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 Post subject: Afflicted Overhaul v0.5
PostPosted: Sat Apr 02, 2016 7:01 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5755
Obtainable here: http://www.users.on.net/~curtisnd/tome-livingnightmare.zip

Have started coding an Afflicted class overhaul, starting with Cursed.
I've attached an addon with the code in it.
Around 4 categories still need writing but you should get the general idea from it.
This addon is very bad, so disable all other addons when using it.

Coded so far:
Cursed two hander category (Slaughter).
Cursed dual weapon category (Endless Hunt).
Cursed shield category (Strife).
Three supporting categories (Gloom, Fears and Anger).
Four advanced categories for Cursed.
A replacement talent for Unnatural Body (Broken Body).
Reaching 100 Hate will trigger a Rampage effect.
Reaching 0 Hate will trigger a reversed Rampage effect.
The first two choices, with their talents and categories.
Doomed version of Broken Body (Broken Mind).
Dark Sustenance changed to class and reworked.
New base class category for Doomed/Gifted (Fury).
Three new advanced class categoris for Doomed/Gifted (Madness, Destruction and Malign Manifestation).
New generic category: Cursed Arms.

Hate mechanics have been changed.
You no longer have innate hate gain on kills.
Hate no longer decays to 50% of the value it was when you last killed something.
Hate now relaxes towards 50.

In future:
An entirely new Afflicted assassin class.

Unnatural Body will be a dynamic category, with its 4 talents changing depend on class and choices.
This first talent is a direct expression of how the curse affects your character, and is characterised by a tension between effects that scale with how high and how low your Hate is. (For Cursed, low Hate impairs healing but improves stamina regeneration.)
The next three talents will be the same for each class. As you progress through the game you will be asked three questions about how you are dealing with the curse. Each answer unlocks a talent.
The first choice also unlocks a class category based around enhancing either Rampage or the reversed Rampage effect.
The final choice may grant a Redemption category/quest.

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Last edited by HousePet on Sat Jun 25, 2016 11:19 pm, edited 10 times in total.

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 Post subject: Re: Afflicted Overhaul
PostPosted: Sat Apr 02, 2016 4:57 pm 
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Thalore

Joined: Wed Nov 14, 2012 2:24 am
Posts: 132
Sounds great!

I've always liked the idea of the afflicted classes, and I'm happy to see that they are getting some love! :D


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 Post subject: Re: Afflicted Overhaul
PostPosted: Sat Apr 09, 2016 9:39 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5755
Updated:
Implemented the effects for exceeding/emptying your Hate pool.
Implemented the first choice, Rage or Despair, with its two talents and granted categories.

There is now enough coded to do a proper assessment of whether the adjusted Hate mechanic is any good or not.
Cursed is ready for testing and balancing.

_________________
My feedback meter decays into coding. Give me feedback and I make mods.


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 Post subject: Re: Afflicted Overhaul
PostPosted: Sat Apr 09, 2016 6:53 pm 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 651
Location: Middle of Nowhere
HousePet wrote:
Updated:
Implemented the effects for exceeding/emptying your Hate pool.
Implemented the first choice, Rage or Despair, with its two talents and granted categories.

There is now enough coded to do a proper assessment of whether the adjusted Hate mechanic is any good or not.
Cursed is ready for testing and balancing.


Excellent, can't wait to try it out! I'll try to get back to you with some constructive comments, once I finish up some updates for Gladiator and test them out... might be a little while :lol:


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 Post subject: Re: Afflicted Overhaul
PostPosted: Sun Apr 10, 2016 5:57 pm 
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Spiderkin

Joined: Sat Feb 11, 2012 1:12 am
Posts: 543
Played to about level 13.

