ToME: the Tales of Maj'Eyal

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 Post subject: Re: Afflicted Overhaul
PostPosted: Sat Apr 16, 2016 4:47 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5628
Just decompress the folder and put that in your addons folder.

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 Post subject: Re: Afflicted Overhaul
PostPosted: Sat Apr 16, 2016 1:28 pm 
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Thalore

Joined: Sat Oct 12, 2013 4:45 pm
Posts: 198
no still not working.
I'm trying it on tome 1.4.6 could that be it?


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 Post subject: Re: Afflicted Overhaul
PostPosted: Sun Apr 17, 2016 1:02 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5628
Works fine for me.
Does the log file give an error?
Did you disable all other addons?

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 Post subject: Re: Afflicted Overhaul
PostPosted: Sun Apr 17, 2016 4:19 pm 
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Spiderkin

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 588
Location: Middle of Nowhere
HousePet wrote:
So is no news good news?


Evidently not.

I'm still getting errors after taking Master of Fear.

I included several turns here, in which I only hit num5, because after a few turns the Poison Ivy just... vanished. I tired the same thing with a bear and it didn't seem to occur. Happened again with a second Poison Ivy though. No idea what's going on there.

http://hastebin.com/gasesamexi.lua

I started playing in normal game mode, but after dying multiple times while trying to build out Fears as quickly as possible, I switched to dev mode. With something like 4/3/1 in the Fears tree everything was running smoothly. I only put points into Gloom and Fears. Leveled the character up to 16, dropped one point in Master of Fears and started getting errors right away. They actually seemed to be caused by Gloom procs. Errors would pop even when I did nothing. This Poison Ivy was the first mob I fought after taking Master of Fears.

Did a couple of runs trying to build Rampage, but it just does not work well. There's not enough Hate generation to trigger it from high Hate and having an effect that reduces your resistances trigger when your life is low is not ideal. Neither is an effect that reduces your global speed, for that matter. The Misery/Rampage pair of inverse effects is an interesting idea, and might be fun... if it only triggers from Hate levels... and is balanced so it is just as easy to trigger either effect by default... and then taking Rage/Despair makes it easier to trigger your effect of choice. As it is now I would just as soon play a standard Cursed.

Also, could be entirely coincidental, but the file attachment says it is version 0.2.2 but the addon's init says version 0.2.1.


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 Post subject: Re: Afflicted Overhaul
PostPosted: Sun Apr 17, 2016 9:35 pm 
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Spiderkin

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 588
Location: Middle of Nowhere
Finally made some decent progress with a Rampage build. Enough to find out that Vengeful Slam is broken:
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:146: attempt to perform arithmetic on local 'dam' (a nil value)
stack traceback:
   /data/damage_types.lua:146: in function 'defaultProjector'
   /data/damage_types.lua:667: in function 'projector'
   /data/talents/cursed/rampage.lua:93: in function 'damtype'
   /engine/interface/ActorProject.lua:218: in function 'project'
   /data/talents/cursed/rampage.lua:90: in function </data/talents/cursed/rampage.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 /engine/interface/PlayerHotkeys.lua:170
   At /engine/interface/PlayerHotkeys.lua:162 activateHotkey
   At /mod/class/Game.lua:2108 f
   At /mod/class/Game.lua:1675 fct
   At /engine/interface/PlayerHotkeys.lua:317
   At /engine/KeyBind.lua:230


Pretty sure it's because 'damage' is not defined anywhere in the action function, but you use it in the projector:
Code:
DamageType:get(DamageType.PHYSICAL).projector(self, target2.x, target2.y, DamageType.PHYSICAL, damage)


If I'm not totally off the mark, this one is the physical burst and 'damage' should probably be replaced with t.getBurstDamage(self, t) .

Incidentally, 'talent' is spelled incorrectly in both the on_pre_use and action messages.

I wouldn't normally put this much effort into something I'm not working on myself, but I don't really know what I want to work on at the moment, so I guess you got lucky with the timing on this one :P

So, a couple more thoughts on the Rampage balance. With Rage Furnace you can gain at most 10 hate per turn. To do so you would have take 200 damage in one turn, because it's maxed at 5% of the damage taken. If you are at 50% hate it would take five turns of taking 200 damage each turn to generate enough hate to trigger rampage (I know one of the Rampage talents increases your resting Hate level, but you should be able to be using your talents, meaning you are probably not going to enter a battle with even that much Hate. For example sake, though, we'll say 50% is the average). It might take fewer, as there is still some of the base Hate gain from taking damage, but I'm not sure how much that generates. Regardless, if Rage Furnace cannot generate enough Hate on its own to trigger Rampage, then it it is trivial at best. Ideally it should generate enough hate that you can use a talent or two and still be able to trigger a Rampage with some consistency. As is, you are almost certainly going to trigger a Rampage (or Misery) from your life dropping before the damage you take generates enough Hate to trigger Rampage.

Since you have to hoard your Hate up to try to trigger a Rampage (I don't really consider triggering it by letting your life drop a viable option; it's too risky. If Rampage/Misery also gave some dieat for a few turns it might be more practical) I would suggest changing the Rage Furnace effect to generate Hate from basic attacks (instead of or in addition to taking damage). Then after entering combat you can bump a for a few turns and if anything is still alive you can start popping those talents after the Rampage triggers. Once those talents work :P


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 Post subject: Re: Afflicted Overhaul
PostPosted: Mon Apr 18, 2016 1:13 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5628
Bleh typos everywhere!
Actually I think I've fixed a few of these, maybe I forgot to upload.

