Dungeons of Dredmor

Dungeons of Dredmor

Craftmaster Skill
49 Comments
Duros001 12 Apr, 2019 @ 1:40am 
When you're enabling mods in the launcher make sure to give the list time to populate, the number of times I've clicked "mods" and then "Play" to only have all the mods I use get unchecked and the saves screwed up
fourismith 9 Mar, 2016 @ 12:11pm 
@velkito subscribing to it automatically downloads it, to enable it you have to click on mods in the launcher, then press the checkbox next to the mods you want on.
velkito 2 Apr, 2015 @ 1:22pm 
Um, hi..Sorry for the newb comment, but how do I actually download that mod now that I've subscribed to the author?

THank you.
Monsterbitar 26 Dec, 2014 @ 2:30am 
The order in which you max the skills make this skiltree in favour of tinkering. I suggest that the character gets "sidetracked" with other skill and while still starting out with tinkerer, max it last after all others.
ReBoot 25 Mar, 2014 @ 3:48pm 
XML notepad
Kidde13 23 Mar, 2014 @ 3:54pm 
what program do i use to create my own mod. i dont have anything to read a xml file
Coz 22 Mar, 2014 @ 4:49pm 
To be honest, while I do feel this is an interesting mod, I think its good that they are all split up, so they can be more used with other stuff to give more of a feeling that like.. your playing a class. a wizard wont find that much use out of smithing, besides a few items. Still, Keep up the good work
Meep 18 Mar, 2014 @ 7:21pm 
I think this is perfect! It makes crafting feel less useless, but while still making you work for the masteries. A dair and lore-friendly skill set!
Much better than using a cheat mod to just give you max crafting.
Give this mod a try, seriously. :D:
Arkalidor 11 Mar, 2014 @ 9:54am 
As I see it, in the original game crafting skills are pretty much useless, as the chance of finding a rare equipment with tons of enchantment on it are actually bigger than the chance to 1)find that awesome recipe for a kickass item 2)gather the required ingredients 3)actually have the required crafting skill.

A general crafting skill that allows you all options however suddenly makes it all interesting. You still don't know what you will find, but you know you'll be able to use it. I honestly wouldn't consider this a "cheating" mod. However, as some people said, I would put only crafting bonuses in this, no other kind of stat buff. When you can craft virtually anything, you can rely on something else than brute force.
ultima9  [author] 5 Mar, 2014 @ 10:30am 
Should have a new version out this weekend folks. Wizard Craftmaster coming soon! :)
AcePincter 4 Mar, 2014 @ 8:23am 
I gotcha. And I appreciate the response. I understand what you're aiming for and I think you are probably right on the money with the *slightly* unbalanced idea.
BlueNights 27 Feb, 2014 @ 8:01pm 
@ultima9 I STILL can't find a way to PM you and it's pissing me off. I want the old skill package, myself. I'm Joneithevius on gaslamp forums as well if you have an account there, it's much easier to communicate there.
ultima9  [author] 27 Feb, 2014 @ 1:43am 
New version up. Check out the change notes for details!

Next version should include additional classes. Wizard and Warrior craftmasters coming soon!
ultima9  [author] 27 Feb, 2014 @ 1:31am 
@Corwin of Amber (Cont)
That said, it is my plan to balance things. In the current version (focusing on rogues), you will see that stats are far, far less common. The crafting stats are more or less spread out over the whole tree, and even though they do eventually reward all the crafting stats that you would normally gain from 4 skills (the mod would be pointless if it did not), you do not receive all the ability stats. The ability stats you do gain are based off of Tinkering (the most "rogue-ish" skill) and you do not gain as much as you would from Tinkering itself. The crafting tools have also been removed; you now only start with tinkering tools. You also have to unlock the other crafts by leveling the skill up.

