Description
ToME:Bard is a small modification to standard ToME 2.2.x and 2.3.x that attempts to fix the oft-bemoaned shortcomings of the Bard class and the Music spell school, with an eye toward maybe someday being incorporated into a future release version as the new "official" Bard. (After all, as NeilStevens so often reminds us, new ideas should be tested in a module first, yes?
)
Module Version
0.0.4: "U Can't Touch This"
Changes since 0.0.3:
- Remove WIELD_CAST flag from instruments; replace with skill penalty for casting from instruments in inventory and spell- level bonus for casting from wielded instruments.
- Remove pval restriction; replace with skill penalty for casting difficult spells from low-pval instruments.
- Remove light-ball effect from Song of the Sun; leave weak-light-ball effect for now.
- Fix pseudo-id for instruments.
- Rearrange out-of-order harp spells.
T-Engine version
2.3.x
Author
Last update
2006-08-20
Download
You can download this module as a zip file (size:705KB). I haven't back-ported to 2.2.x this time, though I can if there is demand.
Chatter
[NB: Chatter up to the dividing line is from the old proposal document. We Apologize for the Confusion.…]
As I said, I'm primarily interested in feedback and further suggestions for improvement. Ideally I'll release some kind of module for this at some point in the future, but don't expect a rapid update cycle (it's not as though I haven't got enough on my table as is...).
MassimilianoMarangio: Nice work. If you want more ideas, you should check the wiki:Self:Modules/ToME_20Plus module, since it has many new ego-types, new artifacts and new improved code for music spells by amaurea.
ZizzoTheInfinite: As always, bugs should be reported here.
RavenRed: Have you had a bash at adapting this for 3.0.0 yet? I think these spells would go really well there.
ZizzoTheInfinite: For now, my inclination is to wait for things to settle down a bit more. From my understanding of ToME3's structure, I gather that my little "tweak" mini-modules like this one would probably become "addons" in ToME3, a level that I don't think any of the current module-porters are working at (since their modules are of the "sweeping-changes" variety that would still be modules in ToME3). And when I eventually do go that route, I suspect my first "addon" project will probably be to recreate the ToME2 Alchemist class…
StormcrowWiki: I've always loved the Bard class, as a general rule. ToME's bard is horrible, though, and while I do attribute a lot of it to the cost of their songs and the lack of high pval instruments, I think there is another larger problem. Namely, the order of spells inside each 'school' (instrument). Take Harps for example; I think Clairaudience should be in the (II) position, or so. Regardless of how easy you make it to get a higher pval instrument, the skill which lets you ID is *still* at the bottom of the list! You should be ramping up to ID'ing earlier in the game, not as the very very last thing you ever do. I've also been writing some music/bard mods for myself while just learning ToME's structures and such. I lowered the depth the high end instruments were found at slightly, and added them to the shop lists of some spellbook, tome, demonblade, etc selling shops. These changes helped a lot. I'll grab your mod and try it out now.
RavenRed: Some thoughts. The spells are frankly not quite worth the hassle of use in the sense that swapping is an absolute pain when all you want is (for instance) Lay of The Land. The spells should not be AS powerful as their other-school equivalents but MORE so, as you cannot cast concurrent songspells.
ZizzoTheInfinite: Yes, the instrument swapping is annoying.
The exception to this IS song of the sun, which IS extremely powerful as is, I'd shift the damage down by at least half (or possibly reimplement it as a far shorter-ranged storm effect). The PVAL of instrument required for the stronger spells is annoyingly elusive, I'd perhaps shift ALL the spells down one PVAL level. Yes, this does reduce the difficulty level of the class, but given the relatively limited repertoire of spells, makes for less frustrating gameplay.
ZizzoTheInfinite: Hmm, that's what the Well-Crafted instruments were supposed to be for, to make the higher-pval instruments easier to get. I could try increasing their pval range, I suppose. Actually, if we're going that route, how about a different approach: remove the pval requirement entirely. Does it actually buy us anything?