Neither Rampage nor Misery are supposed to reduce your resistances when low on life. Is one of them doing that or did you misread something?

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 Post subject: Re: Afflicted Overhaul
PostPosted: Mon Apr 18, 2016 3:15 am 
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Spiderkin

Joined: Sat Feb 11, 2012 1:12 am
Posts: 543
I also had the false impression that Rampage reduced resistance and it wasn't until looking at the code before making my previous post that I realized I was wrong. I can't remember what made me think it did, but it might be expecting Rampage to have a downside for symmetry with Misery combined with Storm Heart's penalty.


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 Post subject: Re: Afflicted Overhaul
PostPosted: Mon Apr 18, 2016 3:46 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5628
Nah, its asymmetric. The down side of Rampage is that is isn't that useful at keeping you alive and you need a lot of Hate to activate it.
Well its supposed to be anyway. :lol:
I have noticed while testing a Rager that I seemed to be activating Rampage more from Fall to Rage than from Rage Furnace.
That said, getting the snot beaten out of you with maxed Rage Furnace and the other bonuses sure gets you angry.

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 Post subject: Re: Afflicted Overhaul
PostPosted: Mon Apr 18, 2016 11:27 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5628
Uploaded a new version.
Should fix all bugs (but probably not :lol: ).
Increased Hate Furnace by 50%.
Added some mind save to Life of Pain.
Coded Broken Mind for Doomed.
Reworked Dark Sustenance.
Did not rename Doomed to Gifted as I'm sure that will break things that I can't be bothered dealing with at the moment.

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 Post subject: Re: Afflicted Overhaul
PostPosted: Mon Apr 18, 2016 4:31 pm 
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Spiderkin

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 588
Location: Middle of Nowhere
I guess I must have made the same intuitive error as stinkstink. I'll look over it later and see if there there was something else that had given the impression. I think it was probably just the assumed symmetry, though.


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 Post subject: Re: Afflicted Overhaul
PostPosted: Tue Apr 19, 2016 4:16 am 
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Spiderkin

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 588
Location: Middle of Nowhere
Code:
Lua Error: /data/timed_effects/mental.lua:1226: 'for' limit must be a number
   At [C]:-1
   At /data/timed_effects/mental.lua:1226 on_timeout
   At /engine/interface/ActorTemporaryEffects.lua:85 timedEffects
   At /mod/class/NPC.lua:320 timedEffects
   At /mod/class/Actor.lua:577 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


Not quite sure what caused this one. The line referenced in the error is in the Tormented effect. Never had a problem with Torment before this point, with this character or any other.


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 Post subject: Re: Afflicted Overhaul
PostPosted: Tue Apr 19, 2016 4:48 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5628
Nor have I fiddled with the Tormented effect.
Maybe its a bug in vanilla too.

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 Post subject: Re: Afflicted Overhaul
PostPosted: Wed Apr 20, 2016 4:58 am 
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Thalore

Joined: Sat Oct 12, 2013 4:45 pm
Posts: 198
okay figured out the issue the addon needs a shader thats in one of the dlc's.

played it to level 9 and it honestly just doesn't feel right.
when temporal wardens were reworked they still felt like temporal wardens, you have not done this with cursed
thats not exactly helpful criticism but I'm not sure how else to put it.
you put the cursed form talents that should have been reworked merged or dropped into the class trees adding bloat more than anything.
you dumped cursed aura and predator lackluster but thematic trees.
you dumped preternatural senses breaking an awesome combo.
you put the whole class in a blender and filled it with bloat the class has way too many trees and the whole feel of the class is out of whack.
and you didn't even fix fears, fear immunity is way too common for the tree to be any good without some counter to that replace panic with a fear immunity counter and make it instant to inflict fears tree needs this more than anything else.

theres more I don't like but for now I'm giving it the benefit of a doubt as collateral from trying to fix hate which needed fixing most of all.


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 Post subject: Re: Afflicted Overhaul
PostPosted: Wed Apr 20, 2016 5:50 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5628
Yeah its certainly nowhere near finished as lots of the little things need their synergies relinked.

I agree with the blender comment. I tried to arrange the talents in a nicer way, and that sort of messed up a lot of other categories.

Cursed Aura will be returning in a slightly different form.
Predator will be returning mostly as is, but in a different class.

I don't count throwing in a way to bypass an immunity as a good way to fix some immunity being too common. That said, I am planning on giving Doomed a talent which does that...

Categories are going to need condensing a bit.

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 Post subject: Re: Afflicted Overhaul
PostPosted: Thu Apr 21, 2016 1:10 am 
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Thalore

Joined: Sat Oct 12, 2013 4:45 pm
Posts: 198
yeah some of the pulled stuff makes sense since cursed already does most the stuff you'd expect from an afflicted rouge class.
just leaving cursed as is would just be asking for overlap.
but you aren't pulling an insignificant chunk out of cursed for your rouge.
and since cursed already does most of what an afflicted rouge would need I think it might be easier to just refit cursed a bit to make more roguish builds possible you'd just need to.

make weapon skills work with whatever you have two-hander, dual wield, sword and board whatever cursed is supposed to be loadout flexible anyway.
make any tree that isn't strictly for one build type will based.
shove in some sneaking somewhere.
and sneak in a bit of defense somewhere enough that a dex build can get decent evasion but not enough to significantly alter other playstyles, maybe have gloom hurt enemys accuracy.

and there you go most of the stuff you want from an afflicted rouge cursed already does or is supposed to do.

also reaver has epidemic to break through disease immunity's you don't need to completely invalidate fear immunity but the tree needs to have some response to it.


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