SlingBrawl (Mmhm)
"Sometimes a feller's gotta punch things. Sometimes a feller's gotta sling rocks at it. Mmhm."
Modifies vanilla Brawler class. Brawlers gain the locked Skirmisher Slings tree. Learning the first level of Sling Supremacy grants Shoot. At five invested points in Sling Supremacy, weapon-set swapping becomes instant.
Created with AI-assisted Lua development, with design, testing, and a lot of "No, I want it to work this way!" by the author. Author is a ham-fist, not a brain-er
Monstermon Trainer
Monstermon Trainer
Maj'Eyal is full of monsters, and you have learned to befriend them. As a Monstermon Trainer you catch wild creatures in capture orbs, raise them into a team and let them fight for you. Earn the badges of eight gyms, beat your rival and stop the five ancient Primordials that are waking beneath the world.
The mod adds:
A new class
120 new monsters with their own art and evolutions, and almost every creature in Maj'Eyal can be caught
More than 1,300 monster abilities
Gyms, trainer duels, ruins, quests and over 70 new items
What's new:
Visual update of the added monsters
Added extra difficulty settings to balance the harder modes.
80 new monsters: there are now 120 monstermon. The new ones appear from level 14 on.
Hearthmoor: you inherit Grandpa's ruined estate and restore nine buildings, each with its own function:
Expeditions for your monsters
A bed that makes you Well Rested
A slot machine with a jackpot and a rare lucky monster
Grandpa's diary: find the lost pages around the world and read the story of Grandpa and the Primordials.
Five Primordial bosses: they wait behind rifts, each in its own arena. Defeat one and it joins your team.
Stronger duels: trainers and gym leaders now raise their monsters just like you do.
Oswin's Rest rebuilt: the brothers' home is furnished, with an arena, a garden and new quests.
New capture quests: each one rewards a unique Monsterdex.
Better performance: more fps in busy battles, plus many smaller fixes.
Monstermon Trainer - The Big Update (everything since 1.10.4)
NEW ADVENTURES
- Endless Trials: four bottomless trials on the world map. No healing, fainted monsters sit out the run, a guardian every 5 floors, a chest on every floor (with rare epic and mythic chests), catchable creatures and a records board.
- Old Cobble's questline "The Waking Mountain": nine tasks with the three brothers, ending in a battle against Kharrow, the Waking Mountain. Reward: Cobblepip, an elite pebble that grows into a cairnback and a kharrowkin.
- The Elite Four at the Summit, at a different far end of the world every game, with a Hall of Fame. Their aces are the legends you don't own.
- Gym leader rematches at your level after the Grand Family Tournament.
- Ten town trainers with their own quests. Afterwards they move to Hearthmoor with five more quests each, plus Pell's job board with odd jobs.
- Hanging with the Boys: pick grok berries from Mini Kharrow and enjoy five animated feast scenes with the brothers.
- Grandpa's Kitchen: creatures drop ingredients; cook 20 recipes (15 lost recipe cards are scattered across the world) for powerful buffs.
- Monster Taming: any class can now catch monsters, taught by Ambrose, an old trainer wandering the far ends of the world.
MONSTERS
- The Ancient type: ten ancient monsters with 25 talent trees each, cloned from fossils in Grandpa's Clone Room (Hearthmoor's 10th building). Collect ancient shards from jobs, quests, trials, bosses and the Elite Four.
- The Ancient King joins you when you restore all 15 ruins.
- Evolution stones: seven stones and 26 alternative final forms. Learn which stone works where from the ruin keepers and lost notebook pages.
- The five legends have their own art and 160 unique abilities with their own mechanics, and they stand big on the map.
- Evolution always makes a monster stronger, and it keeps every point you spent on its moves.
- Elite, rare, unique and boss strength is shown everywhere. Ancients are always elite.
TRAINER GEAR & ITEMS
- Orb bandoliers replace the orb belt: random gear in 5 materials and 6 dyes with trainer-focused bonuses, plus 5 unique bandoliers (Snare Orb, Mending Orb, Quick Toss, more ingredients, ancient shards hidden in gems).
- 15 new pieces of trainer gear (40 unique trainer items in total). Bosses now drop trainer gear 1 time in 5.
- Choose which orb to throw every time. Catch chances only show after Capture Analysis.
