Dungeons of Dredmor

Dungeons of Dredmor

Scientific Artificer
85 Comments
Artoria Pendragon 3 May, 2014 @ 1:19pm 
Quest for Glory IV?
Snowhusky5 21 Feb, 2014 @ 6:57pm 
I finished my mod! Feel free to try it out, or comment on balance issues. http://gtm.steamproxy.vip/sharedfiles/filedetails/?id=230734287

I might try to do another similar mod for potionmaking. I have a better idea than the one I posted earlier... ;)
cecil1994  [author] 12 Feb, 2014 @ 6:54pm 
Ok, good luck!
Snowhusky5 11 Feb, 2014 @ 8:02pm 
I'm going to see if I can make that dwarven smithing mod btw. And as of right now (I'm on floor 4 or something) the mod seems fine, definitely not OP.
cecil1994  [author] 9 Feb, 2014 @ 4:13pm 
Also, first level doesn't give tinkering anymore.
cecil1994  [author] 9 Feb, 2014 @ 4:11pm 
Ok! Base damage of phaser nerfed a little, scaling brought up by 50%. That's probably going to be unbalanced.
cecil1994  [author] 9 Feb, 2014 @ 10:53am 
Ah, I see what you mean. I'll change it if I can remember how.
Snowhusky5 9 Feb, 2014 @ 7:37am 
Sure! Go ahead, have fun with it. And about the tinkering thing, I'm only taking this tinkering tree, not the vanilla tinkering. go here: http://i.imgur.com/W5sy66d.png and you'll see what I mean by having one level for the skill and one for the first level of the skill. None of the skills in vanilla do that.
cecil1994  [author] 9 Feb, 2014 @ 6:14am 
Electric Golem (wow, I need a better name for that) could potentially be very awesome. First ability or so builds charge either when you do something or maybe passively, and then you've got charge attacks and the like (defensive shields/barriers, explosives) that have short cooldowns but consume a number of buff charges.This might be enough to get me back into modding. Would you mind if I used the idea?
cecil1994  [author] 9 Feb, 2014 @ 6:09am 
And with problems- you're taking two tinkering trees- should you have the same tinkering value as someone with just one? And although it's been a while since I looked at the class, I think I do have some minor damage scaling off of Tinkering. Do you think I should amp it up?
cecil1994  [author] 9 Feb, 2014 @ 6:07am 
Ok, thanks for all the replies! The mage buff/ consuming buff is a fantastic mechanic, although what it screams to me is something like Electric Golem or whatever, with "charge" built up. I may have to use that. I've never actually played Dwarf Fortress, so creating references might be a problem.
Snowhusky5 8 Feb, 2014 @ 8:55pm 
BTW: about this mod, a few problems. You start with level 2 tinkering because you get +1 level for having the skill and for having the first level of the skill. Also, is there any damage scaling for the abilities? Because if there isn't it should probably scale by tinkering.
Snowhusky5 8 Feb, 2014 @ 5:01pm 
Thought of something for smithing: You're part dwarf! I can think of a bunch of Dwarf Fortress references for the skills.
Snowhusky5 7 Feb, 2014 @ 8:53pm 
Let's think here.... Each level of each skill should give one craft skill level, to stay even with this mod. Here are a couple ideas:

Smithing: Warrior skill, but I have no idea.... I'll post here if I think of something.

