[UMod] Master Classes

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7Soul
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[UMod] Master Classes

Post by 7Soul »

This mod aims to add fresh new class options and some level of balancing to any Dungeon-based mod you wish to play it with. It updates the original classes, as well as some items, skills and traits

Features
Classes:
  • 9 new classes (all balanced for the normal game)
  • Updates to the 8 original classes
  • Alchemist rework
Gameplay changes:
  • Ammo no longer needs to be in hand to be used. Now the rightmost column of your inventory works as an ammo source for whatever weapon is in use. Bows and large firearms become two-handed weapons
  • When using throwing weapons, those in your ammo source are placed in your hands automatically after throwing the last in a stack
  • Stunned monsters have 50% lower protection and evasion, in addition to the normal effect
  • Firearms no longer malfunction. Instead they have 20% chance of grazing a shot, doing minimal damage. Levels in Firearms reduce the chance by 4%
  • Shock spells can cause the Static debuff. It deals a small amount of damage at random intervals, which can interrupt the enemy's current action
Balance changes:
  • Dexterity only increases accuracy up to the 20th point (meaning +20 accuracy at 20 dexterity and no more after that)
  • Strength-based late game weapons give a %bonus to strength, making melee strength users stronger
  • There are new traits that boost unarmed damage scattered around different skills
  • Monster health scales based on map, up to +15%. Bosses also have more health
Character creation:
  • Several new racial traits have been added, and common traits have been balanced
  • Each character gets 1 racial trait and 2 common traits
  • Traits must be unique among all characters
Items:
  • 15 armor sets
  • 6 new tomes added at secret locations when playing with the default dungeon: Handbook for Tavern Brawlers, Encyclopedia of Meat Cuts, Assassin's Diary, Nameless Tome, Battle Mycology and Encyclopedia of Armors
  • 4 New crossbows, 1 new bow and 1 new quarrel type. These are added in when playing the default dungeon
  • Shields no longer give evasion, instead they get a chance to block a certain amount of damage
  • "Intense Fire" effect from Zhandul's Orb now works (other similar effects work as well)
  • Updated the stats on these items: Ethereal Blade, Quarterstaff, Scythe, Orb of Vilson
  • Reworked firearms: The Arquebus is now a sniper; the Repeater has a very high Crit bonus but does less Crit damage, Revolver can shoot fireballs
Full class list:
Original classesShow
Alchemist
- (new) When crafting, there's a 12% chance of getting double the output.
- (new) Firearms and bombs gain damage and accuracy per level in Alchemy.
- (new) Gain exp when crafting potions and bombs.

Barbarian
- (new) Per level, Swords have +1% attack speed, Axes have +2% critical damage, Maces have +1% damage and Unarmed has +1% critical chance.
- Gain 1 STR per level

Battle Mage
- Gain +10 protection and +10 to all resists when holding a staff or orb.
- (nerf) Reduces weight of equipped armor by 35%.
- You can cast spells with bare hands.
- (new) Can wield staves in one hand.

Farmer
- You receive no skillpoints at first level.
- Instead of slaying monsters you gain experience points by eating food.
- (new) Movement speed slowing effects are 50% weaker.

Fighter
- Special attacks cost 25% less energy and take half the time to build up.
- (new) You gain up to 50% chance to stun the target as your health gets lower.

Knight
- Gain 1 Protection per level
- Weight of equipped armor is reduced by 50%.
- (new) Block threshold of equipped shields is increased by 25%.
- (new) Armor sets are considered complete with one less piece.

Rogue
- Dual wielding penalty reduced to 25% (was 40%).
- Gain 1% critical chance with ranged attacks per level.
- (new) Your Rogue's Lockpick lets you unlock chests at an energy cost. If broken, takes time to fix.

Wizard
- (buff) Gain 1 Willpower every 2 levels.
- You can cast spells with bare hands.
- (new) You get twice as many uses out of spell charges, and they cost half as much.
- (new) Spell charges have lower skill requirements.
- (new) Gain 50% spell damage after spending 100 energy on spells.
New classesShow
Assassin
- Gain 20 pierce with critical hits and backstabs.
- Adds 3% critical damage with Crossbows and Throwing Weapons per level.
- Attacks deal 10% more damage against enemies that have over half their max health.

Berserker
- You gain 10% attack speed with two-handed weapons. This bonus is doubled and applies to all weapons if you are under 50% health.
- Every other unarmed attack is a guaranteed critical hit as long as you spend 10 energy on it.
- Gain 3% resistance to injuries per level.