RavenRed: May I be the first to jump onto the mightu juggernaut of the "abolish pval for Bard spells" bandwagon. Maybe just reimplement it as a CHA boost only (and possibly spell-power as well). This increases the effectiveness of it as a casting instrument if wielded, too.
RavenRed: Maybe just leave it as "weak" light damage. I do so love to see those orcs shrivel.
I have one major-ish suggestion, though: Make spells castable from Inventory, but give spells cast from the wielded instrument a significant Spell-Power boost (Perhaps Music@20). This gives the player an incentive to wield an instrument, but the freedom to not require an extra turn of action if they want to cast a spell from a different instrument.
ZizzoTheInfinite: Hmm, tricky, but probably doable. We'd run into the effect of BugReport510, though, unless we eliminated the pval requirement.
Finally, a small bug. All instruments seem to psuedo-id as <special>. Despite all my criticisms, sterling work, Zizz!
ZizzoTheInfinite: [checks code] [slaps forehead] Ah, the old classic is_artifact() vs. is_artifact() == TRUE screwup…
That should be fixed in the next release. RavenRed: Yes, a classic bug from yesteryear. Will we ever tire of hearing it's timeless refrain.
Details
A more detailed description of the module changes, left over from the old proposal document (and modified since as the module changes):
Spellcasting changes
The biggest change for v0.0.4 is that the two biggest annoyances for Bards have been ameliorated somewhat: spells can now be cast from instruments in inventory (though it is more difficult), and the pval of the instrument need not equal or exceed the difficulty level of the spell being cast from it (though the spell is more difficult if this is not the case).
In particular, when casting a spell of difficulty D from an instrument with pval +P, your Music skill level is effectively reduced by D-P for spells cast from a wielded instrument, or by 3×(D-P)+2 for spells cast from instruments in inventory (but never less than zero). This means that at low- to mid-level Music skill, there will sometimes be spells that you can cast when wielding the appropriate instrument but not when said instrument is in your pack; it also means there is still value in seeking instruments with high pvals. As an addition motivator to that end, spells cast from wielded instruments receive a bonus to spell effect level of (S@(3×P)). [Note that for purposes of the preceding calculations, artifact instruments are considered to have a minimum pval of 5.]
New items and ego types
One new instrument is added: the Flute, with a bonus to DEX.
The following ego types are added:
- Well-Crafted instrument
This ego type just increases the pval of the instrument. The goal is to make it easier and more affordable for a Bard to get a high-pval instrument from which to cast the higher-pval spells. I've added a Lua hook to HOOK_APPLY_MAGIC to prevent this ego type from being combined with either of the postfix ego types ("of the Eldar" and "of Power"), as that combination seems a bit too powerful.
- Magic Flute
- This ego type applies only to Flutes; it confers sustain DEX, a pval boost, and a random resist, and activates for a line-of-sight sleep spell. This ego type I do allow to combine with the postfix ego types, for no particular reason.
New and changed spells
This, of course, is where the biggest changes are. For comparison with the original Music spells, you can refer to my spell spoiler.
Note: "mana cost A:B" means the spell costs A mana at spell level 1, B mana at spell level 50, and scales linearly in between.
Drums:
Not much change here; mostly tweaks to avoid conflicting with the use of pets/companions. These spells (at least as I've used them with my Bard characters) are primarily for crowd control: a Bard would play one of these spells for a few turns to soften up an approaching horde before laying into them with melee.
Holding Pattern(I)- Only affects hostile monsters.
Illusion Pattern(II)
- Only affects hostile monsters.
Stun Pattern(III)
Downgraded from pval 4 to pval 3, and only affects hostile monsters.
Tremor Pattern(IV)
Produces an earth-shaking sound.
This is just the original Horn spell Horns of Ylmir(III) renamed and relocated to the Drum (and increased to pval 4).
Harps:
Primarily power-boosting spells. I cut the mana cost for a lot of these; my goal was that they should last about as long (from full mana) as comparable power-boosting spells like Divine Aim or Manwe's Blessing.
Song of the Sun(I)Provides light around you as long as you sing.
