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Odyssey of The Summoner: Spoiler and Discussion
http://forums.te4.org/viewtopic.php?f=41&t=46651
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Author:  Kamani [ Mon Oct 23, 2017 2:15 am ]
Post subject:  Re: Odyssey of The Summoner: Spoiler and Discussion

Odd. I’ll look there.

Author:  Kamani [ Mon Oct 23, 2017 3:19 am ]
Post subject:  Re: Odyssey of The Summoner: Spoiler and Discussion

Well, I can't get the glitch again, and I started again, so I can't get the error file.
Second thing: Ugh, guys who won't talk to you if you lost a life is just a pain. I'll have to play fire drake and hope for the best if I want to see them. Although, if they give good effects, then making them not talk to you if you died makes it a win less effect. Well, whatever.

More importantly than me being annoyed because I am a grand master at dying, I found the following glitch when I used Rungof's Fang after getting it:
error = "Lua Error: /mod/class/Player.lua:1373: /data/chats/reflection-hound.lua:72: attempt to index global 'self' (a nil value)\
At [C]:-1 \
At [C]:-1 error\
At /mod/class/Player.lua:1373 playerUseItem\
At /mod/dialogs/UseItemDialog.lua:70 use\
At /mod/dialogs/UseItemDialog.lua:44 fct\
At /engine/ui/List.lua:155 onUse\
At /engine/ui/List.lua:86 \
At /engine/KeyBind.lua:230 receiveKey\
At /engine/ui/Dialog.lua:773 keyEvent\
At /engine/ui/Dialog.lua:487 "
seen = true
reported = false

Author:  nekarcos [ Mon Oct 23, 2017 10:39 am ]
Post subject:  Re: Odyssey of The Summoner: Spoiler and Discussion

@Kamani
Let me reassure you that the "no-dying" thing is not in yet. Don't worry about that! :lol:

Also-- Once again, it seems I've screwed something up. I fixed the thing with Rungof's Claw, and will send out another patch... Oh boy, this is NOT going well.

Author:  PseudoLoneWolf [ Mon Oct 23, 2017 2:37 pm ]
Post subject:  Re: Odyssey of The Summoner: Spoiler and Discussion

This might be an addon interaction, I'm not sure, but in Sludgenest:3 on a non-Odyssey character I'm getting loads of lua errors that prevent the corrupted oozemancer from dying and point at OotS as the source. Seems like his death script is bugging out so each time he's supposed to die, instead of dying, he just doesn't.

Code:
##Use Talent Lua Error##   T_ATTACK   Actor:   4355   Stormcrow
Lua Error: /engine/interface/ActorTalents.lua:322: /engine/interface/ActorTalents.lua:295: /engine/interface/ActorTalents.lua:162: [string "if engine.version_compare(game.__mod_info.ver..."]:2439: attempt to call upvalue 'die' (a nil value)
stack traceback:
   [string "if engine.version_compare(game.__mod_info.ver..."]:2439: in function 'die'
   /mod/class/interface/ActorLife.lua:33: in function 'takeHit'
   /mod/class/Actor.lua:2841: in function 'base_takeHit'
   ...eka_therianthropy_summoner/superload/mod/class/Actor.lua:1726: in function 'basetakeHit'
   /mod/addons/infernoracepack/superload/mod/class/Actor.lua:27: in function 'basetakeHit'
   /mod/addons/boneshield_tweak/superload/mod/class/Actor.lua:226: in function 'takeHit'
   /data/damage_types.lua:491: in function 'defaultProjector'
   /data/damage_types.lua:742: in function 'projector'
   /data-harbinger/damage_types.lua:23: in function 'projector'
   /engine/interface/ActorProject.lua:219: in function 'project'
   /data-harbinger/talents/gifts/blaze.lua:29: in function 'callTalent'
   ...
   /mod/class/interface/Combat.lua:1127: in function 'base_attackTargetHitProcs'
   ...thropy_summoner/superload/mod/class/interface/Combat.lua:534: in function 'base_attackTargetHitProcs'
   ...ddons/harbinger/superload/mod/class/interface/Combat.lua:52: in function 'attackTargetHitProcs'
   /mod/class/interface/Combat.lua:641: in function 'base_attackTargetWith'
   ...thropy_summoner/superload/mod/class/interface/Combat.lua:470: in function 'base_attackTargetWith'
   ...eka_therianthropy_summoner/superload/mod/class/Actor.lua:2801: in function 'attackTargetWith'
   /mod/class/interface/Combat.lua:184: in function 'attackTarget'
   /data/talents/misc/misc.lua:75: in function </data/talents/misc/misc.lua:54>
   [C]: in function 'xpcall'
   /engine/interface/ActorTalents.lua:160: in function </engine/interface/ActorTalents.lua:149>
   At [C]:-1
   At [C]:-1 error
   At /engine/interface/ActorTalents.lua:322 useTalent
   At /mod/class/interface/Combat.lua:37 attack
   At /engine/interface/ActorLife.lua:42 check
   At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
   At /engine/Actor.lua:209 move
   At /mod/class/Actor.lua:1317 move
   At /mod/class/Player.lua:310 moveDir
   At /mod/class/Game.lua:1895
   At /engine/KeyBind.lua:230


The "Harbinger" mentioned in here is the class mod that I'm using that never threw this error anywhere else, and I can't see anything else in this stacktrace, so I'm under the impression that Odyssey might be doing this. I haven't tested it with other characters/classes as this is legitimately the first time I ever made it to Sludge.

Author:  nekarcos [ Mon Oct 23, 2017 2:46 pm ]
Post subject:  Re: Odyssey of The Summoner: Spoiler and Discussion

@PseudoLoneWolf
Did some testing right now... It seems to work fine.
I DID note the "die" event is passing through other add-ons ("infernoracepack", "boneshield_tweak" (??)), and is even using a modified "Damage Projector" from Harbinger.