Potions: Mage skill, Flamel's Legacy. 'Your great great great great great grandfather might have been the legendary alchemist Nicolas Flamel. That's great!' Possible skills include: ability to transmute one potion into another random one (on cooldown), with a slightly higher chance to result in cheaper/commoner potions. Near the end of the skilltree, ability to do the same for any item type (the item won't change type - ex linen shirt -> foppish tunic, not -> rusty sword). A spell that gives a debuff which causes monsters to slowly turn to gold - more effective on constructs, because they're already metal. Final ability, the elixir of life. It's a bit diluted, so it won't confer immortality, but it still gives life.
Snowhusky5 7 Feb, 2014 @ 8:53pm 
Wands: Mage skill, 'Magical Manifestation.' (Maybe ManAfestation :P) 'Ever since you were a child, you have had an unusually keen understanding of magic, and how to make things with it.' Level one gives a cheap stacking buff spell that requires 1 mana per 10 turns to upkeep. As a buff it gives small magic stat increases. At later levels, this buff can be consumed in spells to 'manafest' things. Start with food/drinks, then other stuff, like reagents, a wall, random wands (though mostly burnt out ones) etc. Probably nothing manmade that is very complex (like a self sealing stem bolt). More powerful manafestations consume more copies of the buff.
cecil1994  [author] 7 Feb, 2014 @ 7:54pm 
Thanks. Any ideas for the crafting skills?
Snowhusky5 7 Feb, 2014 @ 7:05pm 
You should make 3 more skill trees like this one, that add crafting skill while also providing useful bonuses and a few active skills. The vanilla crafting skills seem a little... boring? Waste of a slot? at least in the early game. Not to mention you can just find most of the stuff you can craft randomly in the dungeon. Might be cool to have those four hypothetical mods, steam knight, and rogue scientist for fun. Mod seems good so far, though.
cecil1994  [author] 5 Aug, 2013 @ 8:15am 
thanks!
explosivelego 5 Aug, 2013 @ 5:56am 
ok im done jokeing now this mod look's awesome!
explosivelego 5 Aug, 2013 @ 5:56am 
good to see the dev talking xD
cecil1994  [author] 28 Jul, 2013 @ 4:40am 
No, the missile would be a target.
cecil1994  [author] 28 Jul, 2013 @ 4:39am 
Hmmm... Three spells triggered.... Beam of fire, small little missile that does nothing, and cone coming out... This could work
cecil1994  [author] 28 Jul, 2013 @ 4:34am 
Only idea I had was a fireball that goes through a little mechanical amplifier on the first tile.
Kazeck  [author] 27 Jul, 2013 @ 7:31pm 
*shrug* sorry was busy all day, nice changes thus far will check em out more later, and thats fine go ahead and pursue whatever you feel like I just thought I'd ask, a techno mage would probably be a wandcrafting+tinkering character, who'd have special powers to gain synergy from both (and probably some nifty crafting recipes like potentially gaining access to a mechanical magic orb or something or magic enhancing armor etc, as well as magic and mechanical powered abilities, i.e a rocket thats charged with mana and scales off tinkering and sagacity, still, I figure you're probably more creative than I am and will think of cool stuff ^^
cecil1994  [author] 27 Jul, 2013 @ 7:31am 
Ok, it should do damage and remove invisibility now.
cecil1994  [author] 27 Jul, 2013 @ 7:22am 
Hmmmm... I can only add friends...
cecil1994  [author] 27 Jul, 2013 @ 7:17am 
Alchemical... hmmm... I have an idea for warriors called Humanity, V2.0 and an idea called Bird Tamer, and I'm considering a TechnoMage(not sure what skills though), but maybe I can create something alchemy based? I dunno, I never ever brew potions. Just a rogue skill based arounf the premise that you're a brewer? (and maybe stacks off of alchemy)
Kazeck  [author] 26 Jul, 2013 @ 10:11pm 
also, whilst I know your still working on this mod (and its relatively new) I hope in the future you work on an alchemical themed mod, there aren't any of those to my knowledge and I'd love to have one last skill to finish my entirely crafting based character lol
Kazeck  [author] 26 Jul, 2013 @ 10:01pm 
as a note, I will often times be on the side of increasing somethings power rather than nerfing it, so if you personally, or other players find my suggestions abit too powerful and/or to be too much just ignore my small suggestions for buffing skills.
Kazeck  [author] 26 Jul, 2013 @ 10:00pm 
Confirmed, its just magic resistance, the effect triggers properly its just that many creatures from level 2 downward on roguelike can resist one or both effects with their mr, not a problem really as the skills still useful. (I experienced a mummy resisting one effect but not the other, and beearthur resisted both, siegfried took both, normal diggles couldnt resist either except in one instance, and gnomes and potatos sometimes resisted) past level 2 it began to wane, but it could be because I lacked the skills for penetrating their mr due to solely leveling up this skill tree.