The addon breaks Arena mode and errors out when trying to enter the Lumberjack village
Code:
Loading entities file from file   /data/general/npcs/horror-corrupted.lua
Lua Error: /data/zones/arena/npcs.lua:512: table index is nil
   At [C]:-1 __newindex
   At /data/zones/arena/npcs.lua:512 f
   At /engine/Entity.lua:1193 loadList
   At /engine/Zone.lua:166 loadBaseLists
   At /engine/Zone.lua:121 init
   At /engine/class.lua:147 new
   At /mod/class/Game.lua:931 changeLevelReal
   At /mod/class/Game.lua:824 changeLevel
   At /mod/class/Game.lua:276 at_end
   At /mod/dialogs/Birther.lua:311 fct
   At /mod/dialogs/Birther.lua:196 checkNew
   At /mod/dialogs/Birther.lua:246 atEnd
   At /mod/dialogs/Birther.lua:64 fct
   At /engine/ui/Button.lua:63 fct
   At /engine/Mouse.lua:58 receiveMouse
   At /engine/Mouse.lua:98 delegate
   At /engine/ui/Dialog.lua:657 mouseEvent
   At /engine/ui/Dialog.lua:399 fct
   At /engine/Mouse.lua:58

Code:
Loading entities file from file   /data/zones/town-lumberjack-village/npcs.lua
Lua Error: /data/zones/town-lumberjack-village/npcs.lua:47: table index is nil
   At [C]:-1 __newindex
   At /data/zones/town-lumberjack-village/npcs.lua:47 f
   At /engine/Entity.lua:1193 loadList
   At /engine/Zone.lua:166 loadBaseLists
   At /engine/Zone.lua:121 init
   At /engine/class.lua:147 new
   At /mod/class/Game.lua:931 changeLevelReal
   At /mod/class/Game.lua:824 base_changeLevel
   At /mod/addons/zomnibus/superload/mod/class/Game.lua:98 changeLevel
   At /mod/class/Game.lua:1857
   At /engine/KeyBind.lua:242


Lua error after being hit by Sunder Foe
Code:
[LOG]   Gubrema the ghoul uses Sunder Foe.
[ATTACK] attacking with (mainhand)   dwarven-steel battleaxe of crippling
[ATTACK] to    player    ::    71.69961546609   2   27.56   39   vs.   15   ::   1.5099019513593
checkHit   39   vs   15   => chance to hit   100
[ATTACK] raw dam   71.69961546609   versus   27.56   0.88454810495627   with APR   2
[ATTACK] after armor   46.13961546609
[ATTACK] after range   61
[PHYS CRIT %] axe accuracy bonus   39   15   =   4.8
[PHYS CRIT %]   0
[ATTACK] after crit   61
[ATTACK] after mult   92.104019032916
[PROJECTOR] starting dam   92.104019032916
[PROJECTOR] after difficulty dam   92.104019032916
[PROJECTOR] res   0   1    on dam   69.078014274687
[PROJECTOR] after resists dam   69.078014274687
[PROJECTOR] after flat damage armor   69.078014274687
[PROJECTOR] final dam after static checks   69.078014274687
[PROJECTOR] final dam after hooks and callbacks   69.078014274687
[LOG]   #F53CBE#You fight through the pain! (+7 hate)
[ENGINE] Setting requested FPS to 30 (33 ms)
[ENGINE] Setting requested FPS to 30 (33 ms)
[PROJECTOR] starting dam   11
[PROJECTOR] after difficulty dam   11
[PROJECTOR] res   0   1    on dam   11
[PROJECTOR] after resists dam   11
[PROJECTOR] after flat damage armor   11
[PROJECTOR] final dam after static checks   11
stack traceback:
   [C]: in function 'error'
   /engine/interface/ActorTalents.lua:256: in function </engine/interface/ActorTalents.lua:240>
Lua Error: /engine/interface/ActorTalents.lua:279: /engine/interface/ActorTalents.lua:256: /engine/interface/ActorTalents.lua:150: /data/damage_types.lua:33: attempt to index local 'src' (a nil value)
stack traceback:
   /data/damage_types.lua:33: in function 'useImplicitCrit'
   /data/damage_types.lua:839: in function 'projector'
   /data/timed_effects/mental.lua:3369: in function 'damtype'
   /engine/interface/ActorProject.lua:218: in function 'project'
   /data/timed_effects/mental.lua:3367: in function 'callEffect'
   /mod/class/Actor.lua:5026: in function 'cb'
   /data/damage_types.lua:438: in function 'defaultProjector'
   /data/damage_types.lua:667: in function 'projector'
   /mod/class/interface/Combat.lua:815: in function 'attackTargetHitProcs'
   /mod/class/interface/Combat.lua:614: in function 'attackTargetWith'
   /mod/class/interface/Combat.lua:183: in function 'attackTarget'
   /data/talents/cursed/slaughter.lua:43: in function </data/talents/cursed/slaughter.lua:39>
   [C]: in function 'xpcall'
   /engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:140>
   At [C]:-1
   At [C]:-1 error
   At /engine/interface/ActorTalents.lua:279 useTalent
   At /mod/ai//tactical.lua:418 runAI
   At /mod/ai//tactical.lua:446 doAI
   At /mod/class/NPC.lua:72 act
   At /engine/GameEnergyBased.lua:129 tickLevel
   At /engine/GameEnergyBased.lua:64 tick
   At /engine/GameTurnBased.lua:51 tick
   At /mod/class/Game.lua:1277
 ----------------  Stack Dump ----------------
--------------- Stack Dump Finished ---------------

