Grove Keeper - A Wilder Subclass

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Doctornull
Sher'Tul Godslayer
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Re: The Grove Keeper v1.1.5

#31 Post by Doctornull »

Installed but wasn't currently playing the class -- it got put on an NPC, apparently.

This was an EoR campaign with a bunch of other addons.
Screen Shot 2019-07-04 at 4.12.21 PM.png
Screen Shot 2019-07-04 at 4.12.21 PM.png (106.35 KiB) Viewed 7299 times
I was entering a level (the treetop in the Primal Forest). After the error, the level was blank -- generated as "empty" space, no features, no way out.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

nsrr
Sher'Tul
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Re: The Grove Keeper v1.1.6

#32 Post by nsrr »

Thanks for the report. Added a sanity check to make sure x and y are found before applying the visual.

nsrr
Sher'Tul
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Re: The Grove Keeper v1.1.7

#33 Post by nsrr »

v1.1.7
---
ToME 1.6 compatibility (updated weapon mastery numbers for Bark Fist and Mudslinger)

nsrr
Sher'Tul
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Re: The Grove Keeper v1.1.8

#34 Post by nsrr »

v1.1.8
---

ToME 1.6.3 Archery compatibility.

smithfield
Halfling
Posts: 113
Joined: Wed May 23, 2012 1:19 am

Re: The Grove Keeper v1.1.8

#35 Post by smithfield »

So glad to see this one come along for 1.6+++.

I love this little guy.

nsrr
Sher'Tul
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Re: The Grove Keeper v1.1.9

#36 Post by nsrr »

smithfield wrote:I love this little guy.
:D Thanks :D

Also, this:

v1.1.9
---
[Seed Pod]
Fixed a bug with the Seed Sown effect that could occur if an actor other than the source of the effect killed it.

[Ancestral Life, Bark Guard]
Updated all area effect healing (such as from Shineleaf or Green Thumb) to count as a direct heal, allowing them to interact with Ancestral Life and Bark Guard. (Note that Ancestral Life does not count over-healing for calculating energy gain.)

nsrr
Sher'Tul
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Re: The Grove Keeper v1.1.9

#37 Post by nsrr »

I'm currently working on a v.1.2.0 which is a fairly chunky update. The primary goal is to allow any build to be available from level 1 while encouraging/requiring more investment in tertiary stats for melee and ranged builds. Minor additional goals include simplifying some code (Bark Guard is a mess), some number tweaks, updating particle effects, and fiddling with some fixed arts to add Grove Keeper-specific talent mastery bonuses and the like.

To the ends of the first goal, all weapon trees (melee, ranged, mindstar) will be unlocked at birth, but melee and ranged trees will require str or dex respectively. Force of Nature requirements will be based on the higher of your str or dex. Many talents in the weapon trees will be reworked to have str and/or dex scaling. The work for this, as well as most of the minor goals, has been completed and I am in the processes of testing all of the changes and how it plays.

While I continue to test these changes, I'm also going to be considering exactly which artifacts I want to fiddle with and what bonuses I want to give them. In the meantime, I would be grateful for any suggestions and recommendations for this part of the update.

Also, the talent re-shuffling, stat requirement changes, and code simplification will all contribute to this update being a save-breaking one. Consider this a heads-up: the next update for this addon will be incompatible with your games in progress.

I can't be sure how much longer this will take, but given the large number of changes I need to test and the as-yet unimplemented fixed art changes, I'd expect at least another week or two. I will post again after everything is finished and give a warning of a few days before I upload the update. Reminder that old versions can always be downloaded from te4.org if you need to finish a run after the update does go live.

nsrr
Sher'Tul
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Re: The Grove Keeper v1.1.9

#38 Post by nsrr »

All changes have been implemented, including the addition of relevant talent masteries to a number of thematically appropriate fixed arts. Still in the process of testing how things play. Early game feels pretty smooth for all builds. Mid and late are going to have to be tested in a more theoretical manner via dev mode; full runs take too long. Another week or so, probably, but I'll make sure to post with a few days warning before uploading, as I said.

nsrr
Sher'Tul
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Joined: Mon Sep 21, 2015 8:45 pm
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Re: The Grove Keeper v1.1.9

#39 Post by nsrr »

Made a few more changes than I had planned, and I had a bit less time to work on them than I had anticipated, but I think I have everything where I want it now and I haven't encountered any bugs. Unless something unexpected happens in the mean time, I will probably upload the new version this weekend.

nsrr
Sher'Tul
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Re: The Grove Keeper v1.2.1

#40 Post by nsrr »

v1.2.0 (and v1.2.1 just to fix Steam duplication issue... grr)
--

[General]
Mud Slinger and Treekin are unlocked at birth.
Mud Slinger requires Dex and talents have Dex scaling.
Treekin requires Str and talents have Str scaling.
Force of Nature requires the higher of Dex or Str and talents scale with the higher stat.
Fungus is now 1.0 mastery.
Mindstar Mastery is removed.
Call of the Wild is added, locked at 1.3 mastery.
Starting generic point moved from Combat Accuracy to Heightened Senses.
Many effects changed from Mental to Physical.