Champion
- You deal 10% more damage, but also take 1% more damage per level.
- Starts with 10 in all stats.
- +1 to all stats per level.

Corsair
- You can dual wield a pistol with another pistol or with a light weapon without penalties.
- When fighting a single foe, reduces its evasion and attack by 10%.
- Also against a single foe, you get +10% critical chance and +10 accuracy.

Druid
- Herbs slowly multiply in your inventory.
- You gain a 9% chance to poison while unarmed, or 6% otherwise.
- Enemies you poison are slowed down.
- Bear form duration is extended by 5% per level.

Elementalist
- Elemental Shield spells gain 2% increased duration per level.
- Your elemental spells deal 20% more damage when the target has a weakness to it.
- While affected by any elemental shield, your attacks have a 9% chance to Burn, Freeze and Shock. This chance raises based on your elemental resistances, and is doubled for critical attacks.

Monk
- +1 Protection per 3 points of Vitality.
- Your stats cannot be lowered by items or conditions (doesn't apply to armor evasion penalty).
- Any action hindered by a wound can still be performed, but cost 10% of your energy.
- Wearing lighter armor reduces your attack cooldowns by up to 15%.

Hunter
- You gain +1 Dexterity and Willpower at first level.
- Removes dual wielding penalty for daggers.
- Spells governed by the Earth and Water Magic skills are 15% faster and cheaper to cast.
- Attacks and Spells gain a bonus 1% critical chance per 4 points of Willpower.

Spell Thief
- Absorb a quarter of the spell damage taken as health and energy over time.
- While absorbing damage, adds 25% Critical Chance to attacks and spells.
- Spells governed by the Concentration skill are 15% faster and cheaper to cast.
New racial traitsShow
Each character has to choose one racial trait

Human
Lore Master - Willpower +1 for every 3 spell scrolls carried. At 15 scrolls your total Willpower is raised by 10%.
Extra Mile - Base skill bonuses are 20% more beneficial.

Minotaur
(Updated) Headhunter - Strength +1 for each skull carried. At 9 skulls your total Strength is raised by 10%.
Brutalizer - All melee attacks deal +1% damage per extra point in Strength, but you also take +0.5% extra damage per point.
Huge Strength - Your first attack that hits an enemy can stun it. The chance is 30%, 50% or 70% against large, medium or small enemies respectively.

Lizardman
(Nerfed) Endure Elements - Resist All +25%, but your maximum resistance becomes 80%.
(Buffed) Poison Immunity - You are immune to poison damage and the poison status.
Wide Vision - You gain +4 Evasion, +2 Accuracy and +2% Critical Chance for each enemy near you, while your party gains half of those effects.

Insectoid
Serrated Claws - You gain 1~3 damage with unarmed attacks per level. Your accuracy is increased based on Willpower rather than Dexterity.
Body and Mind - When casting a spell, you gain a defensive shield that blocks damage equal to 50% of its energy cost. After one second (+0.2 per level), it starts fading away.

Ratling
(Buffed) Mutation - One of your attribute scores, chosen randomly, increases by 1 when you gain a new level. At level 10, you gain 3 points instead.
Contagion - You gain a small chance to poison enemies that are near you. Any poison caused by you does 20% more damage per point in Earth Magic.
Rat Thief - Defeated enemies may drop extra loot. You gain +1 Evasion for every 10 items found.
Built Resistance - Gain +50 Poison Resist and -15 to others. For each extra point of poison resistance past 50% you gain +0.5 Health and +0.15kg maximum carrying capacity (points over 100% still count)
How to use:

1 - First you have to be on the new beta branch. On steam, right click the game > Properties > Betas. Add the code "ggllooeegggg" to unlock the secret "nutcracker" beta

2 - Go to "\Documents\Almost Human\legend of grimrock 2". Once the beta is downloaded, you'll see a file named "mods.cfg" and a "Mods" folder

3 - Download Extended Hooks (v0.3.11) mod and follow its installation instructions

4 - Download Master Classes mod folder: https://www.nexusmods.com/legendofgrimrock2/mods/149

5 - Extract the "masters" folder into the Mods folder, so it looks like /Mods/masters

6 - Add the mod to mods.cfg so it looks like this:

Code: Select all

mods = {
	"hooks/hooks_def.lua",
	"hooks/hooks_gui.lua",
	"hooks/hooks_redefines.lua",
	"hooks/hooks_1.lua",
	"hooks/hooks_components.lua",
	
