Summoner rework

Summoner rework

Summoner rework!
Removed useless summons. Now there are only 4 kinds of basic summons available.
Added 3 categories, one for a melee summoner, one for a ranged weapon summoner, one for a pure summoner.
Reworked advanced summoning and augmentation tree. And many more.



CHANGE LOG

1.1.8
- Reduced resistance gain from 'Bear Roar'
- Reduced equilibrium gain from 'Commune with Nature'
- Reduced the amount of damage share from 'Damage Resonance'
- Now 'Detonate' will target every summons regardless of range.

1.1.7
- Removed accuracy bonus on 'Together Stronger'
- If you learn 'Together Stronger', weapon damage calculation will use Willpower in place of Strength.
- Changed 'Bite Them' to use Willpower instead of Cunning in calculation of arrow damage.
- Minor bug fix

1.1.6
- Artifact 'Great Caller' now has proper mastery bonus.
- 'Strengthened Bond' now does not able to select 'Dragon' talent.
- Added accuracy bonus on 'Together Stronger'

1.1.5
-'Wild Senses' also provides 'see invisible' stat. And it also let your summon inherit your 'see invisible', 'see stealth'.
- Added damage on 'Mother Nature' talent. Knockback and damage from 'The World Tree' moved to 'Mother Nature' talent.
- Increased damage of 'The World Tree', 'Poison Ivy', 'Wasp Swarm'

1.1.4
- Now 'Bear' summoned with 'Strike Form' sustained.
- Resistance of 'Bear' reduced.
- Now summons does not have same resistance as a summoner, but they do have same resistance when a summoner has 'Blessing of Nature' sustain.
- Minor bug fix.

1.1.3
- Buffed 'Damage Resonance' a bit.
- Now Summons have same resistance as a summoner.
- Nerfed 'Bear' to match summons resistance buff.
- Fixed talent radius indication on several talents to match real radius.

1.1.0
- Added a new category - Force of Nature.

   -Innervate: Reset cooldown of summons' talent.
   -Blessing of Nature: Buff to surrounding summons.
   -Wasp Swarm: debilitating enemies & halving poison resistance
   -Force of Nature: Automatically refill dead summons.

-Now detonation's cooldown scales with the talent level.
-Fixed Dragon to crit properly on detonation

1.0.9
- Now detonation does not cost any resources, and also get double charges from Blood and Iron
- Nerfed equilibrium gain from Blood and Iron to adjust the change
- The World Tree now gives 1 equilibrium regeneration
- Adjust some equilibrium cost of summons

1.0.8
- Detonation now also grants Meat shield at Raw talent level 5.
- Summons from 'Mark Target' are always summoned right next to the target.
- Minor bug fix.

1.0.7

- Arrow rain now summons ivy right next to the enemies (ignore range)
- Attack order does not ignore range now.
- Dragons now have light radius of 5
- Commune with Nature now counts allies correctly when Wild Senses is active.

1.0.6

- You can now move Dragons with Attack Order
- Minor bug fix

1.0.5

- Minor bug fix

1.0.4

- Summoner and SummonerR merged.
- Minor stat changes of summons
- Removed Recycle and added Attack Order.
- Damage of Detonate now depends on summons' stats.
- Nerfed Gardener of Eyal's cooldown.
- Some damage dealing talents are now dealt by summons not by summoner (to get benefit from Mark Target)

1.0.3

- Changed few particles (for performance)
- Removed companion hound.
- Nerfed The World Tree a bit. The World Tree now does not summon other animals and plants.
- Added new talent on Summon - animal tree, Wild Senses.
- Mark target now summons all animals and plants that are not on cooldown (Like the world tree did before)
- Meat shield can be used with other barriers.


See addon usage in the character's vault.
5
Your rating: None Average: 5 (4 votes)
Name Module Version Required Released File
Detonate Everything 1.1.8 1.7.4 2023-01-17 22:09
tome-summoner-rework.teaa
Together Stronger 1.1.7 1.7.4 2023-01-16 19:55
tome-summoner-rework.teaa
Bonded Caller 1.1.6 1.7.4 2023-01-05 01:37
tome-summoner-rework.teaa
Plantation 1.1.5 1.7.4 2023-01-02 19:05
tome-summoner-rework.teaa
Unbearkable 1.7.4 2023-01-01 11:15
tome-summoner-rework.teaa
Bug Fix 1.1.3 1.7.4 2022-12-30 21:07
tome-summoner-rework.teaa
Resonance Buff 1.7.4 2022-12-30 06:23
tome-summoner-rework.teaa
Hotfix - 1.1.1 1.7.4 2022-10-22 22:56
tome-summoner-rework.teaa
Force of Nature - 1.1.0 1.7.4 2022-10-22 22:25
tome-summoner-rework.teaa
More detonate 1.7.4 2022-10-20 20:30
tome-summoner-rework.teaa

Ogre thing

I think its a good idea to add a special effect to 'reinforcement' when wielding a 2h with shield (ogre moment)

Does dragon have a strengthened bond?

The talent doesn't mention it, so I'd assume no but maybe you just didn't include it in description. Its a valid target for it, but that's probably because its a summon spell. Also a suggestion, you could make changes for the 'Great caller' Mindstar ( https://te4.org/wiki/Great_Caller ) (if you havent yet). It's stats seem like they would be useless when all the summoner changes in this addon are considered. And ofcourse, great addon!

Thank you for the report!

I fixed 'Great Caller' to have proper bonus!
And the Dragon is not intended to be bonded, so I made it not be selectable by 'Strengthened Bond'. Thank you.

Thumbs up *

  • Thumbs up *

Loving the addon.