The defense bonus from Deceptive Strike doesn't match its description
Either the talents in Strife need to be shield-agnostic or Cursed need to start with Armor Training 2 and a shield. At level 1 their options are Sunder Foe (only useful for higher damage% early), Deceptive Strike (unreliable and leaves you surrounded while while corridor-fighting), Beckon (useless against melee) and Instill Fear (your best option but still unreliable). Shield Thrust would be a tolerable low level escape... if you could actually use it at low levels.
You can't use Instill Fear on an empty space even if there are enemies within the target area.
Harrass Prey requires Willpower when the other talents in the tree use Strength.
Vigour drain should probably have resource multipliers similar to Mana Clash so it isn't worthless against Mana.
Assail description - "assualt" should be assault.
The unlockable capstones seem fun but at a glance Loss/Apathy seem like the most attractive pair unless you're really, really squeezing everying for enough Defense for a Cursed Duelist gimmick build to work. Not having Preternatual Senses makes Blindside a lot less attractive.
Leveling instantly resets your hate to 50, which is annoying if you're trying to trigger Misery/Rampage through that mechanic.
Fall to Rage is worse than the old Rampage tree both mechanically and thematically. You'll die before it goes off if you don't invest heavily in the first talent, it's too risky to deliberately allow it to trigger before you have heroism, the benefits aren't impressive enough to save your life or make a low-health playstyle attractive, and the long cooldown undercuts it completely. Burning Rage feels like a filler talent, and the capstones are boring and barely applicable to what Cursed does. The fact that Fall to Misery lowers your speed when you're near death makes me want to never touch it even though Depressing Darkness is the most attractive talent in either tree. My suggestions:
-Investing in the the Fall talent should improve its effect, reduce its penalty, and/or slow the Hate equilizing when the effect is active so you can trigger it more frequently through that mechanic
-The trigger conditions for the Fall talents need to either be a lot more forgiving (25-50% life instead of 10-25%) or be moved closer to vanilla Rampage
-Burning Rage is boring and off-type. I'd change the melee projection to bleed (stacks another debuff for the unlockable capstones) and replace the retaliation damage with increased weapon/movement speed to bring back some of the old Rampage glory.
-Replace the capstone sustains entirely. My suggestion is for them to be actives that trigger a Rampage/Misery and passively enhance them further. Rampage makes your attacks trigger Off-Guard and delay the target's next turn, Misery disrupts attackers' cooldowns and has a chance to brainlock them, etc.