	"masters/masters_def.lua",
	"masters/masters_gui.lua",
	"masters/masters_1.lua",
	"masters/masters_traits.lua",
	"masters/masters_spells.lua",
	"masters/masters_skills.lua",
	"masters/masters_conditions.lua",
	"masters/masters_items.lua",
}
7 - Start a new game. You will know the mod is working properly if you see the new classes in the character creation screen

Compatibility:

This mod can be run with other Dungeon-based mods. It's worth noting that it redefines all traits, classes and skill plus some items. If the Dungeon you are running also changes these through scripts, there will likely be incompatibilities
Last edited by 7Soul on Mon Jul 18, 2022 4:06 pm, edited 9 times in total.
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7Soul
Posts: 199
Joined: Sun Oct 19, 2014 1:56 am
Location: Brazil

Re: [UMod] Master Classes (beta)

Post by 7Soul »

Quick fix update 0.1.1:

- Fixed ammo count for the revolver not appearing
- Revolver now has: 25% chance to shoot a minor Fireball
- Added a Tinkerer-only effect to Steel Armband
- Orb of Vilson gains damage the hungrier you are, and it has a tiny chance to do a super critical hit

Update 0.1.2:

- Fixed armor sets that caused burn and poison not applying "setCausedByChampion"
- Movement consumes 10% more food than before
- Spell Thief now has: "While absorbing damage, adds 25% Critical Chance to attacks and spells"
- Added a Tinkerer-only effect to Hardstone Bracelet
- Requires ExtendedHooks update: traits and items that affected equipped item's weights were incorrectly affecting items in hands

Update 0.1.3:

- Removed some leftover effects
- Assassin: Changed flat damage bonus for Crossbows and Throwing Weapons into a crit damage bonus
- Barbarian: Added "- Unarmed attacks have +1% critical chance per level."
- Berserker: Added "- Every other unarmed attack is a guaranteed critical hit as long as you spend 10 energy on it."
- Champion: Damage bonus wasn't being applied to spells
- Corsair: Added "- Against a single foe, you get +10% critical chance and +10 accuracy."
- Elementalist: Changed "- Your elemental spells deal 5% more damage per skill level when the target has a weakness to it" to a flat 20% bonus
- Wizard: Added "- Gain 50% spell damage after spending 100 energy on spells."
- Fixed a default party member having 2 racial traits

Update 0.1.4:
- Fixed a save game error related to ranged weapons and throwing weapons (previous saves are bricked, sorry)
- Fixed Monk's "wound ignoring trait" doing the opposite of what it was supposed to
- Fixed a crash when using bombs
- The Wizard now consider all spells as being indeed spells
- Resting now works more like it did in Grimrock 1 (in chunks, and a bit slower) but your health and energy regeneration rates are - twice as effective
- Fixed auto-pickup putting items in offhand when you used up all items from your ammo slots

Update 0.1.5:
- Fixed crash when the Champion class took damage
- Fixed crash with projectiles being thrown under certain situations
- Fixed a crash related to the Rat Thief trait
- Fixed a crash related to the Energy Shield trait
- Fixed Energy Shield not having a stack countdown timer

Update 0.1.6:
- Fixed a crash caused by monsters throwing bombs
- Fixed a crash related to the Reed set
- Fixed the Reed set giving half the Protection bonus it was supposed to give
- Fixed a crash related to throwing weapons
- Fixed a crash related to blocking
- Now a character's vitality affects the amount of damage blocked, between 0 and Vit/3. Previously this was a flat variation of 0 to 3
- The Mirror set is now more likely to cast a spell corresponding to the damage type

Update 0.1.7:
- Fixed a crash with taking drowning damage
- Fixed a crash related to casting spells that only existed on items
- Fixed a crash with the Mirror armor set

Update 0.1.8:
-Fixed a crash related to poisoned monsters
-Fixed a crash related to critical hits with ranged weapons
-Fixed issue with calculating power attack costs
-Fixed weapon charge display at 0.5 charges
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Re: [UMod] Master Classes (beta)

Post by 7Soul »

Update 1.0:
It's finally here! I ran a lot of tests and fixed an endless wave of bugs so it should be in a playable state
https://www.nexusmods.com/legendofgrimrock2/mods/149

