Dungeons of Dredmor

Dungeons of Dredmor

Steam Powered Squire
30 Comments
19 Feb, 2014 @ 2:49pm 
Sounds excellent, and I'll be thrilled to try it out :)
faustomartense  [author] 19 Feb, 2014 @ 8:27am 
I like a lot of your ideas. I am considering adding them to the mod but since it is a big change I feel it would be better if I made a new Workshop entry for this new revamped Squire, so people that like this one can still use it. (I have problems with letting things go... I do not want to just throw this one away so easily)

I will start working on the new version and I will send you a message when is ready : )
11 Feb, 2014 @ 2:39pm 
*note* I made some Typos in all of that. Most are unimportant, so I won't bother with, but on New Skill 5, I wasn't meaning to say drop the static armor boost, that was from a sentence I only partially erased. I was meaning to say to give a static, passive armor boost of 2, and give the buff an armor boost of 2.
11 Feb, 2014 @ 2:29pm 
I think a reordering of the skills may be something to be considered- honestly I'd move Skill 5 to being unlocked upon Start, and make it a 2-hit attack: The first being a punch, the second a Steam Piston knocking the enemy backwards, scaling with Melee damage and possibly tinkering?
11 Feb, 2014 @ 2:29pm 
Leave the Grappling Hook as skill 1, and make it so it can activate levers and grab items too- may be able to work it into the whole bit with the Clockwork Knight where the Rocket-powered punch is an arm cannon- well, have one hand be a rocket punch, the other a grappling-hook hand. Switching from Blasting to Voltaic damage could be a thought as well. Scaling this with Tinkering in addition to Melee somehow may also be a thought since, ya know, you're launching your hand at them out of an arm-cannon. Perhaps the Blasting(Or Voltaic if you give it a switch.) to Tinker, and the Piercing to Melee? May even wanna consider having half of you current piercing switched to Crushing, since it's a claw grab around their bodies.
11 Feb, 2014 @ 2:29pm 
^ The Steam-Piston Uppercut really ought to have a shorter cooldown methinks, but that's just a personal observation from playing with it- maybe 12 so it's half the cooldown of the Rocket Punch on the Knight, which is currently superior due to range anyways- giving this the benefit of a short cooldown would put them on equal terms. I'd also have the Grappling Hook give a one-turn stun so that attacking a powerful enemy with it isn't a no-no due to pulling them into melee range. I'd also either give it a 12-turn Cooldown like the suggestion for the Uppercut, or a 24 turn, to better match it with the Rocket Punch, since they're both arm cannons.
11 Feb, 2014 @ 2:28pm 
I'd scrap Buzz Buzz entirely, that random effect you start with? It's been very frustrating to play with and seems to generally be extremely detrimental at lower levels since it often gives the negative effect at awful moments, and unimportant either way at higher ones. Sure, this IS a roguelike, but taking a skill shouldn't generally make the first level or two that frustrating. Starting off with the Steam-Piston Punch would be immensely helpful and not generally kill you.
11 Feb, 2014 @ 2:28pm 
Back on the topic of reordering, I'd move the Overclocked Implants to the last skill on the list, and buff it heavily- more on that in a minute. That'd knock the Jetpack back to Skill 2.

The Jetpack's a quirky one, given that it has such a long cooldown compared to the Knight's Rocket Jump. I did really like the second effect, and it got me to thinking that as a Squire, you're basically the Knight's helper and errand boy forgo the experimental jumping bit, and save the cool second effect- It'd make more sense to clean up their messes after they've been rocket jumping. Some sort of Fire Brigade-esque skill, giving yourself blast and fire resistance which syncs well with the Knight's jump skills by making them more survivable. As for the second effect? Give an activated ability and use Template 4 or preferably Template 601 (Which I like better, but is large.) doing low-moderate Hyperborean and Asphyxiative damage, Confuse, and either a 1-round stun or 1 block knockback.
11 Feb, 2014 @ 2:27pm 
New Skill 3- Agreed, Squires are often shield-bearers of some kind. Unlocking the recipe to the Clockwork Deflector and giving either a passive buff in the form of a % chance to trigger the Clockwork Repulsion Spell in combat the same way the Knight's Augmented limbs spell works, and/or a defensive shield bash type skill doing a 100% chance of Clockwork Repulsion on 1 enemy with a low cooldown. Maybe buff block a bit.
11 Feb, 2014 @ 2:27pm 
New Skill 4- I got to thinking, that since you have this set as a rogue class, as opposed to a warrrior or wizard, adding a rogue skill would be helpful. A highly mana consuming or cooldown version of Burglary's Lucky Pick could be useful, and fit the theme of being more rogueish. Could give a boost to Tinkering,
___________________________________________________________