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 Post subject: Re: Afflicted Overhaul
PostPosted: Mon Apr 11, 2016 3:19 am 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 651
Location: Middle of Nowhere
Played up to level 9 or so, then got this error:

Code:
[LOG]   #UID:2019:0##fbd578#Horsefeathers!#LAST# hits Midge swarm for #YELLOW#8 mind#LAST#, #LIGHT_RED#12 fire#LAST# (19 total damage).
checkHit   28   vs   25   => chance to hit   58
[LOG]   #F53CBE#Xaneriatira the yellow ooze is weakened by the gloom.
checkHit   28   vs   7   => chance to hit   95
[LOG]   #F53CBE#Midge swarm is lost in despair!
checkHit   28   vs   9   => chance to hit   95
[LOG]   #F53CBE#Cold drake hatchling is weakened by the gloom.
[LOG]   #00ff00##UID:1023:0#Talent Beckon is ready to use.
[LOG]   
midge swarm   158374   dumb ai talents can use   Attack   T_ATTACK
dumb ai uses   T_ATTACK
[LOG]   Midge swarm is confused and fails to use Attack.
checkHit   26   vs   7   => chance to hit   95
[LOG]   #F53CBE#Dire wolf struggles against the panic.
checkHit   26   vs   7   => chance to hit   95
AI took for target   159090   white wolf   ::   163243   tormentor   16   <   100
[LOG]   White wolf is tormented by a vision!
[LOG]   #UID:163243:0#Tormentor hits White wolf for #YELLOW#18 mind#LAST# damage.
checkHit   26   vs   10   => chance to hit   90
Lua Error: /data/timed_effects/mental.lua:1219: 'for' limit must be a number
   At [C]:-1
   At /data/timed_effects/mental.lua:1219 on_timeout
   At /engine/interface/ActorTemporaryEffects.lua:85 timedEffects
   At /mod/class/NPC.lua:320 timedEffects
   At /mod/class/Actor.lua:571 actBase
   At /engine/GameEnergyBased.lua:119 tickLevel
   At /engine/GameEnergyBased.lua:64 tick
   At /engine/GameTurnBased.lua:51 tick
   At /mod/class/Game.lua:1277
 ----------------  Stack Dump ----------------
--------------- Stack Dump Finished ---------------


I included several lines before the error occurred, in case they can point you to the cause. I'm not sure what triggered it. After it popped this first time it came up every turn afterwards.

Other than that things went fairly smoothly.
Are you meant to gain Hate through the old mechanics of defeating strong enemies and taking damage, etc?
Sometimes I would, but most time I seemed not to. Also, when I defeated a rare or boss the log would report that I had "defeated an elite foe (+0 Hate)".
I like the idea of choosing to focus on Rampage or Misery, but there are probably some kinks to work out. I haven't played with it enough to give you many detailed ideas that this point, though.
On first impression it seems like going toward Misery would be more optimal because you can easily burn down your Hate by spamming talents to trigger the effect. Also, defensive is usually favorable over offense, at least on Nightmare or above. I'm still not quite sure how I would go about intentionally triggering Rampage, either, as my Hate seemed to increase pretty erratically.

I did notice that a lot of the capstone abilities are based on the number of effects stacked on the enemy, but with the new Fears mechanics it seems like this might be a bit overly strong on some abilities. Even at level 9 it was not hard to have 7 or so effects stacked on multiple enemies, mostly through Fears.

I'll try it out some more and see if I can come back with some more detailed critiques.
Overall, I definitely like this take more than the standard Cursed hate mechanic where I gain a bunch of Hate... after killing a tough mob... and then feel obliged not to rest so that I can save that Hate and (hopefully?) run into something worth spending it on before it all peters away
Although, with the new Cursed Body and not much to spend Generics on, I had enough life regen, even with 75% heal mod most of the time, that I could just bump almost anything, with no need to spend the now-plentiful Hate. This probably falls off at higher levels... we'll see if I can make it that far.

Out of curiosity: Can the dialog to choose Rage or Despair occur in the Orcs campaign, or only in Maj'Eyal? I've gotten used to the pacing of Embers, especially for testing, but I don't want to try out Cursed there if I doesn't.