I will continue to tweak things as needed. Just be aware, this mod is not designed to make the game harder. It is not designed to be 100% balanced. It is designed for fun.
ultima9  [author] 27 Feb, 2014 @ 1:31am 
@Corwin of Amber
Like i mentioned many times so far, the original release of this mod was not finished. The skill assignment was done for testing purposes, not for making a balanced, finished game. I put it up here on Steam Workshop simply because i had never used Steam Workshop, and decided to try it. From the beginning, i have known that this mod was "cheating", however i figured people might find it fun so i threw it up here. Also, the reason you gain so many stats right off the bat was because i was tired of going into the dev mode to cheat to test things out. Starting out with a few points in the skills let me jump in, tinker with things, and jump out very quickly.
Arcanochromatic Detonation 26 Feb, 2014 @ 1:59pm 
@ultima9
~Unsure of that also pms you, somehow like yours did me. No actual reply option that I could locate
The issue I have with the current version is largely that, as is, you start with +8 skill points, 2 of each. This, obviously, is massively higher than any of the other skills. More importantly, at looking at the normal crafting skills, they give you +1 to the crafting skill. Basically, this is more powerful, as a single skill, than all four of those put together. Which is a serious balance problem. That could be forgiven if not for the fact you also added in all the extra bonuses as well.
BlueNights 22 Feb, 2014 @ 2:47pm 
I can't figure how to PM you, I'm sorry?
ultima9  [author] 21 Feb, 2014 @ 9:10pm 
@Corwin of Amber
Ok, i see what you mean now. Makes more sense. And it's already been done. :P
I have significantly changed the way you gain skills. It is now far more spread out, and focused on the back half of the skill tree. You'll see it up soon.

Also, stat gains have been normalized. Each class of craftmaster will award a small number of class-specific stat gains. The total of gains is quite small (undetermined as of now, but i'm looking at a total of 4 points so far).
Arcanochromatic Detonation 21 Feb, 2014 @ 1:29pm 
While you might not, I certainly would be HAPPY to sacrifice a skill slot for all the crafting skills.

As for nerfing stats until you get nothing. Well, that is clearly not the case. You get four stats per level, which is more than you get from any of the existing crafting skills. Sure, it doesn't give you innate stats, but that is a minor concern. It is a single skill that gives you a MASSIVE bonus to crafting. It doesn't need anything else. Worst case, you delay upgrading it until later in the game.
I sacrifice the innate stat bonuses for the ability to do all crafting in the game. That, itself, is debatably godlike. I can't see why you wouldn't think that a good idea. If you want the stat bonses, use the pre-existing, specilized skills. If you want the crafting specifically, that is what I see in it.
Arcanochromatic Detonation 21 Feb, 2014 @ 1:29pm 
Well, I see the logic in some of what you said there. Admittedly, it was a massive amount of stuff. Clearly we had a misunderstanding, at least in a few spots.
The half-skill gain is not going to stop at half the maximum skill. It will go all the way to the maximum, and at such a point, you will have invested around twice as many points as normal into it.
As for +1 per level, well, you set the level limit to the absolute maximum level of any crafting skill. Then, just stop increasing the other skills. Still should work fine.
BlueNights 21 Feb, 2014 @ 8:24am 
@ultima9

Thanks, I would like that!