New Skill 5- Place Suit Sync here, but tweak it a bit. Make it an always-on buff like Plutonic Fist from Battle Geology and Mana Maille from Warlockery. My thoughts on the matter would be to Have it boost heal Regen by 3 or 4, and decrease Mana regen by the same amount. Drop the static armor boost and the buff armor boost each to 2. Passively add 1 to Smithing, and switch the block and counter buffs to the activated skill, at 4 or 5 each.
11 Feb, 2014 @ 2:26pm 
New Skill 6- Here would go the Overclocked Implants. This really ought to be a final-skill level of excellent- Toggleable buff like Plutonic Fist, and make the buff give EDR 10 or 15, the same melee boost, block and counter at 4 or 5 each like the suggested Suit Sync, 25% chance of Clockwork Threshing, and again, drop Mana Regen- or make it drain a mana when hit.
___________________________________________________________

I realize that is a giant wall of text. My apologies. I've played probably 40-50 characters now using different builds incorporating the Squire, and it felt lackluster. It FELT like it was the Knight's Errand boy, but not in a good way. I really feel like it would be better suited to tell the story of a Squire coming into Squire-school fresh and rough, going through the motions of being a good student, becoming a Knight, getting stronger. And maybe using that lockpick robot finger to sneak into the blueprints department.
11 Feb, 2014 @ 2:26pm 
So, current Skill lineup in the mod.

0 - Mechanical Implants
1 - Grappling Hook
2 - Overclocked Impants
3 - Experimental Jetpack
4 - Suit Sync
5 - Steam Punch

Suggested new Skill lineup.

0 - Steam-Piston Uppercut
1 - Cybernetic Claw Machine
2 - Blast Safety Training
3 - School of Hard Blocks (School of Hard Knocks play on words.)
4 - Cog-Driven Mechano-Pick
5 - Suit Up! (How I Met Your Mother reference.)
6 - All Systems Go!

I took some liberty with naming, and I think if you do like this different take on it, I could certainly write some flavor text to help tell the story. I love this mod quite a lot, which is why i use it so much, I just feel a rethinking could lead to better, more fun playability.

:B1:
faustomartense  [author] 11 Feb, 2014 @ 10:23am 
@The Reverend: Those are great ideas!

As you probably noticed, I give the Squire some skills that resemble some of the Clockwork Knight equipment (Grappling Hook, Overclocked Implants and the armor) and some skills that can be passed down as armor or gadgets. Squires carries the shield and armor of their master so I tried to show that by giving the squire similar weaponry/skills but with less power/usefullness.

I love the first 2 skills (0,1,2), level 3 is somewhat vague and was intended as a malfunction of the Rocket Jump (because the squire is still trying to master that technique). Level 5 is out of place... I just wanted to give them a long range attack. A Shield Bash or Shield Throw may be more related to the squire concept. I cant remember if the Clockwork Knight have shields...

I need to play more with the Clockwork Knight to find something to sinergy with.
10 Feb, 2014 @ 7:45pm 
Well, since it's a skill with a similar theme, synergy was the first thing that sprang to mind, especially since this is Steam-Powered Squire, in relation to a Clockwork Knight- training that would help a Clockwork Knight seems like it would make sense. What kind of equipment does a Squire use during their training to become a Knight? What training do they pick up in Knight school? Do they get in bar fights have have Steam-Piston Punches? Do they party on weekends before exams and use their Bionic Gut to reduce the effects of alchohol?