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 Post subject: Re: Afflicted Overhaul
PostPosted: Mon Apr 11, 2016 4:07 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5755
Thanks for the awesome testing! :mrgreen:
Sorry about the bugs. I forgot to ensure that I kept the talents in case enemies used them. :oops:
Will sort out those minor issues tonight.

Will need to sort out starting talents/equipment for Cursed. What do people suggest?

The numbers on the debuff bonus capstones will definitely need adjusting, please give suggestions.

I thought the Fall talents were a bit weak, thanks for confirming.
I intend on making them alter where you Hate bar resets to as well, so its easier to trigger you Rampage/Misery from Hate changes.
Burning Rage is bothering me, but I'm not keen on adding more speed when you already get a 20% global boost.
The cap stones seem wrong because these categories are for all Afflicted classes, and Cursed doesn't have much non physical damage yet. I'm intending on tweaking the damages of a few talents so it isn't as pointless for them. But the other effects of those capstones are supposed to be more important.

The old Hate regain from specific events was retained deliberately. Messages for +0 Hate gain were not deliberate.

If you chose to go with Rampage, you get a talent that increases you hate when you take damage.

I have no idea if the dialog works in Embers.

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 Post subject: Re: Afflicted Overhaul
PostPosted: Mon Apr 11, 2016 4:44 am 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 651
Location: Middle of Nowhere
Went Rage on this run, I see the Hate generation mechanic now. Works quite nicely. Given the healing mod from high hate and the speed boost from Rampage, defensiveness might be comparable to Despair?

Ran into another bug though, this one seemed to be triggered by Share the Pain, but I can say for sure. This also started repeating every turn after it first appeared, ending the run.
Code:
[C]: in function 'error'
   /engine/interface/ActorTalents.lua:256: in function </engine/interface/ActorTalents.lua:240>
Lua Error: /engine/interface/ActorTalents.lua:279: /engine/interface/ActorTalents.lua:256: /engine/interface/ActorTalents.lua:150: /data/damage_types.lua:33: attempt to index local 'src' (a nil value)
stack traceback:
   /data/damage_types.lua:33: in function 'useImplicitCrit'
   /data/damage_types.lua:839: in function 'projector'
   /data/timed_effects/mental.lua:3369: in function 'damtype'
   /engine/interface/ActorProject.lua:218: in function 'project'
   /data/timed_effects/mental.lua:3367: in function 'callEffect'
   /mod/class/Actor.lua:5026: in function 'cb'
   /data/damage_types.lua:438: in function 'defaultProjector'
   /data/damage_types.lua:739: in function 'projector'
   /data/damage_types.lua:1449: in function 'projector'
   /engine/interface/ActorProject.lua:219: in function 'project'
   /data/talents/spells/air.lua:120: in function </data/talents/spells/air.lua:76>
   [C]: in function 'xpcall'
   /engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:140>
   At [C]:-1
   At [C]:-1 error
   At /engine/interface/ActorTalents.lua:279 useTalent
   At /mod/ai//tactical.lua:418 runAI
   At /mod/ai//tactical.lua:446 doAI
   At /mod/class/NPC.lua:72 act
   At /engine/GameEnergyBased.lua:129 tickLevel
   At /engine/GameEnergyBased.lua:64 tick
   At /engine/GameTurnBased.lua:51 tick
   At /mod/class/Game.lua:1277


As far as starting gear/stats, I would agree with Stinkstink that starting with two points in Armor Training and a sword and shield in your inventory or off set would be nice, considering that the shield tree is the only one that requires specific gear from the get-go.

I'll try to get back to you with some thoughts on debuff capstone bonuses. Hopefully soon I can get to them without hitting a snag first. That's all the testing I have in me tonight, though. I'll give it a whirl with Orcs tomorrow and see what happens.


