tinker

Ancient-Automated-Teacher PLUS

Short Name: 
tinker-plus

Ancient-Automated-Teacher PLUS!

Our AAT(Ancient-Automated-Teacher) provides wider use of tinkering:

- Spawn entrance the tinker's master cave without escort quest
  • You no longer have to restart when failed to escort!
  • Remove Lost Inventor escort (But still you can force to encounter her with other addons)
- Add options to learn steamsaw & steamgun mastery at the Last Hope weapon store
  • Requires: any steamtech talents + didn't know mastery-like talents (e.g. psyshot, autoloader)
  • Cost: 1 Class talent point (Can repeat at 5 times to each mastery)
  • If you become occult technomancer, add options to refund points from steamsaw mastery

- Re-Add hand tinker: 1H Weapon Automaton

This addon also support KOREAN Translation!

AAT Plus

Short Name: 
aat-plus

Spawn entrance the tinker's master cave without escort quest, and add options to learn steamsaw & steamgun mastery at Last Hope weapon store.

Gnomes

Short Name: 
gnomes

Adds gnomes as a new race. They are a distant relative to dwarves and know the location of the Iron Council.

Garden Gnomes have willpower and nature related skills, but are not necessarily antimagic.
Ensorcelled Gnomes have magic related skills.
Tinker Gnomes (only available if you have Embers DLC enabled) have tinkers.
Cursed gnomes have willpower and hate related skills.

https://github.com/Werekracken/tome-gnomes

-All gnomes
size_category = 1, the smallest
life_rating = 7, tied for the lowest with yeeks
An extra generic talent point every 10th level.
Experience penalty: 10%

Each subrace of gnome focuses on utility and survivability with 2 generic trees and 1 class tree, while trying not to use anything class defining in their class trees

-Garden gnomes
Stat modifiers: +2 Willpower

--existing class trees
Wild-gift / Moss

--existing generic trees
Wild-Gift / Call of the Wild
Wild-Gift / Fungus

These trees add a huge amount of survivability.

-Ensorcelled gnomes
Stat modifiers: +2 Magic

--new class trees
Spell / Utility
Magical Proficiency: Passive low mana regen (so that classes without innate mana regen don't have to keep a manasurge rune inscribed) and low fire/cold damage penetration.
Water Jet: Low cold damage, spell stun. A modified version of the water jet spell used to annoy you as a trap in Lake of Nur.
Fire Push: Low fire damage, knockback.
Air Cushion: Sustained +move speed and -knockback resist. A spellified version of Skate.

--existing generic trees
Spell / Divination
Spell / Staff Combat

-Cursed gnomes
Stat modifiers: +2 Willpower

--existing class trees
cursed/fears

--existing generic trees
cursed/dark-sustenance
cursed/cursed-form
cursed/cursed-aura (optional)

-Tinker gnomes
Only available if you have Embers DLC.

Stat modifiers: +2 Cunning

--existing class trees
Cunning / Trapping

--existing generic trees
Steamtech / Physics
Steamtech / Chemistry

They also start with the steam resource, a steam generator implant, and medical injector implants in inventory if you want to go that route.

-Gnomish alchemist golems
--existing class trees
Technique / Shield Offense
Golem / Fighting
Golem / Arcane
Spell / Enhancement

--existing generic trees
Technique / Conditioning
Technique / Thuggery

All skill trees are are locked and have x1.00 multiplier (instead of x1.30).

--Starting points
2 category points.
2 stat points.
1 class point.
1 generic point.

--Level up points
2 stat points every level.
1 class point every other level.
1 generic point every 4th level.
1 category point at level 20.
1 category point at level 34.

But wait, there's more!

In addition to the normal golem slots of MAINHAND, OFFHAND, BODY, and 2 GEM slots, gnomish alchemist golems also get LITE, HEAD, CLOAK, HANDS, BELT, and FEET slots.

Additionally for tinker gnomes:
Your golem can equip tinkers too!
Your golem can use steamsaws, but you probably want to equip the golem with a steam generator.
Steamsaw Mastery is included in Golem Power for tinker gnomes.
Your golem can use both runes and implants.