- All early items (uniques, badges, capture orbs, shop goods, evolution stones, the Monsterdex) redrawn in the new 3D style.
HEARTHMOOR & THE WORLD
- Hearthmoor now has 10 buildings, the Lucky Mudsnout slot machine, and your stored monsters roaming the grounds.
- New world-map art for the gyms, the trials and all 15 ancient ruins. Oswin's Rest now stands in the fields west of Derth.
- Ruins: smaller rewards per ruin, a big gift for restoring all 15, and at least one rare monster per game. Your guardians live in the ruins afterwards.
OPTIONS & QUALITY OF LIFE
- New Monstermon tab in Game Options: taunt mode (Relaxed / Normal / Original), monster balance, wandering trainers, roaming monsters, chatter, feast scenes, reminders and more. All can be changed during a game.
- The Monsterdex adds a type chart, stone lore and records, and opens on the world map.
- Gyms keep their own level and only scale up when you outlevel them.
- Running and auto-explore stop for trainers.
- The opening story and class description are rewritten (the story now scrolls).
BALANCE & FIXES
- Starters get a modest life bonus instead of +40%. Your partner's bonuses grow with it as it levels.
- Fixed a memory leak that slowed down long games.
- Fixed Lua errors with other addons (including Werekracken's Beholder and Jedi).
- Tested together with Zomnibus, Bump Attack Auto-use, Jedi, Automatic Transmission, Cleaner Descriptions, Arknights Core and Werekracken's Beholder.
ANOTHER UPDATE
-added an egg system
-bug fixes and small tweaks
-added online monsterfights against other people using the addon. (Not live gameplay) for more information please visit tomeoba.com
Steam Slings
Sling mastery affects steamguns.
Any check for "am I holding a sling?" will be happy if you're holding a steamgun.
Not tested for anything but holding one mainhand steamgun and using a skirmisher talent. SHOULD work with any talent, but I have no idea what dual-wielding will do. Either it'll error, or it'll be OP.
Skirmisher Evolutions
Adds the following evolutions:
Mudsligner:
Tap into the wild side of Eyal and enhance your sling mastery with wild-gifts.
Learn Slime, Moss, Call of the Wild, and Fungus at 1.3 mastery.
All of your sling hits have a chance to cast a random Moss talent, centered around the target, or Slime Spit, if all Moss talents are cooling down.
You gain 40% Nature resista nce penetration.
Reqs: 50 Cun, 25 Wil, imbued with draconic power (consume Worm Queen Heart or Wyrm Bile).
Fateslinger:
Become entangled in the webs of fate and enhance your sling mastery with temporal magic.
Learn Temporal Combat, Stasis, Fate Weaving and Spacetime Weaving at 1.3 mastery.
You gain 25 Def, 25% all res, and 25% reduced negative effect duration after a teleport.
While Dimensional Step is not on cooldown, you have a 25% chance when using a talent to blink randomly in a radius of 3 and tune your Paradox.
You gain 40% Temporal resistance penetration.
Reqs: 50 Cun, 25 Mag, defeat the Chronolith Twin and Clone.
Fearslinger:
Unleash your hatred to enhance your sling mastery with dark gifts.
Learn Fears, Shadows, Dark Sustenance and Cursed Aura at 1.3 mastery and gain one level in Defiling Touch.
Your sling hits have a chance to cast Instill Fear and your ranged attacks will now bypass allies.
You gain 20 Mindpower per currently summoned Shadow.
Reqs: 50 Cun, 25 Wil, defeat Ben Cruthard, the Cursed.
Blightslinger:
Harness the power of corruption and enchance your sling mastery with vile power.
Learn Blight, Plague, Torment and Curses at 1.3 mastery.
Your sling hits deal added Blight damage and cause you to enter a bloodlust-induced frenzy, granting a stacking Spellpower bonus.
You gain 40% blight resistance penetration.
Reqs: 50 Cun, 25 Mag, defeat the Rhaloren Inquisitor.
Crystalslinger:
Discover the secrets of the alchemists to construct a handy golem and enhance your sling mastery with icy infusions.
Learn Golemancy, Explosive Admixtures, Frost Alchemy and Stone Alchemy at 1.3 mastery and gain 5 levels in Runic Golem and 1 mana regen.