... This said, it's hard to say whether it is or isn't my fault... I need to determine what the add-on incompatibility is happening with specifically.

Author:  PseudoLoneWolf [ Mon Oct 23, 2017 2:51 pm ]
Post subject:  Re: Odyssey of The Summoner: Spoiler and Discussion

Hmmmm. Could be any number of things then, I suppose. My own fault for keeping all my addons active at the same time.

Author:  Kamani [ Mon Oct 23, 2017 9:22 pm ]
Post subject:  Re: Odyssey of The Summoner: Spoiler and Discussion

On Rungoff's Claw, accidents happen. Now if only I could get Turigund AND Rungoff and have the full set. Wait, maybe I can... It might be vaultable.

Edit: Oh, I see why Sounosen wouldn't talk to me. I didn't have Inner Animal. Glad that you can get the opposite one, even at a cost. I wonder how their final skills would stack if used at the same time...

Edit: Also, if the Rungof fix is retroactive, I will get eight total howls. Wonder what the summoner will say then?

Author:  nekarcos [ Tue Oct 24, 2017 4:10 pm ]
Post subject:  Re: Odyssey of The Summoner: Spoiler and Discussion

@Kamani
It will be retroactive, but it's going to take a bit before I get this update out. I wasn't really expecting ANOTHER emergency so soon...

Author:  Kamani [ Wed Oct 25, 2017 2:33 am ]
Post subject:  Re: Odyssey of The Summoner: Spoiler and Discussion

Okay. Thank you.

Author:  Kamani [ Wed Oct 25, 2017 2:44 am ]
Post subject:  Re: Odyssey of The Summoner: Spoiler and Discussion

Brief Warning for everyone: The Taint of Telepathy has no special effects, so if you get it as your alchemist reward, it will do a net total of absolutely nothing. You can't even sell it, so it really cannot be used for anything. Just a warning.

Author:  nekarcos [ Wed Oct 25, 2017 4:04 am ]
Post subject:  Re: Odyssey of The Summoner: Spoiler and Discussion

@Kamani
I'm planning on changing that. In fact, I intend to add "Consumable" effects for ALL the Alchemist potions-- I just need to get around to doing it.

Author:  Kamani [ Wed Oct 25, 2017 4:07 am ]
Post subject:  Re: Odyssey of The Summoner: Spoiler and Discussion

The Taint of Telepathy is one of the rewards for doing the full set of potions, not a potion. Also, the consumable effects are planned to be +1 to a natural combat set (if 10, goes to 11/generic point?), correct?

Author:  nekarcos [ Wed Oct 25, 2017 2:41 pm ]
Post subject:  Re: Odyssey of The Summoner: Spoiler and Discussion

@Kamani
Precisely. Note that Natural Combat talents are quite exponential, so going to 11/10 will be quite a boost (for example, Savage Strength might give a whole 15~20 Physical Power from the 11th level). You could also use it simply to get free talent levels if it suits you.

Author:  Kamani [ Thu Oct 26, 2017 11:19 pm ]
Post subject:  Re: Odyssey of The Summoner: Spoiler and Discussion

Okay. Found a glitch. Was using Bloodhounding on Spellblaze Shard.:

error = "Lua Error: /engine/interface/ActorTalents.lua:1076: /engine/interface/ActorTalents.lua:162: /engine/interface/ActorTemporaryEffects.lua:113: attempt to index local 'ed' (a nil value)\
stack traceback:\
\9/engine/interface/ActorTemporaryEffects.lua:113: in function 'base_setEffect'\
\9...ner/superload/engine/interface/ActorTemporaryEffects.lua:46: in function 'base_setEffect'\
\9/mod/addons/neka_qol07/superload/mod/class/Actor.lua:46: in function 'setEffect'\
\9...ianthropy_summoner/talents/heart/hound/bloodhounding.lua:198: in function 'callTalent'\
\9...ianthropy_summoner/talents/heart/hound/bloodhounding.lua:102: in function <...ianthropy_summoner/talents/heart/hound/bloodhounding.lua:80>\
\9[C]: in function 'xpcall'\
\9/engine/interface/ActorTalents.lua:160: in function </engine/interface/ActorTalents.lua:149>\
At [C]:-1 \
At [C]:-1 error\
At /engine/interface/ActorTalents.lua:1076 unload\
At /engine/Game.lua:430 unregisterDialog\
At /mod/dialogs/ShowInventory.lua:98 use\
At /mod/dialogs/ShowInventory.lua:40 fct\
At /engine/ui/Inventory.lua:136 fct\
At /engine/ui/ListColumns.lua:463 onUse\
At /engine/ui/ListColumns.lua:135 fct\
At /engine/Mouse.lua:58 receiveMouse\
At /engine/Mouse.lua:98 delegate\
At /engine/ui/Inventory.lua:204 mouseEvent\
At /engine/ui/Inventory.lua:150 fct\
At /engine/Mouse.lua:58 receiveMouse\
At /engine/Mouse.lua:98 delegate\
At /engine/ui/Dialog.lua:765 mouseEvent\
At /engine/ui/Dialog.lua:485 fct\
At /engine/Mouse.lua:58 "
seen = true
reported = false





Edit: Oh, side note. Do the geography scenting telepathies do anything?

Author:  nekarcos [ Thu Oct 26, 2017 11:30 pm ]
Post subject:  Re: Odyssey of The Summoner: Spoiler and Discussion

@Kamani
Funny how my tester didn't find these... Hmpf.

Also, nope. Just because you smell something, doesn't mean it will lead you to anything. :lol:

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