-Comments
There is not much new here. The new class tree for ensorcelled gnomes is mostly cookie cutter and the gnome models are modified halfling models (with cool hair options and beards). The goal of gnomes is to add some variety by making a race that with more options while still feeling like actual race and not just an Adventurer.

A good amount of the gnomish alchemist golem changes were inspired by the "Golem - The Ironbreaker" addon.

The intent with the golems is to have a fun variant and potentially more useful in the mid and late game, and it fits with the gnome theme of making the best tools.

I'm aware there is another addon named "Let there be gnomes" which was last updated in 2015, but this addon has nothing to do with it. Having never tried that addon I have no idea if there would be compatibility issues if you loaded them both (if you even could load a race addon that hasn't been updated in 6 years /shrug).

---Changelog
v1.0.0
Initial release of tinker, garden, and ensorcelled gnomes.
- There is an issue with tinker gnome alchemist where using the "interact with golem" interface can duplicate tinkers. Auto-swap tinkers doesn't work correctly on the golem either. I'm not sure how to fix this...
- Not a bug with this addon: demonologist tinker slots and demon slots don't play well together. The problem is not specific to the gnomes addon.

v1.0.1
Fixed the Ensorcelled Gnomes spell/utility tree so it is properly disabled when silenced.

v1.0.2
Fixed some copy/paste errors between v1.0.0 and v.1.0.1.

v1.1.0
Updated init.lua and put the long description on the Gnomes addon page.
Added the Cursed gnomes.

v1.1.1
Changed the overload of golemancy to a superload, which is a better way to do it. (Thanks FL0RENT_)

Root's Classes

Short Name: 
root_classes

Contains several classes developed by Root of All Things, including:

  • Raider: A Tinker who fights with a melee weapon in one hand and a steamgun in the other. The Raider has mastered the deadly art of throwing explosives everywhere, even if they risk hurting themselves with it.
Coming Soon:
  • Animist: A Wilder who is blessed by the spirits of fire, ice, wind and earth. The Animist conjures weapons that scale with his talents, and switches between them based on a set of Stances.
Update Notes - v1.0.0 - Raider, Revived
  • Now compatible with ToME 1.7.
  • Many bugfixes.
  • Strength scaling removed. Now starts with daggers and scales primarily with DEX and CUN.
  • No longer has access to Technique/Combat Veteran, Technique/Combat Techniques or Technique/Conditioning.
  • Steamtech / Physics is locked, but you start with a point in Smithing still to make Steamguns.
  • Now has access to Technique/Mobility at 1.3 mastery.
  • New class, unlocked category: Technique / Seaward Charge. Move with the wind at your back!
    * Seaward Charge - Charrrrge!: Rush to the target spot. If targeting a creature, strike them with your sword. If targeting an empty spot, shoot the nearest foe.
    * Seaward Charge - X Marks the Spot: Periodically mark a tile within range while in combat. Reaching this tile grants a boost to your attack and steam speed for several turns.
    * Seaward Charge - Storm Voyage: Foes that damage you are marked, granting you vision of them. Movement towards marked foes refunds energy.
    * Seaward Charge - Pirate's Wrath: A long cooldown buff that grants critical hit multiplier.

  • New class, unlocked category: Steamtech / Crewmates. A valiant raider never fights alone!
    * Crewmates - Mechaparrot: You're accompanied by a robotic parrot who periodically harries nearby foes, blinding them and disrupting their talents.
    * Crewmates - Roboswabby: You summon a robotic deckhand who taunts nearby enemies.
    * Crewmates - Autobosun: Your first mate disciplines those who strike you. Attacks that deal a percentage of your life or more summon him assault your foes.
    * Crewmates - No Surrender: Your Roboswabby and Autobosun now explode when killed, based on the total damage they took.

  • New class, locked category: Steamtech / Boarding Party. Arm your crew with deadly weapons.
    * Boarding Party - Ship's Armory: Your Roboswabby and Autobosun are now armed with steamguns in addition to their melee weapons, and know Roaring Powder and Steel and Shot.
    * Boarding Party - Mass Charrrrge!: Whenever you Charrrrge!, your Roboswabby and Autobosun jump with you, before attacking nearby enemies.
    * Boarding Party - Parrot of Ill Omen: Your Mechaparrot curses those it strikes, causing them to hurt themselves when they fail to use talents.
    * Boarding Party - Shipboard Melee: Your attacks and those of your Roboswabby, and Autobosun mark foes. Attacking already marked foes stuns the target.