Your sling hits bypass allies and, if you have alchemist gems in your off-set quiver, each hit has a chance to instantly swap weapon sets and cast Throw Bomb before swapping back.
You gain 40% cold resistance and iceblock piercing and when you apply Ice Armour to your golem it will also gain a damage shield and cast Taunt.
Reqs: 50 Cun, 25 Mag, defeat 5 golems.
Battle Skirmisher:
Embrace the warrior within to become a true menace in battle, no longer limiting yourself to slings, but also striking with your shield, fists, and even your head.
Learn Combat Techniques, Shield Offense, Conditioning and Thuggery at 1.3 mastery.
Weapons Mastery will affect Shields and Unarmed combat, and while you have a sling equipped you will use your Unarmed combat stats as your Mainhand weapon.
Your shield hits will have a 40% chance to trigger a sling attack for 50% damage.
After moving with Rush, you will automatically attack all adjacent foes with Skullcracker. Using Bash and Smash will reset the cooldown of Rush.
Reqs: 50 Dex, 25 Str, defeat 20 foes in melee range.
Sunslinger:
Bathe in the glow of the sun to enhance your sling mastery with celestial power.
Learn Sun, Radiance, Light and Chants at 1.3 mastery.
All sling hits will deal added light damage, and, if you have a temporary damage shield active, increase its power(up to once per turn).
Additionally, sling hits against foes outside the reach of your Radiance will pull them 2 tiles toward you. If they are pulled into your Radiance, they are pinned for 3 turns.
Finally, if you are affected by Sun's Vengance and Sun Ray is not on cooldown, your sling hits will cast Sun Ray on the target (triggering cooldown as usual).
Reqs:50 Cun, 25 Mag, defeat at least 50 foes on lit tiles
Dreamslinger:
Master your mind and the dream forge to enhance your sling mastery with flying hammers and psionic force.
Learn Dream Smith, Discharge, Dream Forge and Feedback at 1.3 mastery. Investing 8 points in Feedback grants 40 mindpower; 12 points in Discharge grants 60.
Sling hits will trigger Dream Smith talents if they are not on cooldown, prioritizing the highest tier, up to once per turn. Talents triggered this way will strike up to range 10 and trigger cooldown and cost as usual.
All of your fire damage is converted to mind damage, you gain 40% mind resistance penetration, and your sling hits generate 8 Feedback.
Reqs:50 Cun, 25 Wil, defeat a foe while you are sleeping.
Note: Age of Ascendancy specific requirements are waived in other campaigns.
Mindslinger
Adds the Mindslinger as a new, Yeek-only, Psionic subclass.
Mindslingers wield slings in their main-hand and telekenetic weapon slots and gain many bonuses while their off-hand slot is empty, ranging from defense to added procs on ranged attacks.
One part Mindslayer, one part Solipsist, a dash of Skirmisher, just a pinch of Arcane Blade and Cursed, and 100% Grade-A Yeek.
New Talents:
Psionic/Mindslinger:
Master the sling and your mind to fire shots infused with Psionic energy.
Psionic/Force:
Learn cunning off-hand gestures to focus your mind and perform powerful defense and offensive feats.
Psionic/Charge:
Master the use of Feedback and charge your shots with potent mental forces.
More details in the forum thread.
Icons from game-icons.net
Last Hope archery training
Last Hope basic training in weapon shop.
Trains:
- Technique/Combat Training for 50 GP;
- Shoot (hidden talent) for 8 GP;
- Generic use of bows or slings (Bow & Sling Matery, generic talent tree) for 42 GP;
- Technique/Archery-Bow (class talent tree) for 200 GP;
- Technique/Archery-Sling (class talent tree) for 200 GP;
- Generic usage of steam-powered weapons (Technique/Steamtech) for 256GP;
- Normal (but still limited) usage of steamguns or steamsaws (Steamtech/Gunner-Training|Steamtech/Butchery) for 512GP;
- Steamtech/Bullets Mastery xor Steamtech/Battlefield Management for 1024GP;
- Access to tinker stuff in loot for 2GP.
p.s. I was very annoyed with inability of rogues for use of bows or slings.
p.p.s. ... and I like to craft things. Useful things.
p.p.p.s. fixed wrong branch upload :(