[Nature's Ward]
[Swift Wind]
Cooldown is fixed(12), range now scales. Movement speed no longer negated while on CD.

[Flourish]
Also applies regeneration to any summoned plants. Regen buffed, duration reduced from 6->5.

[Botany]
[Shineleaf]
Duration now scales slightly.
Bonus stats now scale with TL and player level.
Darkness resistance penalty reduced to 50%, Light affinity removed.
Light and Nature damage from yourself are now negated, instead healing the plant for 25% of the amount.

[Ragevine]
Duration now scales slightly.
Bonus stats now scale with TL and player level.
Blight resistance penalty reduced to 50%, Nature affinity removed.
Light and Nature damage from yourself are now negated, instead healing the plant for 25% of the amount.
Pin duration increased to 2 turns.
Targeting now also prioritizes targets that are not already pinned (or under strangle hold w/ Verdant Song; see below).

[Floraportation] -> [Transplant]
Cosmetic rename.
Now also fully heals the targeted plant and removes are debuffs from it.

[Verdant Song]
While affected, plants now gain scaling life regen and cannot take more than 30% of their max life from a single hit.
Ragevine effect changed. No longer heals for damage dealt, instead applies Strangle Hold (silence, pin and dot) instead of pin.

[Symbiosis]
[Spore Shot]
Improved effect negation scaling.

[Photosynthesis]
Passively, you restore Equi when dealing Light damage (up to 3 times per turn).

[Thorn Barrage]
Radius no longer scales, fixed at 6.

[Treekin]
Requires Str, unlocked at birth, some scaling changed to Str.

[Leaf Blast]
Main attack damage reduced, now hits all adjacent foes.

[Rhytidome Rage]
Bonus to on-hit unarmed attack damage now scales.
Reduced stun duration scaling.

[Mud Slinger]
Requires Dex, unlocked at birth, some scaling changed to Dex.

[Muck]
Slightly improved duration scaling.

[Floramancy]
Order changed to Seed Pod -> Chlorophyl -> Glow Bomb -> Green Thumb.

[Chlorophyl]
Changed from active buff to sustain.

[Force of Nature]
[Gale Speed]
Now includes an attack (melee or sling) at double attack speed.
No longer instant.

[Arboreal Might]
Reworked.
Passively grants phys crit chance and crit mult.
When you land a phys crit, you gain a stacking Mindpower buff (up to 3 stacks).

[Inexorable Will] -> [Radiant Force]
Reworked, cosmetic rename.
Passively, your melee and ranged attacks can trigger Photosynthesis (if it has not already proc'd this turn).
Activate to gain temporary Light damage on ranged or melee hit.

[Bark]
[Bark Guard]
Massively simplified code. Now stores everything in the sustain instead of using an effect.
Power now scales only with Willpower and TL and is not affected by Fatigue.
Restart timer no longer scales, fixed at 6 turns.

[Shed Bark]
Now requires at least 25% Guard Power to activate.
Effect removal no longer scales with Power consumed, rather with TL. Also removes cross-tiers for free.
While your Bark Guard is active and not depleted, you have a chance to deflect melee attacks and projectiles.

[New Growth]
Now restores Equi as well as Guard Power.

And probably several things I have forgotten about ;P

Enjoy!

whorlbinder
Posts: 1
Joined: Sun Apr 26, 2020 8:32 pm

Re: The Grove Keeper v1.2.1

#41 Post by whorlbinder »

Got some neat bugs in a recent attempt to play, as the class looked neat.

Foremost, I could both hit my summoned shineleaf plant and gain XP from it; granted, I haven't checked while playing other summon-having classes to see if they get this, too, but it seemed notable as it was enough to level my character at one point, lol

And then there's the LUA errors.

These two errors happened when I attempted to use the spore ability you get at level 1; the first when targeting with the mouse, and the second when targeting with the keyboard. They completely prevented me from being able to even use the ability if I had anything targeted other than the ground.

Code: Select all

Lua Error: /engine/interface/GameTargeting.lua:137: /engine/interface/ActorTalents.lua:164: /engine/interface/ActorTemporaryEffects.lua:123: attempt to index local 'ed' (a nil value)
stack traceback:
	/engine/interface/ActorTemporaryEffects.lua:123: in function 'setEffect'
	data-grovekeeper/damage_types.lua:105: in function 'projector'
	/engine/interface/ActorProject.lua:259: in function 'base_project'
	...eholder-efix/superload/engine/interface/ActorProject.lua:17: in function 'project'
	/data-grovekeeper/talents/gifts/symbiosis.lua:54: in function </data-grovekeeper/talents/gifts/symbiosis.lua:49>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:162: in function </engine/interface/ActorTalents.lua:151>
  At [C]:-1 
  At [C]:-1 error
  At /engine/interface/GameTargeting.lua:137 fct
  At /engine/interface/GameTargeting.lua:143 targetMode
  At /engine/interface/GameTargeting.lua:280 targetMouse
  At /mod/class/Game.lua:2530 fct
  At /engine/Mouse.lua:71

