Harbinger

Harbinger

Adds the Harbinger, a Wilder class with mostly passive talents and no resources.
Harbingers use melee weapons of all kinds and are good at damaging densely packed enemies. They have 8 new talent trees.
You can leave this addon enabled even while not playing a Harbinger and it will have no effect unless it conflicts with another addon. (The class doesn't appear on enemies, its talents are not available to Adventurer, and the only changes to items are that some standard artifacts now have mastery bonuses for Harbinger-exclusive trees, which obviously won't help non-Harbinger characters, and does not change their price in shops either.)

As in vanilla, all talent icons are from http://game-icons.net/ .

Sound credits:
http://freesound.org/people/artifact/sounds/29675/ CC BY 3.0
http://freesound.org/people/BOBtheROSS/sounds/244358/ CC BY 3.0
http://freesound.org/people/CGEffex/sounds/98335/ CC-BY 3.0
http://freesound.org/people/Ephemeral_Rift/sounds/77370/ CC BY-NC 3.0
http://freesound.org/people/jameswrowles/sounds/248219/ CC BY 3.0
http://freesound.org/people/Julien%20Matthey/sounds/105016/ CC 0
http://freesound.org/people/misosound/sounds/251759/ CC 0
http://freesound.org/people/nicStage/sounds/64460/ CC BY 3.0
http://freesound.org/people/benjaminharveydesign/sounds/315914/ CC 0

Compatibility

This addon defines talents with the following ids: T_DIAMOND_DUST, T_FORESHOCK, T_MEGATHRUST, T_LIKE_THE_WIND, T_SHOWER, T_CHANNEL_COLD, T_FLASHOVER, T_FROZEN_CORE, T_ENDURANCE, T_CHANNEL_LIGHTNING, T_VORTEX, T_STABILITY, T_FORTRESS_OF_RUIN, T_ELECTRICAL_DISRUPTION, T_RESISTANCE_DISRUPTION, T_CREMATE, T_CHILL, T_RESISTANCE, T_FLAMEHEART, T_MIST, T_STONEBREAKER, T_FORTITUDE, T_FLOOD_CONTROLLER, T_TORRENT, T_BLAZING_BARRAGE, T_CHANNEL_FIRE, T_STORM_CONDUIT, T_INSPIRATION_STRIKES, T_FAULT, T_COUNTERSHOCK, T_CYCLONE, T_ARC, T_SUPPRESSING_FIRE

It will be incompatible with other addons that define talents with the same ids. (I am not aware of any such addons.)

This addon assumes the following files do not already exist:
data/gfx/particles/blaze.lua
data/gfx/particles/blizzard.lua
data/gfx/particles/channel_cold.lua
data/gfx/particles/cyclone.lua
data/gfx/particles/firestorm_wave.lua
data/gfx/particles/sky_lightning.lua
data/sound/talents/countershock.ogg
data/sound/talents/cremate.ogg
data/sound/talents/electrical_disruption.ogg
data/sound/talents/fault.ogg
data/sound/talents/storm_conduit.ogg
data/sound/talents/torrent.ogg
data/sound/talents/vortex.ogg

This addon superloads the following functions non-destructively:
mod/class/Combat.lua:combatPhysicalPower()
mod/class/Combat.lua:attackTargetHitProcs()

This addon uses the ToME:load, DamageProjector:base, and Entity:loadList hooks.

Weight: 123768

Changelog

1.0.5:
- Channel Cold's description no longer claims that it works with archery attacks (it was never supposed to).
- Switched the places of Arc and Inspiration Strikes (Arc is now tier 2, Inspiration Strikes is now tier 4).
- Switched the places of Vortex and Like the Wind (Vortex is now tier 2, Like the Wind is now tier 3).
- Vortex now pulls closer monsters first. This makes it pull groups much more reliably.
- Vortex radius is now capped at 10.
- Vortex now does exactly 100% weapon damage at effective talent level 1.3.
- Foreshock now has a fixed radius of 3.