Traits:
- Corsair class no longer "isolates" dead enemies, monster groups and monsters at other elevations
- Removed Tinkerer class
- Champion class now has "Reduces requirements of weapons by 1"
- Champion class "Deal 10% more damage but also take 1% more damage per level" replaced with "You deal and take 10% more damage."
- Wizard's Arcane Energy stacks now count down after 4 seconds instead of 2
- Elementalist's elemental status on attack now triggers regardless of having a shield spell on
- Athletics level 4 now gives: "All negative conditions have 50% lower duration"
Items:
- Spirit Crook now has: "Reduces elemental damage taken by 9% and adds it to your Energy pool."
- Nectarbranch Wand now has: "Recharge some of your health, energy and hunger when you kill an enemy."
- Stormseed Orb now has: "Increases the power of Air spells by 20%."
- Orb of Radiance now has: "Increases the power of Concentration spells by 20%."
- Acolyte Staff now has: "Increases the power of Water spells by 20%."
- Lightning Bow now has: "Has a 20% chance to shoot a minor Lightning Bolt. Points in Air Magic increase this chance by 5%."
- Revolver now has: "Has a 20% chance to shoot a minor Fireball. Points in Fire Magic increase this chance by 5%."
- Ethereal Blade now has dispel charges
- Fish and Turtle Steak have lower nutrition
- Cutlass now scales with Dexterity
Misc:
- Critical Multiplier is displayed in stats screen
- Fixed some critical damage bonuses being calculated as whole numbers instead of percentages
- Added 50 pellets at Revolver secret when playing the default dungeon
- Fixed armor set bonuses getting constantly disabled
- General enemy health increase lowered from 5% per difficulty to 4%
- Enemy speed increase is now simply a 10% bonus on top of the already existing hard mode bonus
- Player now takes 1% more damage per level up 5%
Technical:
- The mod no longer overwrites existing items, it instead just adds/changes what it needs to. This will ensure better compatibility with existing dungeons
- Vilson's power grows..
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Re: [UMod] Master Classes

Post by 7Soul »

Update 1.1
https://www.nexusmods.com/legendofgrimrock2/mods/149
(requires Extended Hooks 0.3.10 viewtopic.php?f=22&t=18616)

Known bugs:
- Some times the game may crash when loading a game while still in-game
- Auto-pickup can some times make the item disappear under specific circumstances

Changes:
- Ironclad Tome trait now stacks with the Knight class trait
- Added the "staff" trait to Wand of Fear, Lightning Rod and Serpent Staff
- Quarterstaff: Now has the Stun special attack
- Wand of Fear: Added Pierce +10, added effect: "Attacks have a small chance of causing enemies to flee"
- Serpent Staff: Chance of poisoning now goes up with Earth Magic levels
- Ki Strike (Concentration lvl 2): 1 Attack Power per 20 energy -> 1 Attack Power per 15 energy
- Wizard: Buildup time for charges is now reduced by 50% (from 25%) and affects weapon specials at half the strength. The cooldown and cost reduction for spell charges now affects all weapon specials.
- Fighter: Removed previous stun chance trait and replaced with:
- Melee hits within 5 seconds of each other (or 7 for crits) deal 1% more damage per level and refund as much cooldown to both your weapons. Unarmed attacks receive double those bonuses.
- Fire Gauntlets: Affects all attack types
- Arquebus: "Snipe" special now has +75% crit damage (was +100%) and +15% crit chance (was +3%)
- Meteor Shield: Now adds 6~18 Fire damage to attacks
- Shield of Elements: Now adds 3~9 Elemental damage to attacks
- Ancient Claymore: Chance to freeze is now 8% (was 10%)

Bug Fixes:
- Assassin's Diary correctly gives the right trait
- Lightning Bow now correctly fires lighting bolts
- Fixed a crash related to monsters being burned by fireball spawners
- Passive area effects no longer affect dormant enemies
- Fixed a save game crash related to item definitions being modified by the mod
- Nameless tome's alcove spawning inside a wall
- Assassin's diary being spawned at the wrong coordinates
- Crystal Shard of Protection now gives a buff with the correct values
- Firearms that should be two handed, aren't
- Pressure Point trait was causing crits from all sides
- Fixed Brawler tome trait giving the wrong stats
- Ki Strike trait properly affects only staves and unarmed. Also fixed its description to say it gives attack power instead of just damage.
- Pack Mule trait gives the correct amount of carry capacity stated by its description
- The Corsair ability to dual wield firearms was being applied to all classes
- Fixed Rage trait crashing the game
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