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 Post subject: Re: Afflicted Overhaul
PostPosted: Mon Apr 11, 2016 10:02 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5755
Updated with bug fixes and minor tweaks.
Cursed now start with 2 points in Armour Mastery and have lost a point from Weapon Mastery.
They also start with a Waraxe, Dagger and Shield.

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 Post subject: Re: Afflicted Overhaul
PostPosted: Mon Apr 11, 2016 11:31 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5755
And found a couple of bugs, so reuploaded.

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 Post subject: Re: Afflicted Overhaul
PostPosted: Mon Apr 11, 2016 3:55 pm 
Offline
Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 651
Location: Middle of Nowhere
stinkstink wrote:
You can't use Instill Fear on an empty space even if there are enemies within the target area.

Harrass Prey requires Willpower when the other talents in the tree use Strength.


Being able to target an empty tile with instill fear would make the targeting less awkward. At lower levels when the radius is only one, your best tactic with more than one adjacent enemy is to target yourself, which requires a confirmation.

I didn't actually check Harass Prey, but I noticed that Assail requires Strength when the rest of the tree is Willpower.

And another pair of erros, after taking the Master of Fears talent:
Code:
[LOG]   Mal uses Panic.
checkHit   24   vs   32   => chance to hit   30
[LOG]   #F53CBE#Brteojan the halfling resists the panic!
checkHit   29   vs   32   => chance to hit   43
checkHit   24   vs   32   => chance to hit   30
[LOG]   #F53CBE#Brteojan the halfling struggles against the paranoia.
[LOG]   Brteojan the halfling uses Mana Clash.
[MIND CRIT %]   32.734689174899
[LOG]   #{bold}#Brteojan the halfling's mind surges with critical power!#{normal}#
stack traceback:
   [C]: in function 'error'
   /engine/interface/ActorTalents.lua:256: in function </engine/interface/ActorTalents.lua:240>
Lua Error: /engine/interface/ActorTalents.lua:279: /engine/interface/ActorTalents.lua:256: /engine/interface/ActorTalents.lua:150: /data/talents/cursed/fears.lua:259: attempt to index local 'target' (a nil value)
stack traceback:
   /data/talents/cursed/fears.lua:259: in function 'attemptFearCrosstier'
   /data/talents/cursed/fears.lua:272: in function 'callTalent'
   /mod/class/Actor.lua:5040: in function 'cb'
   /data/damage_types.lua:438: in function 'projector'
   /data/talents/gifts/antimagic.lua:152: in function 'damtype'
   /engine/interface/ActorProject.lua:218: in function 'project'
   /data/talents/gifts/antimagic.lua:147: in function </data/talents/gifts/antimagic.lua:143>
   [C]: in function 'xpcall'
   /engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:140>
   At [C]:-1
   At [C]:-1 error
   At /engine/interface/ActorTalents.lua:279 useTalent
   At /mod/ai//tactical.lua:418 runAI
   At /mod/ai//tactical.lua:446 doAI
   At /mod/class/NPC.lua:72 act
   At /engine/GameEnergyBased.lua:129 tickLevel
   At /engine/GameEnergyBased.lua:64 tick
   At /engine/GameTurnBased.lua:51 tick
   At /mod/class/Game.lua:1277
 ----------------  Stack Dump ----------------
--------------- Stack Dump Finished ---------------
[LOG]   
checkHit   24   vs   32   => chance to hit   30
[LOG]   #F53CBE#Brteojan the halfling struggles against the paranoia.
[LOG]   Brteojan the halfling throws a finishing uppercut.
[ATTACK] attacking with innate combat
[ATTACK] to    Mal    ::    52.888587125934   9   35.92   49   vs.   5   ::   2.0536617438636
checkHit   49   vs   5   => chance to hit   100
[ATTACK] raw dam   52.888587125934   versus   35.92   0.81030927835052   with APR   9
[ATTACK] after armor   25.968587125934
[ATTACK] after range   34
[PHYS CRIT %]   22.368691779424
[ATTACK] after crit   34
[ATTACK] after mult   69.824499291364
[ATTACK] mace accuracy bonus   49   5   =   1.044
[LOG]   #F53CBE#You fight through the pain! (+8 hate)
stack traceback:
   [C]: in function 'error'
   /engine/interface/ActorTalents.lua:256: in function </engine/interface/ActorTalents.lua:240>
Lua Error: /engine/interface/ActorTalents.lua:279: /engine/interface/ActorTalents.lua:256: /engine/interface/ActorTalents.lua:150: /data/talents/cursed/fears.lua:271: attempt to index local 'source_talent' (a nil value)
stack traceback:
   /data/talents/cursed/fears.lua:271: in function 'callTalent'
   /mod/class/Actor.lua:5040: in function 'cb'
   /data/damage_types.lua:438: in function 'projector'
   /mod/class/interface/Combat.lua:687: in function 'attackTargetHitProcs'
   /mod/class/interface/Combat.lua:614: in function 'attackTargetWith'
   /mod/class/interface/Combat.lua:224: in function 'attackTarget'
   /data/talents/techniques/finishing-moves.lua:47: in function </data/talents/techniques/finishing-moves.lua:37>
   [C]: in function 'xpcall'
   /engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:140>
   At [C]:-1
   At [C]:-1 error
   At /engine/interface/ActorTalents.lua:279 useTalent
   At /mod/ai//tactical.lua:418 runAI
   At /mod/ai//tactical.lua:446 doAI
   At /mod/class/NPC.lua:72 act
   At /engine/GameEnergyBased.lua:129 tickLevel
   At /engine/GameEnergyBased.lua:64 tick
   At /engine/GameTurnBased.lua:51 tick
   At /mod/class/Game.lua:1277


