Adds a full fleshed-out skill line. Wind Magic is mostly a utility skill which is meant to be usable differently on mages and non-mages. For non-mages the costs will still be at a usable level and they can be used for utility. Mages on the other hand can still have enough scaling to use the abilities for damage. The danger is that most of them require you to get close to your enemies to use, and thus have more of a risk when on a mage. This isn't just a random bunch of skills put together, I've made sure that this skill has a specific playstyle and usability throughout, and all the skills have been repeatedly rebalanced and sometimes iterated into new concepts entirely (Windwalk especially, if you had been on the irc you'd know it had a large number of iterations). The skill has 6 levels (and describing them really ruins the surprise): Gust Breathstealer Flight of the Flamingo Tornado Windwalk Eye of the Storm The icon for the skill and the windwalk icon are both major edits from default icons. The rest are all beta skills for air magic. Older versions available upon request. Please do give feedback if you try it, I'd really like you know what you think because I put plenty of work into making sure this was a balanced tree and worked right. Changelog below. Download 1.10 only if you're using the RC
This is now the new changelog post unless I post a new thread somewhere: Changelog: 1.10 Tornado now yet again is changed. It now is a missile that deals damage to all enemies hit, displacing them to a random nearby tile. Tornado's damage changed to (4+.20) and (2+.25) from (3+.20) and (3+.25) Eye of the Storm now costs 10-.10 > 6 from 30-.4 > 15 Eye of the Storm now costs 3 a turn to upkeep but does not have a limited duration Eye of the Storm's changes to Drenched reverted (previous version did not solve the problem) A new level Storm Shield was added between Breathstealer and Tornado Storm Shield casts a buff which costs 1 every turn but gives +75, +50, +10, and deals some damage to enemies that hit in melee 1.03 Gust now may be fired at any angle Gust is now slightly wider Gust animates slightly faster Breathstealer's damage changed from (1+.20) and (1+.10) to (2+.20) and Crushing (2+.15) Eye of the Storm now automatically strikes the targets of your spells and attacks with lightning bolts, along with enemies attacking you Eye of the Storm no longer gives any bonuses on the buff During Eye of the Storm, the player is unaffected by the Drenched debuff 1.02 Tornado now targets a tile, firing a missile at it. When it hits something it deals (3+.2 ), (3+.25 ), then knocks back. A mine is created for 16 turns that deals (2+.15) , (2+.15) and knocks back enemies. Flight cost changed from 6-.15 > 3 to 7-.15 > 4 Eye of the Storm now makes large amounts of noise (that only monsters can hear). In other words it makes monsters aware of your presence and wake up from a further distance than the storm, regardless of one's sneakiness. 1.01 Flight of the Flamingo moved to second level Breathstealer moved to third level Gust does more blasting damage, from (1+.1), (2+.2) to (2+.2), (1+.1) Breathstealer and Stolen Breath now describe the silencing effect. Breathstealer's damage changed from (3+.2), (1+.05) to (2+.2), (1+.1) Stolen Breath now additionally gives -1. Flight of the Flamingo's mana cost reduced from 7-.15 -> 3 to 6-.15 > 3 In Flight now gives twice as much of a bonus ( +6 to +12, +4 to +8, +8 to +16) In Flight now has a reduced maximum stack size from 5 to 3 In Flight now lasts ten turns instead of eight Tornado's last tile duration increased from 9 to 16 Tornado's damage changed from (3+.2), (1+.15) then (2+.2), (1+.15) then (1+.1), (2+.25) to (2+.15), (2+.2) at all points Still can crash rarely from hitting enemies next to wall. Windwalk now has a proper and accurate description Windwalk's damage changed from twice (4+.15), (2+.04 and (1+.05), (0+.01) to (5+.2), (2+.1) and (4+.15), (2+.05)
So far I've not had enough luck to level a character up past Gust...but I love Gust. I'll make a character build around wind-magery and play a little tonight and give you a full review after church tomorrow.
One suggestion for a wind mage, make sure you have something to deal with undead and constructs. (Maybe when I update I'll shift the damage more into blasting)
Haha, I had the same experience as Essence. I rushed Tornado and then was unable to kill anything on floor 2. I'll try a more balanced approach. So far though: Gust is fine, decent damage, good push effect, Flight of the Flamingo is a good desperation escape, and Breathstealer is awesome. Possibly too awesome? Is it supposed to hit every enemy in it's path, angular though it may be? I haven't tried Tornado much, but it seems pretty useful, like a Tactical Pyre that repels. Also, what damage type does this tree actually use? Asphyxiation?
Almost entirely a mix of asphyxiative and blasting. A fun thing is that Tornado does more asphyxiative damage at the end of its path and more blasting at the start, so keep that in mind. I'll definitely make Gust do more blasting and less asphyxiative, which makes sense. Breathstealer is intended that it hits every enemy. Maybe it could use a nerf but it's difficult to make it so that it's useful when there's a small number of enemies but not overpowered versus a zoo.
I'll test this out and let you know what I think. But let me just say that in games I always love magic, but if there's wind magic my heart goes aflutter. I god damn love wind magic, the whole idea of it.
I am going to test this out right now and will let you know what I think once I've had enough experience with all the skills. I am the same way but with Chaos magicks..
Ran into a crash when using Whirlwind for the first time. Not entirely sure what caused it, I was firing it directly into an enemy adjacent to me with a wall directly behind him.
I'll certainly see what I can do to fix this, and while I don't have control over the engine code I might be able to get something to work. It's quite easily reproducible though. It's something with the knockback trapping a monster in the wall I believe. EDIT: It's not actually that reproducible it seems, I just got lucky. I think I know how I shall solve the crash though.
Behold, your very own wiki! http://j-factor.com/dredmorpedia/#1592 (shouldn't Breathstealer deal asphyxiative damage?) ...fixed that bug.
Dunno if it's my machine, or what, but Tornado -- when cast onto an enemy -- takes my computer about 2 minutes of solid grind time to figure out what's supposed to happen and show it on screen. Really annoying. I haven't gotten Windwalk or EotS yet, but just from some 1st floor mucking about I can say that I think Gust is perfect, Breathstealer might be a bit too strong for DL1, but I'm sure it'll fall rapidly in usefulness on the way down (though mass-ish debuffs are always nice), and Flamingo is surprisingly good as an 'inaccurate but still pointable' teleport. I like the skillset quite a bit thus far. More the next time I'm awake and my wife is napping.
I might remake Tornado anyway so I don't think that will occur after the next update. Chances are I'll make it able to target any tile but fire a missile. Either that or a targeted displace mine. Something like that. Part of the reason is because of the one crash that can occur, the other because it's very difficult to balance, it's restricted in placement but then it's amazing if you do get an enemy trapped. As of right now Breathstealer is switched with Flight, and the base damage is reduced slightly, with the scaling increased slightly.
I intend to shift some of the damage out of asphyxiative to make it a bit better on undead and contstructs.