Enjoying the addon alot. And actually made me play summoner. Though I wonder for iron blood and sand sustian talent and it's brother commune with nature. Since I tried to get some skills in the latter tree for it defensive passives and sustain (and more defensive style to not rack up large amounts EQ outside of meditate). So I switch in between them. Problem is that it takes two turns (as you can't activate the other with one turned one and turning off takes a turn.) Though I have probably been looking at as a stance system which I probably shouldn't.

But as went about playing. Attack order doesn't and yet sometiems work. Even if I have summons within my sight range it literally says I need summons to use attack order. As in summons would be out and choose a target but literally says "I have need summons to use it"

Is it happened to Dragons?

Attack order was not allowed to be used at dragons. Maybe that's the reason you couldn't use Attack Order.
'Blood and Iron' and 'Commun with Nature' are not designed to be used at the same time. But you can still toggle around them if you are OK to spend extra 2 turns.

Flytraps behave weirdly with Blighted Summoning

I have to say, I really like this addon.
I've only tried a plantmancer so far, might do a "single summon" run with Companion Hound later.
After an untimely death, I sadly had to retire the character but did some more testing in devmode.

What I found out:
a) Gardener of Eyal can go really nuts. (it goes to 2 cd between plants with Adept + mastery boost, which is great)

b) Blighted Summoning makes your flytraps behave weirdly. It gives them Poison Storm, which they usually won't ever use without Through the Crowd due to friendly fire. (won't use it as long as any ally is in range)
The notable exception here is the World Tree, which will freely use it for some reason.

c) (this one's not on you) Poison Storm ignores Through the Crowd, as I found out when I turned it on and all flytraps promptly used the skill, killing each other and me in a few turns.
I'd say you should give flytraps another Blighted talent (same for ivy and the World Tree, since they get the same one).

d) Companion Hounds are affected by Strengthened Bond despite it not saying so.

I should work around Blighted summoning

Thanks for the feedback! Actually, I didn't really do anything on blighted summoning during the rework. Which caused all summons got inappropriate talents by blighted summoning. I will fix this issue by giving each summons a proper talent!

Very cool!

Hey, great work here! I really like this implementation of a wild summoner. Standard summoner I feel is too hands-off, with little to do besides plop down summons and wait. This adds a lot of interactivity, which I really enjoy. The fact there are three distinct "paths" to choose from with ranged, melee, or pure summoner, plus the choice between maintaining lots of summons or cycling though them quickly, creates quite a variety of builds, which I also really enjoy. All in all, really great work!

There are a few issues, all of them pretty minor.

1.There are a few talents that say deals "damage" without specifying a type. Are these physical damage?
2.Learning the ranged weapon mastery does not teach you Shoot, which is a bit of an inconvenience. I was also a little put off seeing the weapon trees are locked until level 10, but it didn't actually turn out to be much of an issue.
3.The Bear knows Warshout, but I haven't seen it use it. If it's the same Warshout as the 2-Hand attack tree, it requires the user to be wielding a 2h weapon, which could be the issue?
EDIT: Looks like the bear can't use any of it's talents, actually. Seems it has the talents Minotaurs would have, but Minotaurs are summoned with a weapon to use them. The bear could use brawler talents instead, maybe?
4.If you learn and then unlearn Companion Hound, you continue to summon companion hounds even though you no longer know the talent.
EDIT: The companion hound stopped appearing after I changed levels.
5.Gardener of Eyal is a bit of a mixed bag. The plants get summoned near you, which is often out of range to be useful at the start of a combat, and then they sit there using up a summon slot. The lack of control over when a summon will appear when you can only have a limited number is a bit of a nuisance. I might prefer it switched with the last talent in the tree, so I can decided when and if I want them without having to take the talent in order to get to Phase Summon.
EDIT:Not sure if it is intended or not, but Gardener does not place Venus Flytrap on cooldown when it triggers. It seems that all of the other talents that trigger a summon, like Bite Them, do put the talent on cooldown.
6.Some descriptions could use clarification. I'm not sure exactly what the effect of World Tree is, for instance. Sometimes it triggers other summons, but not always?
7.Really minor, but capitalization is inconsistent in talent names.
8.When using the first Ranger attack, Bite Them, you get a Lua error if you target an enemy out of range:

    ##Use Talent Lua Error##    T_BITE_THEM    Actor:    3273    Bummoner

stack traceback:
    [C]: in function 'error'
    /engine/interface/ActorTalents.lua:190: in function </engine/interface/ActorTalents.lua:173>

Lua Error: /engine/interface/GameTargeting.lua:137: /engine/interface/ActorTalents.lua:190: /mod/class/interface/Archery.lua:731: attempt to index local 'targets' (a nil value)
stack traceback:
    /mod/class/interface/Archery.lua:731: in function 'base_archeryShoot'
    ...ummoner-rework/superload/mod/class/interface/Archery.lua:21: in function 'archeryShoot'
    /data-summoner-rework/talents/ranger.lua:101: in function </data-summoner-rework/talents/ranger.lua:87>
    [C]: in function 'xpcall'
    /engine/interface/ActorTalents.lua:186: in function </engine/interface/ActorTalents.lua:173>
    At [C]:-1 
    At [C]:-1 error
    At /engine/interface/GameTargeting.lua:137 fct
    At /engine/interface/GameTargeting.lua:143 targetMode
    At /engine/interface/GameTargeting.lua:214 accept
    At /engine/interface/GameTargeting.lua:221 fct
    At /engine/interface/PlayerHotkeys.lua:326 
    At /engine/KeyBind.lua:231

Just want to say once more that I really, really like this rework. I've started a Ranger run, and I can't wait to try Dragon and Clan, too. Great job!

Thank you!

Thank you very much for your comment! I really appreciate your feedback and will upload a bug fix soon!