Bristlebarb

Bristlebarb

Description

This addon adds the Bristlebarb as a playable class.
Bristlebarbs hate everyone with a passion, but refuse to lower themselves to the levels of other by fighting.
Their scorn alone empower them as they cover themselves in spikes and trudge their own path, in blood.

Bristlebarbs use no weapons but are covered in a living bramble that they can control.

They use a special resource : thorns.
Higher thorn count give them bonus damage.
Lower thorn count slow them down but increase their armor, as their thorn become dead wood.
Extremely low thorn will prevent all movement.
Thorns default to 50% on rest and increase in the presence of worthy enemies (rare rank and above).

5 unique class trees (1 locked) :
Scorn : A manifestation of their hate for the outside world
Flow of the thorn : You move like a vine, nothing stopping you from growing wherever you want.
One with the thorn : More and more, your body changes and adapt.
Mutation : your thorns started simple, what are they becoming now ?
Wrath of the thorn : harness your hate to guide your thorns in devastating attacks.

1 Unique generic tree (locked) :
Roots : a generic tree all about getting hit and doing nothing

Bristlebarbs can not appear on NPC.

Disclaimer

Please report any bugs you find and I will endeavor to fix them ;)
The class should be mostly balanced except for Roots tree and thorn weapon damage.
Any input is helpful and appreciated.

If possible, please take discussions and bugs report to the forum thread : http://forums.te4.org/viewtopic.php?f=50&p=239099

Credits

http://game-icons.net/ for all the talent and effect icons.

https://opengameart.org/content/painterly-spell-icons-part-2 for the class icon and a couple others.

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

Changelog

1.0.0 :
- Slightly nerfed Slow Wrath
- Fixed a Path of Pain abuse
- Regen *really* brings you to 50 thorns now

0.10.2 :
- Nerf : Thorny Presence is back to its previous state, it can only proc once per global turn rather than everytime you act
- Nerf : Strength of the Earth heal is halved and thorn gain is greatly reduced
- Nerf : Weathering Rock bonus save and armor reduced by ~30%
- Nerf : Slow Wrath damage boost is halved
- Nerf : Thorn Walker can now only trigger up to 5 times per global turns, putting a cap on movement infusion/path of pain synergy
- Nerf : Blighted Bristle stat reduction reduced by ~20%

0.10.1 :
- Quick fix because i broke something right as i released the new version

0.10.0 :
- Thorns now properly displayed (full at 100% instead of 2/3)
- Thorns no longer ping pong around 50%. Regen stops at 45%, decay stops at 55%
- Pincushion now display the number of stacks on the debuff so you know how much you'll deal next hit
- Nerf : Scorn and Thorn cd is now 8-6 (from 6-4). You lose more thorns when blocking a hit
- Nerf : all the resists from One With the Thorn talents are lowered slightly
- Bug Fix : Whipping Instinct now properly cost 15 thorns to trigger
- Change : Poisonous Barbs can no longer afflict Spydric Poison. This was messing with Painwalker too much
- Buff : Painwalker debuff duration lowered to 7-2 (from 14-4). Painwalker now use movespeed if it is >100%
- Buff : Three-Pronged Point made more interesting at lower talent level (lower debuff, stronger side attack)
- Buff : Path of Pain +1 range at all talent level, damage buffed some
- Buff : Controlled Growth now more effective at low talent level
- Buff : Hedge Wall cost 50% of your max thorns at most. It lasts 1 turn longer at 1/5.
- Big change : Thorn Fist now gives a single massive thorn weapon. Thorn weapon damage is properly displayed in char sheet.
- New tree ! Root is a generic tree that requires level 10. It gives bonus for staying in place and getting hit.

0.9.4 :
- Bug fix : Bloody Brier no longer works on cut immune enemies
- Bug fix : Poisonous Barbs no longer works on poison immune enemies
- Bug Fix : Blighted Bristle no longer works on disease immune enemies
- Bug Fix : Thorn Grasp can now pull when you're pinned
- Bug Fix : Thorn Fists now properly gives physical power
- Nerf : Blighted Bristle reduce stats by a lower amount
- Thorn Drag renamed to Thorny Presence
- Spine Twirl renamed to Vine Twirl
- Bug fix : Whipping Instincts no longer hurt yourself when walking on a giant boulder trap
- Bug Fix : Whipping Instincts no longer destroy projectiles outside vision or hit their source outside vision
- Unarmed attack now deal Thorn damage
- Thorn Fists now have a base crit chance, scaling with talent level
- Thorn Fists CON scaling reduced at low talent level. Damage is unchanged at 5/5, lower before

0.9.3 :
- Thorn Fists only allows to dig sand wall while playing EoR (rather than in every campaign). This is added in Thorn Fists description.
- Fixed Pin Cushion : bonus damage is now properly granted
- Buffed Pin Cushion : higher damage, scales better with talent level
- Changed Scorn and Thorn : now block hits >15% (from scaling 7%-25%) and the cooldown scales with level (from 5 to 6-4)
- Fixed Path of Pain : was triggering Body of Thorn retaliation on yourself
- Buffed Path of Pain : self damage is now reduced based on talent level
- Buffed Painwalker, Thorn Grasp, and Whipping Instinct damage
- Fixed Spine Twirl : radius now properly scales with talent level rather than starting at 3
- Lowered Thorn Fists damage at early talent level
- Added armor pen to Thorn Fists

