so after stepping on my 5th thaumite nest trap in a row I thought of something: why not make a skill tree revolving around everyone's favorite evil bees the thaumites! I have a rough idea of what to make it and this is what I have come up with thus far: Bee keeper skill(no lore yet as I just thought this up today) 1st level skill will be ohgodnotthebees(or something along those lines) it will basicly summon a thaumite swarm much like the golem tree only they will be a touch weaker( have not decided if I want to make it use mana or cooldowns yet) the bees will presist for 1 second longer then normal thaumites. level 2 Float like a bee sting like a wasp: boost agility by 3 grants 2 pierce damage 1 poison resist. level 3 will be Fruits of the hive: it will spawn honey with a 10% chance to spawn royal jelly, the honey heals up to 30 points of health and adds a +1 fire resist buff, royal jelly heals by 50 points and adds 1+ poison resist 1+ fire resist and 1+ health regen, the buffs will last 40 seconds for honey 50 for jelly. level 4 will be Hive Mine, basicly summons a timed thaumite nest(think a long duration rune) that deals 2x normal thaumite damage and causes an AOE thaumite explosion at point of trigger, they will last 2 seconds longer then normal thaumite attacks. level 5 will be Strength of the swarm: grants 2 pierce 2 poison 5 agility 5 dodge chance and a 10% chance to cause thaumite debuff(normal thaumites) on counter attack and attack, this also increases royal jelly spawn chance by 5%. level 6 will be Flight of the Bees: a spell that causes a thaumight(soldier thaumites from hive mine) to explode outwards as you turn into bees and reform at the target cursor( cardinal points only) think rocket jump only with bees. final level will be BEEEEEEEEEEEES!!! you toss a bee hive that causes a cascading thaumite explosion like the chemical grenade under the rouge scientist tree only with bees lots and lots of bees that presist for 5 seconds if they find no target and deal 3x normal thaumite damage, increases thaumite counter on strength of the swarm by 10 and increases royal jelly spawn by 10. I am new to modding and this is my first attempt so tell me what do you all think of this? thoughts on how to make it better? Ideas on how it should be used, mana cost or cooldowns? also if anyone turns this into an actual mod before me please tell me so I can help with testing.
Whoa! I want to read this, because Beekeeping sounds pretty cool, but most of the stinging is in my eyes! Which sting! Because this wall of text is really hard to read! If you edit it with some spaces, I promise I'll come back and offer amateurish feedback.
I'm sorry, but that is a pretty big wall of text you have there. Maybe separating it into sections would make it more understandable and approachable. Just a heads up. Edit: Ninja'd by Catbread by 3 minutes. Foiled again.
ahaha yeah sorry guys, again I am new to modding and to be honest posting any threads on the forums, is that better?
Yup, that'll do just fine. Now for the amateurish feedback. First off, is this a Warrior, Rogue, or Wizardy skill? It sounds like you haven't decided yet. It's probably not good as a Wizarding skill with mana costs, since the piercing, dodging and healing wouldn't help a wizard much. Seems like a Rogue skill the most. I love "Hive Mine" (the pun, anyway). And any time you need to use the phrase "you turn into bees", you know you've done something very right. I'd play up the turning into bees a bit, but that's just me. The honey and jelly are food items, not instant healing, right? Hard to tell how balanced it is without seeing damage numbers (and I wouldn't be able to tell even then). For the moment, I suggest you get the details as concrete as possible.
the healing items will be a food item, and after the mental image of a bee ninja I feel this would be hilarious as a rouge based skill. I do not know the exact damage of the thaumites off the top of my head, but I will go check the wiki and come up with some damage ratios. What did you have in mind about the bee transformation increase?
Well, uh, I was imagining turning into a roving cloud of bees that damages enemies upon passing through them, maybe infecting them as well. That sounds like it would be tough to implement, though, so please don't feel compelled to try for something like that. Beeport is good too.
This is the original spell I am basing it off of Invive Thaumite Swarm 21 - ( 0.30 ) Min 8 Summons magic particles at mouse cursor for 32 turns, infecting whatever steps onto its tile. It deals ( 3 + 0.18 ) initially, confuses the target, debuffs -10 -2 for 8 turns and deals ( 4 + 0.21 ) every turn for 8 turns. Once the debuff ends, the spell invokes itself on the tile the former affected stands. so how about the damage be based on your savvy perhaps?
With a skill that's all about turning into a cloud of bees, I can only think that it'd be a wizard skill. You can even call it the Apiomancer or something to make it sound all magical. Personally I think it'd be pretty cool if this skill were all about Piercing in the same way that Promethean is all about fire and Necro is all about necromantic damage. You could give out a level of piercing resist per skill level, that sort of thing. If it were me, in order to balance it and help it distinguish itself given that your signature spell already belongs to another tree, you should make the bees scale really heavily with magic power (or whatever stat you wind up going with if you don't make it a wizard tree) so that they start out pretty weak but then become something really powerful as you level.