  • Many many talent changes.
  • Blast resistance adjusted. Mainclass Raiders start with 50%, with a possible additional 45% coming from various talents. Adventurers and other non-Raiders start with 0%, with a possible 95% coming from talents.
  • Shiny new SFX and particles for many talents.

Class: Demolisher

Short Name: 
classdemolisher

A new tinker class, the Demolisher.

This addon requires the Embers of Rage DLC to function.

Demolishers are designed to be a sort of Steam-Caster, using bombs, drones, and their steam-buggy to destroy their enemies rather than weapons.

New Talents:
Steamtech / Explosive: Plant remote charges with a tiny cooldown and blow them all up at once, lay down minefields, and send suicidal mecharachnid mines towards your foes.
Steamtech / Drones: Send out drones to create storm and smoke, while others hover around for your protection.
Steamtech / Pilot: Your steambuggy is your defense, your offense, and can hold so many explosives.
Steamtech / Engine: Your steambuggy is also the best way to get around. Scorch the ground and flatten your enemies as you zoom around corners.
Steamtech / Battle Machinery

Advanced Talents:
Steamtech / Pyromaniac: Improve your explosives and set everything on fire.
Steamtech / Battlewagon: Upgrade your buggy with more armor, more runes, and more guns.
Steamtech / Automation

Generic Talents:
Steamtech / Tinkers
Steamtech / Engineering
Steamtech / Blacksmith (locked)
Steamtech / Survival

Sapper

Short Name: 
sapper

Description

This addon adds the Sapper as a playable class. As it is a Tinker, it will require Embers of Rage DLC to work.

Sappers use their knowledge of steam weaponry to build construct that will fight your foes and destroy the walls of their lair.
They have an automated onarger, serving as a permanent ally. They can manipulate the terrain by digging tunnels and creating impassable pits.
But they are also trained for short range combat and will not hesitate to stick their pickaxe in their enemies' skulls.

They have 9 class trees, including 4 locked ones :
- Battle Machinery
- Siege Engine (new tree) : build 3 different temporary construct that will attack your foes and protect you
- Onager (new tree) : build a permanent construct that will follow you, hurt and disable your foes, and help you reposition
- Tool Combat (new tree) : join the fray, using your knowledge of tools to deconstruct your foes' equipment as you fight, or hit your construct to temporarily improve them instead.
- Death Tools (new tree) : use the carnage of the battlefield to your own advantage

- Trapping (locked)
- Automation (locked)
- Sapper (locked, new tree) : control the field to improve your odds of survival
- Steampunch Arts (locked, new tree) : find new inventive ways to punch your enemies in the face, or embed a pickaxe in their skulls

They have 6 generic trees :
- Combat Training and Survival
- Physics and Chemistry
- Blacksmith
- Engineering

Disclaimer

Please report any bugs you find and I will endeavor to fix them ;)
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&t=50995

Credits

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

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

Changelog

1.2.1 :
- 1.2.0 but it actually works (possibly, maybe)

1.2.0 :
- added translation support (possibly, seemed too easy, tell me if it doesn't actually work :D)
- fixed a couple typo
- fixed dead ammunition being given to every siege engine even if you didn't know it
- fixed dead ammunition buff description