At level 3 it lights rooms
At level 5 it causes damage to light-sensitive creatures
This basically adds Globe of Light's effects to the original spell—notably the light-room effect, which I sorely missed. I've removed the high-level light-ball effect for now, and left the lower-level weak-light-ball effect; the former just seemed too powerful for the mana.
Flow of Life(II)
Mana cost halved and heal amount per turn reduced 30 percent; otherwise unchanged.
Heroic Ballad(II)
- Mana cost halved; otherwise unchanged.
Hobbit Melodies(III)
- Mana cost halved; otherwise unchanged.
Clairaudience(IV)
- Unchanged.
Horns:
Primarily attack spells. I tried to add some variety, within thematic constraints.
Blow(I)- Mana cost halved; otherwise unchanged.
Shockwave(II)
Level 10, mana cost 3:30, fail 30%, pval 2
Produces a blast of sound that can knock monsters back
A new attack spell, which generates a directed wave effect, similar to Geomancy's Elemental Wave spell. The spell does damage 20+E×4 in radius 6+E/5 (where E is the spell level), with damage type GF_SHOCKWAVE, which applies damage half as GF_SOUND and half as GF_FORCE (this is a hack to get the knock-back effect; Lua-coded damage types apparently don't have access to the C code's push-back mechanism). Currently the spell uses both the EFF_WAVE and EFF_LAST flags, which means that all monsters in the entire cone of effect take damage; that may be too powerful, and I may remove the EFF_LAST flag, so that damage is only applied at the leading edge of the wave, as per the Tidal Wave spell.
Gush of Wind(II)
- Unchanged.
Blow Harder(III)
Level 25, mana 30:50, fail 45%, pval 3
Produces an ear-splitting noise that harms all monsters in line of sight.
Another new attack spell, that does 50+E×6 sound damage on line of sight (where E is the spell level).
Ambarkanta(IV)
- Unchanged. I'd like to get rid of it, but I can't think of anything to replace it with.
Flutes:
Utility spells. I'd like to have a few more spells here but I can't think of any that fit.
Lay of the Land(I)Level 3, mana 2:10, fail 20%, pval 1
Detects traps in a radius around you.
At level 5 it also detects doors and stairs.
At level 10 it also detects treasure.
At level 20 it also detects objects.
At level 25 it also detects the layout of the surrounding area.
At level 45 it also maps and lights the whole level.
Similar to the Mindcraft power Precognition. Currently detects at radius 25, as per Precognition; I might change this to have the detection radius increase with spell level, as per the corresponding Divination spells.
Passtune(II)
Level 10, mana 5:10, fail 30%, pval 2
Disarms traps.
At level 10 it also destroys doors.
I had originally intended this to also provide temporary free action at some spell level, but that doesn't appear to be supported. Perhaps at high levels, it could have an effect similar to Dwarves' "find secret passages" power.
Flight of Fancy(III)
Level 20, mana 3:10, fail 50%, pval 3
Grants levitation as long as you sing.
At level 10 it allows you to fly.
I had originally intended to name this "Flight of the Bumblebee", but it wouldn't fit in the spell listing...
New store
A Music Store is added to all four primary towns (I didn't bother with Khazad-Dum). The goal is to make easier for Bards to get the instruments they need.
Miscellaneous
Characters with Music skill 1 or higher (this should be mostly Bards, maybe Loremasters) can pseudo-ID instruments. The rate tracks the Music Skill (of course) and is slightly slower than weapon/armor pseudo-ID at the same skill level in Combat, on the premise that Bards don't get an identify spell until rather late. As with other forms of pseudo-ID, at Music skill level 11 the pseudo-ID becomes "heavy", distinguishing {good} from {excellent} and adding {average} detection. For reference, (+1) instruments pseudo-ID as {average}, (+2) and higher instruments (are there any of these?) pseudo-ID as {good}, and ego and artifact instruments pseudo-ID as {excellent} and {special}, respectively. This is all currently implemented as a Lua hook on HOOK_PROCESS_WORLD, as there are no more specialized hooks into the pseudo-ID routines.
ToME Wiki