the only tweak I'd do is making it deal a small amount of light damage (seeing as it is a large blast of light) that or somehow raise its penetration slightly, but Im not sure of how to go about doing that, its fine as it is though honestly, I'll continue testing the other skills tomorrow.
Kazeck  [author] 26 Jul, 2013 @ 9:11pm 
it could also be because I play 99% of my games on roguelike where they have significant magic resistance compared to other difficulties.
Kazeck  [author] 26 Jul, 2013 @ 9:11pm 
if you want to I'd greatly appreciate it (thank you for being receptive to my feedback and being a nice author, I honestly appreciate it more than anything when a developer, modder anyone really pays attention to feedback) And it doesn't seem to no, I believe their magic resistance canceled it out/blocked it, but Im not sure, I'll do some more testing (to confirm whether its just magic resistance or not) I'll use the astral skills and that light grenade to test it later tonight.
cecil1994  [author] 26 Jul, 2013 @ 8:53pm 
But wait... It's chance is 1/1. Does it sometimes not stun and blind?
cecil1994  [author] 26 Jul, 2013 @ 8:51pm 
Thanks, I'll consider it. Do you want me to add you as a contributor? You're helping quite a bit.
Kazeck  [author] 26 Jul, 2013 @ 8:23pm 
The new laser is quite nice, its usefulness is drastically improved.
an idea I have for the third ability (blinded by science) is that you should perhaps increase its chance to stun/have it grant you a small dodge buff/have it debuff the enemies to hit, the reason I say this is because I found it wasn't working very often on them, of course this isnt too big a deal given its usefulness anyway and it may be due to my playing on roguelike that its effectiveness was low, still I'd recommend a tiny adjustment,
perception filter is very nice as it is due to the easy escape and its general utility. weaponized nanobot has a short duration but I find its rather balanced with its damage and control, haven't gotten to do extensive 5-6 testing due to dying from random traps twice now (and shadow runs release which has kept me busy) will continue checking/testing soon. by the way this mod is very good for a first mod just felt I should say it again given all my critique
Unamused Cat 26 Jul, 2013 @ 5:10pm 
I love these addons.
cecil1994  [author] 25 Jul, 2013 @ 8:44pm 
Ok, couldn't find anything, so I changed the "amount" variable from one to two. Now, the second blast launches one turn after the first. I dunno why this works, but I'm not complaining. Cheers guys! (and Berserker(Seth), thanks for the tip.)
cecil1994  [author] 25 Jul, 2013 @ 8:25pm 
That's a good idea! I had to do that with the cloak, turns out there's no invisibility spell effect, you have to list it as a buff. I might not have time tonight though, we'll see.
Kazeck  [author] 25 Jul, 2013 @ 8:17pm 
tomorrow I'll look into the issue if you don't find a solution by then.
Kazeck  [author] 25 Jul, 2013 @ 8:16pm 
Wish I could help out with that one but havent figured it all out myself, perhaps you could look at some other mods on here that have 1-2 turn delay skills? otherwise ask at the forums and they'll likely be more fourthcoming.

wish I could help but yeah, check there, thanks by the way for listening to my feedback I feel appreciated ^^ if you have anythin you want me to test/look at in particular just say so.
cecil1994  [author] 25 Jul, 2013 @ 7:05pm 
Well, that didn't work. The "amount" and "turns" variables seem to be functioning based on frames, unlike what it says on the wiki. I'm new, but can any long-time dredmodders explain?
cecil1994  [author] 25 Jul, 2013 @ 6:47pm 
That shoul fix the delay. I set it to wait one frame before *facepalm
cecil1994  [author] 25 Jul, 2013 @ 6:44pm 
I messed up the delay. Oops
cecil1994  [author] 25 Jul, 2013 @ 6:35pm 
Ok guys, putting in that change, I'm probably going to bugger it up so expect a few updates in the next 30 minutes. Sorry!
cecil1994  [author] 25 Jul, 2013 @ 2:00pm 
Thanks man! Probably will implement that change later today. Thanks for the feedback!
Kazeck  [author] 25 Jul, 2013 @ 12:22pm 
don't worry about it by the way this mod is quite good overall, yet alone for a first mod, I'll look into the other abilities soon, just had to have a tooth pulled so currently abit out of it.
Kazeck  [author] 25 Jul, 2013 @ 12:21pm 
that idea sounds particularly interesting, (sorry for not responding was asleep/busy) perhaps the first shots a "marker" and does minimal damage as it does now like you said, then the second shot does a mixture of tinkering and sagacity scaling? or just tinkering, eitherway that'd be damaging and cool, and to my knowledge no one has done a marker+damage ability (I assume you'd use a debuff that has a 1 turn timer that then goes off for the extra damage to make it work easily)
cecil1994  [author] 25 Jul, 2013 @ 8:38am 
Maybe something like if you fire a second, stronger(the other would be weakened) shot the next turn at the "marked" enemy?
cecil1994  [author] 24 Jul, 2013 @ 9:56pm 
Yeah, I've tried buggering about with the first two(this is my first mod, not too good at it) and as for the third, the flash grenade and the time stop both cause similar debuffs: what's something that would make sense but isn't already done?
Kazeck  [author] 24 Jul, 2013 @ 9:42pm 
2, increase its scales for tinkering so that it can scale off of a skill which is reasonably low, i.e it'd have to have relatively high scaling or else it'd fall off rapidly on the otherhand if one starts like I did with a rogue scientist tinker artificer they'd start with high tinkering and be able to reach a very high level (even higher with knight) which could potentially make it very very strong , on the otherhand thats quite abit of thematic skill stacking and it makes sense it'd be stronger then.

3, add a small side effect/cc to it, like a one turn stun or a 'blind' (an accuracy debuff or confusion) this way its still useful but not potentially broken, and it maintains its usefulness consistantly all game due to low cooldown and utility.


I'll comment more on other skills when I've more througholy reviewed and thought on them.

sorry for the long post and thank you for reading.