1.0.4:
- Fix Foreshock and Storm Conduit descriptions

1.0.3:
- Bug fix: The Supercell category is now properly marked as high-level
- Storm Conduit no longer bases its damage off of the heal; instead it uses mindpower and talent level. (Earthen Beads and healing amulets were achieving absurdly high damage)
- Storm Conduit -> Cremate -> Storm Conduit is now quieter
- Cremate itself is now quieter
- Partially un-nerf Fortress of Ruin critical multiplier reduction, slightly nerf Fortress of Ruin defense bonus
- Foreshock is now a mindpower-based area attack instead of a weapon attack
- Harbingers now begin with two mindstars in their inventory (they still start with a battleaxe equipped)
- Minor adjustments to damage/duration/cooldown values

1.0.2:
- Bug fix: Storm Conduit no longer activates recursively from life leech
- Arc+Windblade no longer results in [monster count]^2 melee attacks

1.0.1:
- Bug fix: Chill now applies the correct level of slowing
- Bug fix: Channel Cold now creates a range 10 beam as it's supposed to
- Bug fix: Fault no longer lets you swap with out-of-range actors (but vanilla Dimensional Step still does...)
- Vortex now only attacks one enemy at the end (but still pulls in all enemies), has a slightly different damage multiplier
- Reduced Blaze radius from 2 to 1, and reduced its damage
- Removed physical power bonus from Storm Conduit
- Nerfed Rain healing modifier and mana/equilibrium regen values, and made Rain life generation mindpower-dependent
- Nerfed Stability immunity values
- Nerfed Fortress of Ruin critical multiplier reduction
- Nerfed Diamond Dust slightly
- Replaced Blazing Barrage with Suppressing Fire, which makes your Blaze talent suppress enemies' healing. (Blazing Barrage still exists for old savegames)
- Cremate now heals you when you kill something (limited to once per turn) instead of killing everything
- Replaced Resistance Disruption with Mountain Mover, which increases physical power (boring but works a lot better)
- Clarified Flashover's description

1.0.0:
- Initial release


Harbinger forum discussion thread
See addon usage in the character's vault.
5
Your rating: None Average: 5 (2 votes)
Name Module Version Required Released File
Class icon 1.5.6 2018-04-23 01:07
tome-harbinger.teaa
Foreshock description fix 1.5.5 2018-03-12 23:41
tome-harbinger.teaa
Harbinger 1.0.6 1.5.5 2017-08-06 22:58
tome-harbinger.teaa
Harbinger 1.0.5 1.5.5 2017-08-01 21:54
tome-harbinger.teaa
Harbinger 1.0.4 1.5.5 2017-07-25 23:20
tome-harbinger.teaa
Harbinger 1.0.3 1.5.5 2017-07-25 22:09
tome-harbinger.teaa
Harbinger 1.0.2 1.5.5 2017-07-23 05:27
tome-harbinger.teaa
Harbinger 1.0.1 1.5.5 2017-07-22 06:39
tome-harbinger.teaa
Harbinger 1.0.0 1.5.5 2017-07-21 17:37
tome-harbinger.teaa

Don't think I've got a bug.

Hiya. I love the idea of this class, even if you mostly just run around bumping things (early game at least). Anyhow, it's been an interesting game so far.

So, I thought I had Channel Cold firing one beam at every enemy I could see, rather than just the one that I was bumping. I have Arc and was pretty sure that at least some folks being hit by Channel Cold weren't touching (so Arc shouldn't have melee attacked them). However, I tried it again and it seems to be behaving as expected now. I'll edit this again if I can get it to behave badly again.

I still do kinda think a free 10-range slowing beam with every melee attack feels kinda powerful even if the damage is sorta modest, and it's more so when every enemy touching the guy you bump also gets hit with its own beam.

Also might be a good idea to make Cyclone a free sustain. Since you can't turn it off, I don't think you can avoid hitting, for instance, the slaves in the yeek hidden compound. Might be working as intended due to the way the class's background is written, though. Having a few abilities be sustains would make the class a little more vulnerable to Entropy and disabling effects like that, which might not be what you want for the class. I dunno.

Anyhow, things are pretty neat so far. Keep doing good work.

Sound issue

I like the class so far, good job.
Tho i must say the Storm Conduit proc sound is way too loud imo, and having that sound each time you kill a mob is getting boring fast. Even more when facing large packs.
A simple lightning crackle, or a sparkle sound would be more enjoyable on the long run.

Is there a way to replace that sound myself, by another one ? I can't find the data/sound folder.

Re: Sound issue

The path to it is overload/data/sounds/talents/storm_conduit.ogg . Replacing that file will work, however it will cause the addon to fail md5 hash validation, so your game won't be valid online.
There was a bug allowing Storm Conduit to trigger recursively if you had life leech or a similar effect, which would have resulted in the sound appearing extremely loud (due to playing over itself). Is it still too loud now that this is fixed?

I'm not sure if it's still

I'm not sure if it's still that loud, maybe a bit less possibly, but i think it's mostly the choice of that thunder clap sound for this proc that makes it boring fast.
The reason is its loud by itself and once you get synergies like the heal on crit/death, the sound triggers on every single mob. It's thunder clap after thunder clap after thunder clap, all fights long.
That's why i suggested another sound for this proc that triggers so often.