Lua Error: /engine/interface/GameTargeting.lua:137: /engine/interface/ActorTalents.lua:164: /engine/interface/ActorTemporaryEffects.lua:123: attempt to index local 'ed' (a nil value)
stack traceback:
	/engine/interface/ActorTemporaryEffects.lua:123: in function 'setEffect'
	data-grovekeeper/damage_types.lua:105: in function 'projector'
	/engine/interface/ActorProject.lua:259: in function 'base_project'
	...eholder-efix/superload/engine/interface/ActorProject.lua:17: in function 'project'
	/data-grovekeeper/talents/gifts/symbiosis.lua:54: in function </data-grovekeeper/talents/gifts/symbiosis.lua:49>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:162: in function </engine/interface/ActorTalents.lua:151>
  At [C]:-1 
  At [C]:-1 error
  At /engine/interface/GameTargeting.lua:137 fct
  At /engine/interface/GameTargeting.lua:143 targetMode
  At /engine/interface/GameTargeting.lua:212 
  At /engine/KeyBind.lua:231 
The Shineleaf plant would also throw errors if any creatures were in its radius; unlike the spore power, it actually did stuff while throwing its errors. It mentioned zomnibus - I haven't tried running this mod without that one yet, but it might be worth trying... But even then, if it requires that I don't use zomnibus, I'll probably just not use this one instead.

Code: Select all

Lua Error: /engine/interface/ActorTalents.lua:329: /engine/interface/ActorTalents.lua:302: /engine/interface/ActorTalents.lua:164: /engine/interface/ActorTemporaryEffects.lua:123: attempt to index local 'ed' (a nil value)
stack traceback:
	/engine/interface/ActorTemporaryEffects.lua:123: in function 'setEffect'
	data-grovekeeper/damage_types.lua:66: in function 'projector'
	/engine/interface/ActorProject.lua:259: in function 'base_project'
	...eholder-efix/superload/engine/interface/ActorProject.lua:17: in function 'project'
	/data-grovekeeper/talents/gifts/botany.lua:193: in function </data-grovekeeper/talents/gifts/botany.lua:190>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:162: in function </engine/interface/ActorTalents.lua:151>
  At [C]:-1 
  At [C]:-1 error
  At /engine/interface/ActorTalents.lua:329 useTalent
  At /engine/interface/ActorTalents.lua:418 forceUseTalent
  At /mod/class/Actor.lua:6445 base_forceUseTalent
  At /mod/addons/zomnibus/superload/mod/class/Actor.lua:261 forceUseTalent
  At /data-grovekeeper/talents/gifts/botany.lua:175 
  At /engine/interface/ActorTalents.lua:1154 callTalent
  At /mod/class/Actor.lua:6069 fireTalentCheck
  At /mod/class/Actor.lua:779 act
  At /mod/addons/improved-restauto/superload/mod/class/Actor.lua:8 act
  At /mod/class/NPC.lua:70 act
  At /engine/GameEnergyBased.lua:129 tickLevel
  At /engine/GameEnergyBased.lua:64 tick
  At /engine/GameTurnBased.lua:51 tick
  At /mod/class/Game.lua:1534 
That's it. Sorry for the gargantuan post, I was really excited to try the class out from reading its abilities - hopefully any of this feedback is actionable. :3

nsrr
Sher'Tul
Posts: 1126
Joined: Mon Sep 21, 2015 8:45 pm
Location: Middle of Nowhere

Re: The Grove Keeper v1.2.2

#42 Post by nsrr »

v1.2.2
---

[General]
Some vfx fixes. Bark Guard will now update your moddable tile only when Guard power drops to 0 or rises above 0, instead of everytime you act, constantly flipping your tile (dunno how I missed that this was happening before).
Muslinger vfx should now position properly on the hand regardless of racial tile height.
Bark Fist has a new vfx, distinct from mudslinger.

Enjoy!

nsrr
Sher'Tul
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Re: The Grove Keeper v1.2.2

#43 Post by nsrr »

Thanks for the reports whorlbinder :)

The second one you reported on te4.org is due to a recent change and should be an easy fix once I can get to it. I thought I had thoroughly tested the changes, but I clearly missed something. Sorry you've had such a rough start with the class :(

Plants should definitely not give you experience, I'll have to look into that. I must have missed a flag somewhere in their creation method. Should be easy enough to fix when I'm taking care of the other bug. Thanks again, I probably never would have caught that one myself :)

nsrr
Sher'Tul
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Re: The Grove Keeper v1.2.3

#44 Post by nsrr »

v1.2.3
---

Fixed a typo in Bark Guard moddable tile attachment handling that could cause an error when dealing Nature damage while Guard power was depleted if you knew Lichen. Thanks again for that report :)

Updated the description of Nature's Protector to reflect updated crit shrug behavior.

nsrr
Sher'Tul
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Re: The Grove Keeper v1.2....9

#45 Post by nsrr »

v1.2.9 aka I may have mistaken a 3 for an 8 when I was updating the init file :oops:
---

Damage modifier conversion for gloves and gauntlets now has a cleaner implementation and properly applies to Stone Gauntlets of Harkor'Zun.

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