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 Post subject: Re: Afflicted Overhaul
PostPosted: Tue Apr 12, 2016 1:22 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5755
Phooey. (though not surprising, that fear code was turning into spaghetti)

Well I think I made Instil Fear not require a creature target.

I didn't pay much attention to the talent requirements except to give them the right number. (Yes Rampage and Despair talents have deliberately higher talent/stat requirements.)
Slaughter, Endless Hunt and Strife should require strength, while Anger, Fears, Gloom, Rampage and Despair should require willpower.
I'm not sure whether to use strength, willpower or both for the advanced categories, so they currently are using non advanced category requirements.

I ran a Higher Cursed using Slaughter, Anger and Rampage up to level 15 last night.
Was pretty easy, but maybe I'm just way to used to normal difficulty...
I seemed to be just bumping a lot, and Rampage took a while before it started happening. This may be unavoidable level 1-5 stuff though.
I also had way more stamina than I could use and I'm wondering if Broken Body is too strong. I basically pulled the regen values from the Combat Veteran category. :lol:
Pondering adding stamina costs to all the Hate melee talents. But I don't want to add any to the Chaos category as it is also intended for the Depraved class, which won't use stamina. So either don't add stamina costs to Chaos talents or maybe remove Chaos from Cursed? They aren't exactly short on options at the moment.
Also pondering a visual flash when Rampage/Misery trigger as I didn't notice a few times when it triggered. It looked like I got an effective free move when it triggered because of the speed increase, which is good if it is real. Could add a damage burst to the visual flash?

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 Post subject: Re: Afflicted Overhaul
PostPosted: Tue Apr 12, 2016 10:55 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5755
Posted an update that should fix Master of Fear.

I was using the wrong callback...

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My feedback meter decays into coding. Give me feedback and I make mods.


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 Post subject: Re: Afflicted Overhaul
PostPosted: Sat Apr 16, 2016 12:50 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5755
So is no news good news?

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My feedback meter decays into coding. Give me feedback and I make mods.


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 Post subject: Re: Afflicted Overhaul
PostPosted: Sat Apr 16, 2016 4:23 am 
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Wyrmic

Joined: Sat Oct 12, 2013 4:45 pm
Posts: 204
I can't even get this addon to load right.
just put the init and the four folders in a renamed zip file run it as the only addon and it just hangs at 100%.


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