ToME: the Tales of Maj'Eyal

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PostPosted: Fri Aug 11, 2017 3:31 pm 
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Spiderkin

Joined: Tue Mar 01, 2016 9:50 pm
Posts: 577
If this stuff about brokenly-scaling talents is going to continue to be a topic of hot debate, I can always devote more time to fixing these problems and less to releasing new, interesting content... I mean, if you ask me, I think new stuff GREATLY outweighs the importance of making certain talents less broken at Mastery Level 5.00-- But, y'know... People are definitely speaking, and I'm REALLY beginning to think otherwise... Perhaps I'll delay the War Hound release and the VARIOUS bug fixes I had planned today to until AFTER I've rescaled every talent in Odyssey of The Summoner so that I can include that in the update too. Shouldn't take long, hopefully!


... Ahem-- But my snideness aside...

@Erenion
RE: Can't get mastery amulets of certain things
"Avatar" is a class type that I've locked NPCs out of getting (IE: Uniques, clones, etc...). As such, "Mastery" amulets can ONLY get talent types from it IF the category is NOT "NPC-blocked" (IE: "Dragon Army", "Natural Combat", etc...) or a new character would have the category LOCKED. This IS a feature-- And not my own either.

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PostPosted: Fri Aug 11, 2017 5:52 pm 
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Halfling

Joined: Mon Feb 13, 2017 4:43 pm
Posts: 80
So, I did an Arena run with Fire Drake: https://te4.org/characters/199593/tome/dcc53af0-d685-4e9b-ae35-978cb35c961c

Thanks for making Fire Drake start with unique drakelings in the Arena, even if getting a Darkling was a little bit annoying.
Fire Drake seems really strong in Arena though... I only had three problematic moments.

The first was Rialla. Facing an enemy with 100% resist fire as a breath-based Fire Drake was... not fun. At least this one was only inconvenient, since she couldn't harm me either.

The second was the reaver wave - yeah, lots of blight damage.

The third was the final boss, since he had corruptor talents. He actually was the only enemy that ever killed one of my Drakelings (the Darkling) but Anklos had Dark Transcendence, so...

Yeah. Fire Drake is neat in Arena. And Multihued Drake Scales was fun to play with.
I felt like with my build, most of my strength came from the drakelings. Having some with "original" dragon skills really helped (the fire drake one and the ice drake one).


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PostPosted: Fri Aug 11, 2017 7:30 pm 
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Spiderkin

Joined: Tue Mar 01, 2016 9:50 pm
Posts: 577
@Erenion
I should probably remove "Blighting" from avatars in Arena mode... :(

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PostPosted: Fri Aug 11, 2017 11:14 pm 
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Wyrmic

Joined: Tue Sep 20, 2016 1:28 am
Posts: 234
Location: Eyal
Seems like you can still take the blighting prodigies if you are antimagic. Don't know if that is really supposed to be that way.

Edit: So I was using some garden talents as a ritch while confused, and I got this error message:

error = "Lua Error: /mod/class/Game.lua:1422: attempt to index local 'e' (a nil value)\
At [C]:-1 __index\
At /mod/class/Game.lua:1422 logSeen\
At /data-neka_therianthropy_summoner/elements.lua:1928 projector\
At /engine/Map.lua:1244 processEffects\
At /mod/class/Game.lua:1609 onTurn\
At /engine/GameEnergyBased.lua:90 tick\
At /engine/GameTurnBased.lua:51 tick\
At /mod/class/Game.lua:1386 "
seen = true
reported = false

Edit: It actually seems to be something to do with Cloud of Spores.

Edit: It occurs whenever Cloud of Spores hits an undead.


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PostPosted: Sat Aug 12, 2017 12:23 am 
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Spiderkin

Joined: Tue Mar 01, 2016 9:50 pm
Posts: 577
@Kamani
Fixed. Used bad keyword lol

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PostPosted: Sat Aug 12, 2017 12:24 am 
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Wyrmic

Joined: Tue Sep 20, 2016 1:28 am
Posts: 234
Location: Eyal
Okay, thanks.

Edit: Nevermind that old edit.


Last edited by Kamani on Sat Aug 12, 2017 1:00 am, edited 1 time in total.

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PostPosted: Sat Aug 12, 2017 12:41 am 
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Wyrmic

Joined: Tue Sep 20, 2016 1:28 am
Posts: 234
Location: Eyal
Oh, might want to disable the rexorcorum visuals for War Hound.

Edit: Older note removed. Should have read the change log first.


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PostPosted: Sat Aug 12, 2017 8:19 pm 
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Halfling

Joined: Mon Feb 13, 2017 4:43 pm
Posts: 80
Something else I discovered today:
Apparently ID500 slightly breaks your Natural Attacks :(

Not quite sure about this, but the error was there when it was still enabled and as soon as I disabled it, it went away.
I did not change anything else, so I'm fairly sure it's ID500.


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PostPosted: Sat Aug 12, 2017 11:03 pm 
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Spiderkin

Joined: Tue Mar 01, 2016 9:50 pm
Posts: 577
@Erenion
ID500 could have generated as anything. There's no way I could know what's wrong.