OH GOD! AVATAR OF THE BEES! it would transform you much like werediggle form only granting you a "noclip"(is this possible?) tag that causes immolation like pierce and poison damage when passing through the tile, to counter possible bugs with attacking something on your tile make it work like a displacing effect on enemies. Avatar of the Swarms: transform into a cloud angry warrior thaumites: grants passive "immolation" effect dealing savvy?/4 pierce, poison,bite damage( have not decided what to make this 3rd type yet) per turn to all nearby units and a savvy based pierce,poison,bite damage with blinding debuff while on the tile, leaves a 5 second confuse debuff to those caught in the cloud. boost agility by 10, dodge chance by 50,counter chance by 40 and removes all skills but the bee skills while at the same time greatly reducing the time of the bee skill cool downs.
Alright I will see what I can come up with after fiddling with code for a bit. Feel free to post ideas on rouge and mage aspects for this, hell if anyone finds a way to make this a warrior tree post it here too as that would also be hilarious to see.
To the best of my knowledge, there is no way to "noclip" or anything similar. You can teleport through enemies in several ways. Even have a persistent one square at a time teleport in a direction for a duration, while doing damage to everything you pass through. FaxCelestis had a previous version of his Mojito drink that did this if my memory serves me correctly. Fax, could you advise us how this is done? (I am unsure I have a version of FAXPAX that has that version of the drink. I will check and edit it in if I do though. And if I do not, I will check and see if it was in one of the versions you recently posted in teh FAXPAX thread.) *Edit* Thanks to the wondrously useful changelog for FAXPAX, I was able to see exactly where the drink changed. You want to look at the version 0.7 RevG from this thread. http://community.gaslampgames.com/threads/faxpax-a-thing-what-fax-made.2397/page-19#post-38589
Hmmmm. It is not exactly like I recall. But try this out: Code: <spell name="Quickstep" type="template" templateID="30" anchored="1" > <effect type="teleport" /> </spell> <spell name="Slo Mo'jito" type="self" > <effect type="dot" amount="20" spell="Quickstep" resistable="0" /> </spell> You can always add another aura damage like the Margarita drink in the same Mod. Code: <spell name="Booze Aura" type="template" templateID="20" icon="skills/wizard/spell_white8_64.png" wand="0"> <effect type="damage" hyperborean="1" hyperboreanF="0.2" righteous="1" righteousF="0.2" /> <description text="Like a flash in the pan." /> <anim sprite="sprites/sfx/water_impact/water_impact" frames="6" framerate="80" centerEffect="0" /> </spell> <spell name="Righteous Booze Aura" type="self" icon="skills/wizard/spell_white8_64.png" wand="0"> <effect type="dot" amount="20" spell="Booze Aura" resistable="0" /> <description text="Like a flash in the pan." /> <anim sprite="sprites/sfx/water_impact/water_impact" frames="6" framerate="80" centerEffect="0" /> </spell> In this example it does damage. That could easily be changed to or if you like. I hope these examples help you make something nice. Let us know what you are needing or having trouble with. We are all here to help. *Edit* I quoted this version because the next version is where it was changed to not have the teleport effect. I suggest trying the mod itself and playing a bit. That will give you a good idea what it does.
alright, I give. How do I make a mod for DoD? I know it has something to do with an xml file......man I knew I should have payed attention in computer class -_-
Lol. DoD has a simple mod management method. It requires a mod.xml file like many others you can download and see to emulate. From there, everything you intend to change reuires another file or even several. There are tutorials on Dredmod that tell you most everything you will need to start. And I promise, once you do, I and many others will help you with any issues you have along the way. Note that Dredmod is pretty new and fairly incomplete. Most mods were modeled off existing mods and code from the base game. One exceptionally helpful thing to keep in mind is to use LOWERCASE everywhere with regards to where images are and what directories are named. Many people make mods that for instance reference /sprites/example0032.png but do not work. It takes them a while to understand that they have /Sprites/example0032.png and it is not the same. So save yourself much trouble and start with all lowercase for path information like directories and filenames. I honestly think Dredmod is a secondary resource. The best way to learn the way mods work and must be made is to read them. There are a plethora of mods and yours will be more valuable if it is stable first, enjoyable second. So read what others have done and copy it and then modify it to do what you want. Merge ideas from various mods and make them unique and we will love you for it. I love the idea behind your mod. I will gladly help in any way I can. I play a lot more DoD than most on these forums, so the least I can do is try to help out and test your mods when you have them. I am a Bi-Polar Insulin-Dependant Diabetic with a Seizure Disorder. Thus I have a lot of free time on my hands. But I am not always so reliable. When I am awake and not in a Doom and Gloom mood, I can and will devote my entire day to helping you if that is what is needed. And I am not alone in this. We the players want more content. We will gladly help you and tell you "this is overpowered" or "this needs to be changed since this other problem makes it fail to benefit the player enough". We have your back. I can assure you that once you make a mod, maintaining it becomes a burden, but immensely rewarding too. I have never actually made a mod. But that is simply because I trust others to make better mods than I. Your idea is sound and will be excellent when final. If you have any concerns, please do not hesitate to post. I need the posts to overlap Daynab. (That is a joke. I am right up to his post count, minus a day or two at this rate. I am a month or two from touching Essence post count though. Not that there is a race or something.)
This seems like a really cool mod and I would defiantly get it. GO MY SWARM GO!!! DROWN THEM IN Looking forward to it.