Also looking at what holes exist in the Clockwork Knight class and filling them would go a long way.
faustomartense  [author] 10 Feb, 2014 @ 6:52pm 
Continue: English is not my first language so I bet there are a lot of typos and spelling mistakes. If you want, I will like the updated version to correct these mistake; even better, if you feel you can do a better job with flavor text, you can change my wording or the whole description to make it funnier/geeky.
faustomartense  [author] 10 Feb, 2014 @ 6:52pm 
@The Reverend: I havent checked Steam in a while so I did not notice your comments earlier... If it is annoying the activation for the first one could be changed to Toggle.

The idea behind the Steam Powered Squire (not a Clockwork Squire because I did not wanted any copyright problem) was to give the poor Knight in training some dubious equipment and stuff that does not work perfectly all the time. I tried to keep it balanced and since it was a Squire and not a Knight, I thought it was best to keep it at level 5 instead of he 7 the Knight reaches. The two extra skills can be added. I just do not know what else to add. It should be something cool but not overpowered, maybe two utilitary skills.
23 Sep, 2013 @ 9:58pm 
The only other real downside is the errors in spelling, and wording and the like- would add a bit of polish- not generally a high priority, but as a poltical journalist it stands out a bit to me. I'd be willing to rewrite all the bits that need alteration if you'd like, that way you could just copy+paste the changes, since I realize it can be tedious.
23 Sep, 2013 @ 9:58pm 
Upon installing and trying the mod I've found that I realy like it- there's a few things that would make it better however. Having the first skill be a toggle would be immensely helpful, and also make it slightly less annoying to take the perk- as things stand at the moment, having it as always on is the only thing I really dislike.

Beyond that, perhaps rearranging the order in which the skills are received, and possibly adding a 6th and/or 7th end game skill(s) would benefit the perk, especially if they helped diversify it somewhat from Clockwork Knight. Right now it copies it rather closely and could possibly synergize a bit better if it's focus shifted to be a bit more rogueish or perhaps add another passive.
faustomartense  [author] 15 Dec, 2012 @ 4:48pm 
@Smooth Criminal: You need to Suscribe in this page (below the image, there are a few buttons) and then when you open the game through Steam (after suscribing), you need to go to the Mod selector (In Dredmor where you pick the the configuration you should see some buttons, Exit Launcher, Mods and Start Game) and there you need to select this mod (if it is not selected by default). The first time you launch Dredmor´s Mod selector Steam will download all your suscriptions, you just need to check it for it to show up in-game.
ZombieSphinx 10 Dec, 2012 @ 11:32am 
how do i actually download this?
faustomartense  [author] 25 Aug, 2012 @ 3:47pm 
Thanks! Since I am pretty new to modding all the feedback I can get is very welcomed :)
TheWanderingBard 25 Aug, 2012 @ 3:20am 
Seems pretty reasonable. Always need more balanced and interesting passive-centric trees. Will subscribe and test.
여행자 22 Aug, 2012 @ 1:15am 
good. very nice !!
faustomartense  [author] 18 Aug, 2012 @ 2:17pm 
Thanks Evilmanmark! I have a conflict with the Buzz Buzz spell and the Overclocked Implants buff. I am trying to figure if I need to nerf it or not. (I will update the balanced mod today but I will keep the old version just in case...)
Evilmanmark 18 Aug, 2012 @ 12:27am 
Alright i really wanted to try your mod but i got distracted with the other skills i had (all mechanical skills like rogue scientist/clockwork knight/mods etc) but i still have the character and when i get to the steam powered squire i will notify you it seems very promising.
TarotProphet 17 Aug, 2012 @ 7:11pm 
Sounds interesting!
faustomartense  [author] 17 Aug, 2012 @ 4:09pm 
Please, let me know how you felt the gameplay with this mod :) I really appreciate the feedback.
faustomartense  [author] 17 Aug, 2012 @ 3:58pm 
@impf62: Look under the image, you should be able to see a Suscribe button. If you do not see it, try login with your Steam account. Once you suscribe, the next time you open the game using Steam, you should see it at your mod list. :)
Omgitsmax 17 Aug, 2012 @ 4:31am 
How do i download it?
otterly.clueless 16 Aug, 2012 @ 10:37pm 
Looks nifty! I will try it out.