0.9.2 :
- properly disable NPC from being Bristlebarbs
- allow Bristlebarb categories on amulet of mastery/perfection
- fixed a bug when dealing thorn damage to a displacement shield
- fixed a bug with speed displaying for wrath of the thorn talents if a weapon was equipped

0.9.1 :
- fix body of thorn crashing the game on environmental damage
- gave thorn fists the ability to dig sand wall in ritch hive (EoR)


Bristlebarb on Steam's Workshop
See addon usage in the character's vault.
4.9
Your rating: None Average: 4.9 (10 votes)
Name Module Version Required Released File
Path of bugfix 1.6.7 2020-06-27 00:25
tome-bristlebarb.teaa
root nerf 1.6.7 2020-04-20 17:30
tome-bristlebarb.teaa
Definitely not a fast bugfix 1.6.7 2020-04-16 00:00
tome-bristlebarb.teaa
New tree ! Root 1.6.7 2020-04-15 23:43
tome-bristlebarb.teaa
Balancing - Bugfixing 1.6.7 2020-04-11 15:01
tome-bristlebarb.teaa
More fixing and starting balancing 1.6.7 2020-04-08 16:39
tome-bristlebarb.teaa
NPC begone and other fixes 1.6.7 2020-04-06 21:15
tome-bristlebarb.teaa
environmental fixes 1.6.7 2020-04-06 08:27
tome-bristlebarb.teaa
Balance awaits ! 1.6.7 2020-04-06 00:38
tome-bristlebarb.teaa

Cool

Cool

That's a lot of drawback

I'm not sure if losing a lot of equipment slots are worth it. But I do enjoy overly specialized class like this, keep up the good work.
  • Thorn walker could grant % movespeed bonus, since it replace your boots.
  • Shouldn't this be a wilder class?

Hey, thanks for the comment

Hey, thanks for the comment :)

Thorn Walker did grant move speed at some point in development, but I didn't like that it negated the low thorn drawback.
The class reaaaaally enjoy extra move speed too, so adding in built move speed is a no.

The slots are pretty fair as far as end game gear goes.
Helm : it has more HP and heal mod than a regular leafwalker ego, more armor than your normal helm, blind immunity, 50% conf immune, two resists at 35% ! Yes it doesn't have any special effect, but send me a screen of a more defensive helm ! (offense is not its strength though)
Boots : AoE damage every time you move (yes you can use movement infusion), and thorns apply a LOT of debuff. No boots have close to that utility. Pin immunity is built in, as are 50% stun, 35% to 3 resistance, and 30 CON that scales ALL your damage on top of its usual effect ! Let's compare to boots of the hunter which is considered the best boots while giving less HP, less damage, less immunities and less resists. It does have the neat active though.
Body : ok, there are some crazy body armor, so this may not be top tier. But 30% crit shrug is absolutely massive, the armor is high end and the resists are top notch. Add the really decent hp and the fact that you'll deal 125+ damage to everyone everytime they hurt you and you have a solid piece anyway.

It could be a wilder, but I didn't like EQ as a resource for the concept. I also thought of making them afflicted and use hate, which was tying pretty well with the feeling of the class. I actually shortly started the class with hate as resource.
Eventually though, i thought of that new resource and am pretty happy with it.

Honestly, I feel since

Honestly, I feel since they're thorns, fire and blight resistance should be removed from those, or reduced compared...(General concept of thorns which are subject to blights and susceptible to fire....) Also... the rest restores thorns to 50% is broken... about level 5ish I started noticing that my thorns would randomly set at like 46/100 instead of returning to 50%(50/100) and only got worse from there as I upped the body thorns talent... since the value being to grow in distance from the 50% value... eventually I couldn't use auto explore anymore and since rest doesn't do a "thorns" check and instead looks to life (Which other than billy, I've yet to come close to dying as a Dwarf Bristlebarb.... yeah...)

From a realism standpoint i

From a realism standpoint i agree with fire and blight being out of theme. From a playing standpoint, one of those being extremely common and the other extremely dangerous i'm not convinced i should remove them...

I also noticed you don't always rest exactly to 50%, but just around it, i keep meaning to push a fix but end up working on other projects, i have a doc with other changes i wanna include at the same time :) It will be fixed !

Auto explore does NOT break from thorns since it ignores your thorns. And the debuff from being <50% is only applied if there is an enemy in line of sight (but it can be outside light radius or invisible, i didn't want to lose the debuff just because you couldn't see the enemy, it just means an enemy could potentially attack you). You can restore thorns with controlled growth or being in sight of rare so you shouldn't end up stuck anyway ? If I'm misunderstanding and you can give me a bit more info i might reproduce.

There's plenty of cases where

There's plenty of cases where plants and wooded objects actively resist fire. First of all, living plants? Don't burn very well. Too wet. :) And then there's stuff like iron wood or other flame-retardant woods. A dense brush can also smother fire by choking its access to air. You could also argue as the thorns grow more aggressively, they gain better blight resistance and ability to fight off disease. Again, there's examples in nature.

Highly anticipating said fixes, I actually enjoy this class a super lot. I love slow tanky classes like Bulwark, and basically having "Angry Treeform Druid" has been an absolute blast (and sometimes outright hilarious). Excellent work all around, and I eagerly look forward to seeing what other unique class ideas come out of you.

well a new class IS just

well a new class IS just around the corner
planning on doing the last couple talents tomorrow, and then it's playtesting/release :)

and once balance is a bit more established, i have plans for extra trees eventually, like bbarb got roots later on.