1.1.0 :
- Possibly fixed a rare bug with You Shall not Pass and Battle Machinery traps (and other traps ? i couldn't reproduce the bug so...)
- Buffed Onager damage in the early game and nerfed it late game (by ~15%)
- Nerfed Salvage and Tough Love explosion damage by ~20% and ~40%
- Tough Love max charges is now 4 instead of 5
- Fixed Tough Love to properly grant all res rather than physical res to Onager
- Tough Love now automatically targets an enemy if there is only one in melee and no allies in melee
- Tough Love explosion now also reduce the summon lifespan by 1
- Nerfed Ram base damage by ~15%, and bonus damage by 25%
- Fixed Ram to properly check for stun resistance
- Ram ramming a Ram now has a special interaction
- Nerfed Polybolos and Scorpio durability, they have increased life rating but no longer gain CON
- Scaled Polybolos and Scorpio stat gain with level (worse early, slightly stronger late)
- Buffed Lay Siege cd 25 --> 15
- Buffed Line of Fire cd 18 --> 12
- Nerfed Dig In : all res, crit shrug, and cleanse reduced by ~25%, but regen boosted
- Revised Onager munitions : Fire now deal ~25% more damage, and Bleed damage reduction scale with TL (roughly the same at 5/5)
- Revised Dead Ammunitions : no longer reduce damage, but talent fail chance is increased
- Buffed Cannonball : cd fixed at 8, range increased
- A whole new unarmed tree !

1.0.2 :
- Salvage now target a party member by default rather than an enemy
- Fixed a bug with Annihilator talent when playing adventurer
- Fixed Dig In buff not going away when deactivating the sustain
- Clarified a couple description
- Onager now comes back to you when you get more than 10 tiles away from it, without regards for walls and other obstacles
- Nerfed Tough Love heal power by about 25%
- Buffed Polybolos and Scorpio early game damage (no more 2 damage per shot at level 1 !)

1.0.1 :
- Because Rexorcorum is a wonderful person, wielded pickaxe are now visible on player doll <3
- Spelling fixes, clarity added to some descriptions
- Cannonball now properly checks for unarmed
- Salvage properly deals damage around the siege engine and not yourself
- Learning Onager now automatically fulfills the requirement of 100 summons for Blighted Summoning

1.0.0 : release !

Raider

Short Name: 
raider

Adds the Raider sub-class, a versatile mid-range fighter who wields a sword in one hand and a steam gun in another. Disperse clouds of gunpowder and detonate them in brutal chain reactions, or lay low your foes with shotgun blasts.

Steam Witch

Short Name: 
steamwitch

Adds the Steam Witch, a Tinker sub-class. The Steam Witch was born into time magic but found the ordered ways of the Wardens boring and struck out to find a path of their own. Travelling through time and space they found an affinity for technology and integrated their time magic with steam mechanisms.

Steam Witches are a ranged attack and spell casting class. Their tl;dr description is ‘magical Psyshot’. Class highlights:

Mystic Combat: Steam Witches fight with a steamgun in one hand and a dagger in other, projecting ranged dagger attacks when attacking with the steamgun. Successful dagger attacks will trigger additional effects based on a selected Touch ability (possible magical attack, magic enhancement, or lifesteal regeneration).
Timegear: Use steam-powered devices that are infused with magical effects.
Hexes: Cast hexes on enemies to render them vulnerable to damage types. Later abilities add damage-over-time and effect vulnerabilities to hexes, plus a special attack based on the hexes a target is afflicted with.
Witchbrews: Customize your character build with one of three Brew sustains that enhance either combat, magic, or steampower.
Future Relics: Activate powerful offensive and defensive abilities that require a turn and a large amount of steam to charge up.
Time Magic: Phase away from enemies, deflect and delay damage, repair your timeline, summon a spider familiar, and create walls out of thin air! Be careful though, as Steam Witches lack the rigorous training of Chronomancers and thus do not benefit from and have less control over Paradox.
Clockwork Menagerie: Command an array of mechanical creatures just short of a winged monkey with cymbals.

      • 1.2.0 Update: Extensive talent tree modifications/additions; new character creation required for talent changes.

Requires Embers of Rage to play.

Link to forum: http://forums.te4.org/viewtopic.php?f=50&t=49638
Link to Steam Workshop: https://steamcommunity.com/sharedfiles/filedetails/?id=1853297099

Tinker Implants in Shops

Short Name: 
tinkershop

This addon will add tinker implants and schematics into infusion and rune stores. Orcs DLC required, of course

The Enforcer

Short Name: 
enforcer

Adds the Enforcer. Armed with shield and steamgun, the Enforcer utilizes suppressive fire and crafted grenades of all types to permanently remove foes.

Talent icons are from http://game-icons.net/ , cass icon is from https://opengameart.org/content/painterly-spell-icons-part-1 .

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