Edit: ... OH! That's an add-on... Errr-- I have a strict policy about compatibility between my add-on and others: I promise absolutely none-- But be aware: I code VERY defensively, so there's NO reason it shouldn't work as intended.

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PostPosted: Sun Aug 13, 2017 7:18 am 
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Wyrmic

Joined: Tue Sep 20, 2016 1:28 am
Posts: 234
Location: Eyal
Does Tricky Defenses scale with Cunning, like it probably should? I can't really tell.


Last edited by Kamani on Sun Aug 13, 2017 7:48 am, edited 2 times in total.

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PostPosted: Sun Aug 13, 2017 7:38 am 
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Halfling

Joined: Mon Feb 13, 2017 4:43 pm
Posts: 80
Yes, it scales.

Code:
name = "Tricky Defenses",
mode = "passive",
require = { special={desc="Antimagic", fct=function(self) return self:knowTalentType("wild-gift/antimagic") end} },
-- called by getMax function in Antimagic shield talent definition mod.data.talents.gifts.antimagic.lua
shieldmult = function(self) return self:combatStatScale("cun", 0.1, 0.5) end,
info = function(self, t)
   return ([[You are full of tricks and surprises; your Antimagic Shield can absorb %d%% more damage.
   The increase scales with your Cunning.]])
   :format(t.shieldmult(self)*100)
end,

Base Game

Code:
getBarrier = function(self, t)
   local v = self:combatTalentMindDamage(t, 20, 100) *3
   if self:knowTalent(self.T_TRICKY_DEFENSES) then
      v = v * (1 + self:callTalent(self.T_TRICKY_DEFENSES,"shieldmult"))
   end
   return v
end,

Uuuuuundulate...


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PostPosted: Sun Aug 13, 2017 7:47 am 
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Wyrmic

Joined: Tue Sep 20, 2016 1:28 am
Posts: 234
Location: Eyal
Okay, thanks!

Also, Is the orb of the Rimebark going to give a category like the others? My antimagic ritch took it, and got nothing.

As a side note, finally got to see the Tinker Teacher message. Wonder what that could be hint hinting about?

Edit: Uggh. Now I feel kind of guilty for draining the summoner by getting the Rimebark orb without warning them. :(

Edit: Also, should the Rimebark orb have the mini-summoner? I recall a reference to a mini-butler, although I can't be sure if I am remembering correctly.

Side note: Wonder what the other classes will be like. I think there are 10 summons in total, but I the summoner NPC lacks ooze, so I suppose ooze oozemancer may never occur.


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PostPosted: Sun Aug 13, 2017 5:26 pm 
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Spiderkin

Joined: Tue Mar 01, 2016 9:50 pm
Posts: 577
@Kamani
Good thing we're in the spoilers forum, so I can say this:

In the future, "Melee" Avatars are going to encounter a corrupted "Slime" instead of the corrupted "Rimebark". I just need to finish including the deluxe talent trees and such so that I can finally implement it!

RE: Mini-Butler
It's something I've been meaning to do, but I felt that the "corrupted" path was so obscure and unknown by people, I would put it off to another date.

RE: Is "Slime" coming?
... If the pattern follows, it is not. It seems you only get to play things that AREN'T immobile. :wink:

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PostPosted: Sun Aug 13, 2017 5:31 pm 
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Wyrmic

Joined: Tue Sep 20, 2016 1:28 am
Posts: 234
Location: Eyal
Okay. Makes sense. Poor Ooze. There will be no ooze oozemancers.


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PostPosted: Tue Aug 15, 2017 6:26 am 
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Wyrmic

Joined: Tue Sep 20, 2016 1:28 am
Posts: 234
Location: Eyal
Messing around in Debug Mode to see what happens with both blighted and antimagic, I noticed that if you are antimagic and take the blighted summoning, nothing special happens. Except your horrible regret that you now get a near useless prodigy and talents you can't use. Well, that is a self inflicted thing. I was wondering if I would just die or something.


As a side note: Isn't Rimebark immobile? You said immobile things weren't playable, and I thought Rimebark was planned. Although... if ooze is the other Butler summon... Maybe I was just confused about Rimebark being playable.

Edit: What would happen if you equipped Death's Stench (the Lithfengel Headhunt) with base 300 or less life? It might destroy your character.

Edit: What is Day and Night for? It is Nimisil's Headhunt. Positive and Negative energy isn't on ritch, as far as I know. Yet, anyways. Oh, look, it breaks the game, apperently. I am getting a bunch of error messages referencing it.

error = "Lua Error: /data-neka_therianthropy_summoner/headhunting.lua:330: attempt to call field 'rng' (a nil value)\
At [C]:-1 rng\
At /data-neka_therianthropy_summoner/headhunting.lua:330 act\
At /engine/GameEnergyBased.lua:84 tick\
At /engine/GameTurnBased.lua:51 tick\
At /mod/class/Game.lua:1386 "
seen = true
reported = false

Edit: Transmogging it fixed it.


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