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:

T-Engine version

2.3.x

Author

ZizzoTheInfinite

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.

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.

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.

Finally, a small bug. All instruments seem to psuedo-id as <special>. Despite all my criticisms, sterling work, Zizz!

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:

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:

Harps:

Horns:

Flutes:

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.

Modules/ToME:Bard (last edited 2006-08-21 02:12:30 by ZizzoTheInfinite)