
-I might add another generic category as well
-A few of the sustains might have particle effects added to them, like Divine Cipher
-It is distantly possible that I might add sound effects to the class. I'm generally not a fan of ToME's sound design though, so this is unlikely.

I like to think that I've been fairly thorough in playtesting, but there are probably still bugs and exploits lurking.
If you run across any bugs then please report them. Include the relevant lua error and whether you have any other addons active.
There shouldn't be any other addon conflicts, since I've made liberal use of shortnames and haven't superloaded anything destructively, but it's still possible that there are some.
I do still recommend having as few non-essential addons active as possible, but this addon shouldn't affect even non-Calligrapher playthroughs due to the class being disabled on random enemies.

Gladiator Fork

Short Name: 
gladiator-bamboo

This fork updates Combat Vigor to use 1.7+ dispel, and reduces lash/thrust cooldown to 0 at lv5 so increased attack speed will not lead to downtime. It also adds whip/trident icons to their respective talents so you can tell at a glance which is which.
Adds the Gladiator, a warrior subclass. Gladiators are weapons experts and can wield one-handed weapons in either hand with ease, however, they are also proficient with two-handed weapons and shields.
They learn many techniques for use with Axes, Maces, Swords and even more exotic weapons. Gladiators are able to quickly swap weapons and stack numerous detrimental effects on their foes, then finish them off with techniques that grow more deadly the more devastated their enemies become.
Includes six new class trees and one new generic tree, allowing for a variety of builds. Will you wield maces and shields and wear your foes down while sheltered inside your armor or put defense aside, pick up a pair of waraxes and become The Axebutcher?

Incantor of Flame

Short Name: 
incantor_of_flame

Adds the Incantor of Flame, a mage subclass.

The Incantor of Flame is a Fire-focused caster and melee shield fighter. Their primary stats are Magic and Strength.
Incantor of Flame combines a few base game spell and technique trees with a pair of new trees, one class and one generic.

Generic:
Combat Training
Survival
Conditioning
-New-
Tempered: Passive defenses and utility focused around utilizing and improving Block.
-Locked-
Divination
Conveyance

Class:

Combat Techniques
Combat Veteran
Shield Defense
Fire
-New-
Forge: melee fire attacks with weapon and shield which interact with your other talents

-Locked-
Wildfire
Meta
Battle Tactics

Talent icons from https://game-icons.net

Class: Woodcutter Fix

Short Name: 
woodcutter-fix

Fix hash

Class: Woodcutter

Short Name: 
woodcutter

Woodcutters are usually not adventurers, but some of them decide to take on this dangerous pursuit. Woodcutters are masters of axes and firewood, and some learn how to use traps in defence of their camps. 

On a practical note, this class seems a lot weaker than many of the classes already in the game. This is accurate flavour-wise, so I don't think I will bother to fix it. The whole class is mostly a meme anyways.

Class talent categories:

Technique / Woodcutter
Technique / Firewood
Techinque / Axes
Commoner / Commoner in combat
Cunning / Trapping (locked)
Spell / Haunted Woods (locked)

Generic talent categories:

Technique / Mobility
Technique / Conditioning
Technique / Herblore
Cunning / Survival (locked)

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