Also for your comment to Corwin... Amen! That's why I ditch any skills that turn out to be overpowered, like Nephilim. It just ruins the rest of the game since I can just use the same two skills over and over again. Nah, I wanna work my way up!
ultima9  [author] 21 Feb, 2014 @ 3:59am 
@Corwin of Amber (sheesh, 1000 character limit? Dumb.)
As i've said before, i know this mod is technically cheating. I know that having all the crafting skills gives many bonuses throughout any run-through. But my goal is to keep it on the right side of the fine line that seperates outright god-mode-cheating (boring) with having a unique twist on the rules, while keeping the core game intact (fun). Anyone can throw up a mod that gives you a super skill that boosts all stats by 10 each level. But by the time you reach dungeon level 3, are one-shotting every monster, and can heal yourself instantly at any time in a turn based game... you start to wonder why you're even bothering. I do think that playing through the dungeon, searching every nook and cranny for every material, hording it all up and spending a good hour or two putting it all together sounds like a lot of fun though. That's the goal.
ultima9  [author] 21 Feb, 2014 @ 3:59am 
@Corwin of Amber
As far as making a skill that only awards half of the skill points you would normally get, i could see the point in a "hardcore" game, but this mod is not designed to make your game more difficult. I highly doubt many people out there would ever pick a skill that would only give you the ability to craft the bottom half of the craftable objects - especially when the skill right next to it awards the full number of points. By the time you reached dungeon level 7, everything you could create on the list would be obsolete aside from consumables, and since it doesn't raise stats at all (or at least not by much), you'd be <i> really </i> handicapping yourself.
ultima9  [author] 21 Feb, 2014 @ 3:58am 
@Corwin of Amber (cont)
I'll end up with a greater variety of objects, but not a whole set of uber armor by dungeon level 6 or something along those lines. Starting items will be removed at some point soon - each class will start with one or two (leaning towards one right now) of the required crafting objects (anvil, tinker tools, etc), but the others will need to be found in the dungeon. This will likely be one of my last touches though - as testing becomes a real pain when you're running around trying to find an item just to use the skill you just tweaked. :P
ultima9  [author] 21 Feb, 2014 @ 3:58am 
@Corwin of Amber (cont)
However i do not plan on creating a version that does not increase stats at all. I have already commented on this topic - i do not feel that the ability to craft something merits nerfing stats to the point that you gain nothing. The ability to craft something is not the same as actually crafting it - and due to the rarity of most materials, most games will not provide enough mats to actually make everything you would like to. From all of the tests i have ran so far, i have yet to get a game where i actually ended up creating a significant number of objects when compared to a game using one or 2 crafting skills.
ultima9  [author] 21 Feb, 2014 @ 3:57am 
@Corwin of Amber
The skill is currently set up to give one or 2 points per level, mainly because some crafting skills get more points than others (tinkering mainly). In an attempt to keep them rising at about the same level, i have them go up by 2 points twice in the skill tree. I was not happy with that either - but my goal was to get it working and then worry about balancing. I have already made adjustments to the skill gains - you will see it in the next released version. I think you'll like the changes i made there - so check back this weekend after i have time to post the update.
ultima9  [author] 21 Feb, 2014 @ 3:12am 
@Joneithevirus
I am not planning on leaving the "test" skill in there, with the extra stat boosts, for the final release. However, for my next release i am going to leave it in for compatibility reasons so it won't be going away soon. If you would like me to email you the zip containing the mod in a form that contains the "test" version, i would have no problem with that. PM me.
Arcanochromatic Detonation 20 Feb, 2014 @ 2:55pm 
I would approve of this if it were instead to give 1 level of each skill, with no extra bonuses, per level. No skill loss required. No starting items, etc. Optionally give only half of the skills upgraded per upgrade of the skill, and cap it at whatever the current skill cap is.
BlueNights 20 Feb, 2014 @ 11:11am 
@ultima9

I understand the concern for balance, and most people would love the splintering skills, but will you keep this all-in-one including stats skill available, too? Or at least give me a .zip of it. I've been favoring a specialized skillset that's... unfortunately largely lacking in stat boosts, and this skill- along with the crafting- helps compensate for that weak spot, so I'd love to keep it if the new skills are nerfed or scatters the stats too much for me.
ultima9  [author] 20 Feb, 2014 @ 7:06am 
Should have a new version out this weekend for anyone interested. Been a busy couple of weeks, but i finally have a couple days off. Will put all my new changes through some testing and upload it soon.
High Rads | Nuka Cola 19 Feb, 2014 @ 1:11pm 
Subbed & favorited & upvoted - thanks for this great mod.
High Rads | Nuka Cola 19 Feb, 2014 @ 1:10pm 
One blacksmith does not simply craft food or potions.
ultima9  [author] 15 Feb, 2014 @ 3:34pm 
@Ace Pincter I'm not a fan of the idea of making negative stat gains. I would worry that people would just not upgrade the skill. If you can't craft the tier 5 items yet, why upgrade when you're going to lose stats? I also think Burglary is a very valuable skill even without the lockpick bonus. I don't think nerfing the crafting skill stat gains to negative values is an equal compensation for the marginalization of one of the multiple abilities that Burglary has to offer. I plan on making the material requirements for a lockpick recipie harsh - something along the lines of one silver bar for one lockpick. I want the player to have to decide if it is worth picking the lock on a chest that might contain nothing special over upgrading his shield (or something along those lines).

