Summon

Spell Merchants

Short Name: 
master-spell-merchants

Tired of having tons of gold but the merchants in game only sell lame items, well this addon adds various spell merchants around maj-eyal so you can buy your favorate spells.

So far there are three different spell/classes available for purchase: Archmage, Alchemist and Necromancy, and one stat/class trainer.
I plan on adding more soon.
I've done my best to balance this addon as the really good spells cost quite a bit, I may tweak costs in the future.

      • Please note you will need to start a new game for the new merchants to appear. Applies also to new versions that add new npcs. Also dialog to purchase spells wont appear unless you have the required amount of gold.
  • Updates:

1.0.1 - I added a notpade file in the addon folder that lists the merchants locations.
1.1.0 - Oops looks like I jumped straight to #6 on my todo list and boy was that a challenge but there is now a new npc that can train your stat points... now to work on the class points.
1.1.1 - Mulfar can now train you, in stat or class points. Aaaand thats todo #6 done... Guess I'm going through the list bottom up :p
1.2.0 - I added 2 more new npcs to the map (adriel & atakesa) that will be future merchants, they have no dialog. I added them to avoid having to start a new game everytime I add a new merchant, now I can just update their dialog and it should be seemless. Merchants have been given random spawns (2 locations each) the merchant locations notepad has been updated.
1.2.1 - Updated dialog for: Asterius Gaomant, Nagareth, Mulfar & Tarelion giving them unique dialog and color coded things to make it easier on the eyes & lowered some of the prices, also added new npc "master jeweler" If you started a new game on 1.2.0 theres no need to restart, the jeweler has no dialog and wont have any for quite some time.
1.2.2 - Balanced the prices for revealing locked talent categories, most are now only 100 gold, also lowered Mulfar's prices by half (250 gold) and increased some other prices.

  • Roadmap

Going forward I will be working on talents: gifts & techniques adding imbuing equipment option (hopefully for all items) to the alchemist merchant (was going to be a unique jewelry merchant but I forgot to add him this update...) then eventually add a celetial merchant (I will give dialog options to an existing npc so it should be seemless) I will be giving certain merchants the ability to increase sub stats such as Defense, Armour, saving throws, Physical Crit, Spell Crit and maybe luck, these will be pretty expensive end game stuff. Eventually I will add a couple more merchants further down the line and hopefully figure out how to add custom npc tiles.
Currently looking in to making a "god mode" version where you can unlock and get points from one npc for free. My focus is on finishing this version first!

  • Todo list:

1. *DONE* Add more unique dialog when learning new spells (currently most dialog is copy and pasted)
2. Add more spell merchants
3. Figure out how to make or edit npc tiles, so merchants can be unique. (Help would be much appreciated, feel free to comment below any instructions)
4. *DONE* Give merchants randomized spawn points. (easy to do but I want to wait until I have more merchants in game)
5. Add a merchant that can imbue all items
6. *DONE* Add a trainer for class,stat points.

Background info, If this addon seems familiar, its because it was an addon I made back in march of 2016 (originally named "spell-merchants") but days after I uploaded it Darkgod released an update that completely broke my addon... And having put upwards of 90 hrs writing code (and even more hrs testing) I was not only burnt out but also devastated so I abandoned it. Recently I've had the TOME itch but wanted to play with my addon, so... 60hrs later I've finally finished updating and improving it. Due to my frustration back in 2016 I deleted my steam version which made it impossible to update the steam version alongside this version, so I deleted it from here and renamed it "master-spell-merchants"

And I have to say my heart was absolutely warmed when I came on here ready to delete my old version by the people asking why it was deleted from steam, if they could help me with the issues, or if I wouldn't mind them reupoading and giving me credit :') This community is awesome!

Now with that said I did run into an issue I couldn't figure out and that is how to overwrite (or preferably add new) npc tiles, any help would be much appreciated! Please comment below if you have any experience with this.

Frozen Summoner AI

Short Name: 
frozen-ai

There's a little 'quirk' with the AI where summoned minions of yours will help break you out of any ice you may be stuck in. Unfortunately for you, this also just damages you, which may kill you.

This addon removes this behavior entirely.

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.

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

Warlock Class

Short Name: 
warlock

Warlocks are masters of the demonic arts. Clothed in cloth, they excel in using curses, firing bolts of fire or shadow, and summoning demons to help them in combat. Warlocks, while being excellent spell casters, also excel in providing quirky buffs and utility.

A warlock has very powerful abilities that, if used correctly, make them a very formidable opponent. Using their curses in combination with direct damage spells and fears, Warlocks wreak havoc and destruction.

The class is in an alpha stage but is playable.

Addon to add skill reward to allying with the Assassin Lord

I created a little addon to give a reward to allying with the Assassin Lord, more information in this thread: http://forums.te4.org/viewtopic.php?f=40&t=30107&p=122895

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