Above all, i want it to be fun to play with. I would rather have it slightly unbalanced but fun, then balanced perfect yet make the user feel penalized the whole time.
AcePincter 15 Feb, 2014 @ 12:07pm 
How about some penalties to each level of the skill - for example, since burglary might be defeated by lockpick crafting, that tier of the skill could be a -3 nimbleness and -5 dodge or something like that. This would force people to pair the skill with buirglary in order to negate the penalty.
Humpieh 15 Feb, 2014 @ 4:51am 
Just what I wanna hear, I'll just wish you good luck working on this then. :D:
ultima9  [author] 15 Feb, 2014 @ 4:32am 
@Humpzie (continued) And to make things more realistic, i also plan on dropping the starting equipement you currently get. So you CAN craft new armor - but you need to find an anvil first. I may give the Wizard Craftmaster the alchemy and wand lore tools, but not the anvil and smelter (and reversed for the warrior, etc). I want it to be fun though, and no one wants a bunch of abilities they cannot use because some random item hasn't spawned for them yet. We'll see how it goes.
ultima9  [author] 15 Feb, 2014 @ 4:32am 
@Humpzie No. That would be too overpowered. I plan on taking an average of the bonuses from all 4 skills and working from that. So, Sagecity (for example) gets a bonus of 13 from all 4 skills. The actual bonus i end up putting in would most likely be between 3-6. (I'll have to do more testing to determine the "sweet spot".) I also would remove any of the warrior bonuses completely - so after all is said and done you will receieve less stats overall than if you chose just one of the skills directly. As the skill description says, "A jack of all trades look at the crafts. You'll be able to create anything you wish, however your lack of specialization will cost you the perks of mastering each individually."
ultima9  [author] 15 Feb, 2014 @ 4:21am 
@BDSb (continued) For more than the first half of the game, just trying to get enough steel to create one set of armor pretty much negates the chance of creating any tinkering items needing steel. Wand Lore's material requirements ensure that you won't be zapping everything in sight, and the same could be said about alchemy. Just because you know how to make something doesn't mean you'll always be able to actually craft it. Trust me, the game is still quite challenging, even with this mod in its "too many stat bonuses cheat" form. :P
ultima9  [author] 15 Feb, 2014 @ 4:21am 
@BDSb Yeah, i wouldn't recommend my mod to someone who is still trying to beat the game legitamatly, but once i've got it close to finished it should be fairly well balanced. Being able to craft anything in the game is hardly a "game breaking" bonus, as you still need to find the materials to craft with - some of which are very rare. From my experiments, i've found that although you will have a huge list to select from, the number of items you end up crafting ends up being very similar to the number of items you would craft with just one skill.
Humpieh 15 Feb, 2014 @ 4:14am 
@ultima9, I suppose you're right, but then to your "3 main classes". Would the Wizard Craftmaster have the full stats of all the crafting skills that are for wizards or all the categories but slightly reduced?
ultima9  [author] 15 Feb, 2014 @ 4:03am 
@Humpzie, I've thought about that as well, but it would be quite a handicap. The crafting skills don't give much in the way of special abilities (aside from being able to craft things), so the only other real bonuses are the stats that come with the skills. However it wouldn't be hard to implement such a choice, so if enough people request it i could do it.
luilama 15 Feb, 2014 @ 2:10am 
Hey, You cheated! >:[
KzintiCV 14 Feb, 2014 @ 4:57pm 
It won't be something I'll use while I'm trying to beat the full game, but this wil come in handy for those fun runs. :love:
Humpieh 14 Feb, 2014 @ 2:47pm 
Something awesome would be if you could create a separate mod that gives you the possibility to have all of the crafting skills, but the only "bonuses" from the trees would be to improve your ability to craft. So no increased warrior/wizard/rogue stats etc. :D:
ultima9  [author] 14 Feb, 2014 @ 3:31am 
I plan to update it significantly once i've had some spare time. Currently in the middle of a "complete" playthrough, as a way to test out everything. That should make sure that there's no major issues before i start to tweak things again.
MightyWizard 14 Feb, 2014 @ 1:26am 
i NEED a mod like this. Subscribing, and please make regular update notes, whenever necessary!
Remie 13 Feb, 2014 @ 9:17pm 
Subscribing :)
Aevus 13 Feb, 2014 @ 4:35pm 
I'll try it out. I had the same problem with crafting. :)
ultima9  [author] 12 Feb, 2014 @ 4:50am 
...prolly because you posted this about 4 hours after i put it up. And considering it's an indie game that is several years old... i'll be happy if one person out there tries it.

But thanks for pointing out the lonely mod and laughing.
:shodan: