ToME: the Tales of Maj'Eyal

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PostPosted: Tue Nov 17, 2020 2:44 am 
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Low Yeek

Joined: Mon Feb 27, 2012 9:11 pm
Posts: 8
Okay I won the thing.

I found some bugs. As well as the voidwalk issue we discussed in-game:

I got a bunch of lua errors after being hit with Inner Demons leading to Visages fighting Visages.

After my sustains were dispelled by a dreadmaster while fighting a gunslinger I got a bunch of these.

Sometimes I got lua errors while changing level. This would happen every level change for a bit, then stop. I don't know why.

Obviously I have other addons running too, soz.

Balance-wise: Visage is absolutely crazy. With a couple Visages in front of them most enemies are just completely nullified. I think aggressive tuning is needed here if you want the class to have an appropriate power curve (rather than just laugh while steamrolling over the East).

It's hard to judge apart from that. I think if Visage were removed the class would be at a reasonable strength lol.

Super fun class! Really interesting, I had a great time until I became broken haha.


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PostPosted: Tue Nov 17, 2020 3:05 am 
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Higher

Joined: Wed Mar 25, 2020 4:28 am
Posts: 76
Megika wrote:
Okay I won the thing.

I found some bugs. As well as the voidwalk issue we discussed in-game:

I got a bunch of lua errors after being hit with Inner Demons leading to Visages fighting Visages.

After my sustains were dispelled by a dreadmaster while fighting a gunslinger I got a bunch of these.

Sometimes I got lua errors while changing level. This would happen every level change for a bit, then stop. I don't know why.

Obviously I have other addons running too, soz.

Balance-wise: Visage is absolutely crazy. With a couple Visages in front of them most enemies are just completely nullified. I think aggressive tuning is needed here if you want the class to have an appropriate power curve (rather than just laugh while steamrolling over the East).

It's hard to judge apart from that. I think if Visage were removed the class would be at a reasonable strength lol.

Super fun class! Really interesting, I had a great time until I became broken haha.


Oh man those are some JUICY error logs, thanks a bunch! :D :D :D In particular the one with sustains being disrupted looks VERY potentially relevant to the perma-Voidwalk bug you found. It looks as though some things aren't being cleaned up properly when sustains are deactivated which might be out of my hands, or might not.

Nerfs to Visage are definitely forthcoming (along with other balance changes! :D). I'm currently thinking of reducing the point at which clones become harder to summon to 6 or possibly even lower and making the chance continue to fall off as the number increases.

The error on loading zones is very silly -- on_pre_use is querying if the talent is allowed (for the sake of displaying the hotbar, etc). MQS is only allowed if you have at least two Visages on the map. So, it checks if you have any Visages on the map... which naturally explodes violently if on_pre_use is ever called while there is no map currently loaded :D

Glad you had a great time, and thanks for providing such helpful feedback!

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PostPosted: Tue Nov 17, 2020 4:25 am 
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Higher

Joined: Wed Mar 25, 2020 4:28 am
Posts: 76
Aaand here we have our first major balance patch! Visage has been nerfed heavily (sorry Megika <3) and many early talents have been buffed a bit. No changes to the Ravening Wormhole quite yet -- I personally think it's in a good place, although I am questioning the wisdom of making the first boss of an addon significantly difficult as it does seem to turn people off either way.

Changes for v1.1.0 "A God Am I...?":
- Siphon's base debuff strength has been increased
- Disrupt's base damage has been increased (140->165)
- Disrupt's base energy gain has been increased (8->10)
- Filament's base damage has been slightly increased (300->320)
- Visage now becomes harder to trigger off of crits starting from 5 clones, and becomes increasingly difficult as the number of clones increases (might relax this a bit but let's see how this tastes for now)
- Activating Visage spawns 2 clones (down from 3)
- Visage's base damage has been reduced (50->40)
- Visage's slow has been weakened (30%->20%)
- Megalotheos's bonuses are no longer capped (as Visage is now more aggressively softcapped)
- Void Walk's energy cost has been reduced (10->5)
- Degeneration's base Temporal weakness has been increased (10->12)
- Compressed Space's base boost has been reduced (20-40 -> 16-32), but it hits this point earlier (40 -> 30 void energy) after which diminishing returns takes over
- Stopped Subduction and Antiphase from throwing errors when attempting to displace a creature onto a no-teleport tile
- Fixed Microquasistar throwing errors sometimes when loading levels (it was checking if you had Visages on the map, while the map didn't actually exist yet :p)

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PostPosted: Wed Nov 18, 2020 3:20 am 
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Higher

Joined: Wed Mar 25, 2020 4:28 am
Posts: 76
Got another lil release here. The most notable change is that Void Scholar can now appear on NPCs! :D The AI isn't particularly intelligent about playing them but should at least be adequate, and some abilities such as Event Horizon are disabled due to being annoying.

Changes for v1.1.1:
- Void Scholar can now appear on NPC's! Fear the Void, adventurer!!!
- Extradiruation is no longer entirely nonfunctional due to the associated hook looking at the incorrect talent ID (OOPSIE DAISY!)
- Extradiruation's breakpoints now occur at every 4 points of Spellpower-Spellsave, and the bonus is no longer hard capped at 5 tiers, instead indefinitely onwards with diminishing returns (similarly to Compressed Space). Its boost per tier has been reduced to compensate (2.4%-4.8% -> 2%-4%)
- Ex Nihilo's base power cap has been slightly increased (50->55)
- Ex Nihilo's HUD overlay now turns red if the power is too low for Visage to trigger
- Ex Nihilo no longer logs blocked damage instances of less than 1
- Visage's duration has been globally increased by 1 (the more aggressive softcap means that the abnormally low starting duration is no longer necessary to moderate numbers)
- Negative Pressure now correctly updates itself when changing levels
- Visage's slow effect's icon now has the correct filename
- Negative Pressure properly safeguards against being updated if the user isn't on the map or if the map isn't defined for whatever reason

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PostPosted: Thu Nov 19, 2020 4:40 pm 
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Higher

Joined: Wed May 23, 2012 1:19 am
Posts: 73
Just to start off. I'm a real nut for this game and I think its genius from
start to finish and have a great appreciation for all that goes into it.

The same for all of the addon authors. Recaiden's work is just amazing. As is
nsrr, HousePet, Mister Vimes, the indefatigable Zizzo, and many others that
deserve mention too. I may wax poetic in their threads one of these days, but
this one is for you. The Void Scholar addon is a work of art. Its not finished
of course and could use some polish in places, but the entirety of it. The
design, the artwork, all the amazing coding, and again, the amazing design of
it, are extremely entertaining and inspiring. Addon authors don't get much in
the way of recompense for their amazing efforts.

At the moment, this AAR is what I have to offer .

The most epic Urkis fight EVAH.

I had to write this one up just for myself, but I'm sharing it in hopes that
it brings you some joy too.

------------------------------------------------------------------
Kanetoad: Cornac Void Scholar = Nightmare Adventure = clvl 24
------------------------------------------------------------------

I had no business fighting this guy. My whole plan was bonked and I rushed the
bit that wasn't bonked. I'd been playing for way too many hours straight but
there we were in Tempest Peak.

Basically, Kanetoad moves into LOS of Urkis at first opportunity w/ Voidwalk
and opens fire. He's cleared out a few things in his way, but did not even
try to clear the level.

Equalize.
Recession.
then Urkis Freeze's him.

Wild/phys to get out and uses his Crystal staff to drop some crystals, thinking they
would eat some of Urkis heavy stuff.

Kanetoad gets out safely and the crystals did eat some, but they also pulled in
a SGBT.

Now, Kanetoad is trying to corner bomb the mad Lightning Bomber and juggle
a SGBT, and finally he gets tagged w/ Hurricane.

He throws everything he's got at mitigating the damage and dodging the pair.
Voidwalk out of LOS. Abate, Cancel. And... its not going to work. One more
turn and Kanetoad dies and there are three more turns of Hurricane left.

Then a miracle happens. DG was spamming stuff over the net and gives Kanetoad
Invulnerability.

Three turns of 95pt hurrricane and all he has to do was walk it off, which he did.

Of course, any sane player would have left at that point, Urkis was still at
around 80% health and Kanetoad wasn't doing anything to him but snipe, eat near death
and run. But no, void energy is like rubbing alcohol - if you run it all goes away.
We place our faith in Voidwalk.

The fight gets complicated. Kanetoad still thinks he can corner bomb this very
dangerous thing and gets Freeze'd again. As it turns out Cancel will clear an
iceblock, but then it doesn't hang around. Kanetoad gets hit w/ another Hurricane and
this time, Nullify comes to the rescue while he runs. He gets around a corner
and starts putting distance between U and him.

Now, after three NDE's, he's thinking 'time to run' when... Urkis pd's in right beside him!

Transposition.
Drop some more crystals. Back to running and corner bombing. DG is dropping
crazy messages the whole time this is going on. Badassery. Piktaclasm.
Pirates. Punkintime. All while he's holding on by a thread.

Finally, he gets Urkis into just the right spot. Kanetoad has Voidwalk active.
He drops Hypercube behind Urkis and Recession pushes him into a corner. Urkis
fires and Kanetoad steps out of it. Urkis freeze's again, but the wild has
recycle'd. Kanetoad get Destabilize on him and starts spamming Filament,
all the while waiting for that damn tympani to play. He's under 600 hp. He's
under 400. Arcane Reconstruct, back to 700. Cube explodes. Another Filament.
300. another Filament and...

Its over.

Void Scholar has a great toolset. Almost all of it came into play over the
course of this fight. The Logia were in the background whittling him down
while keeping me alive. Abate Cancel and Nullify played critical roles. The
cd's are just exactly right. Don't add a turn to any of them. I had 10% spell
cooldown reduction running and it was all just exactly enough.

Thanks for all your beautiful work. If I ever get hyperdimensional spatial
powers and they don't look as cool as the fx that the VS has, I'm going to
tell the Hyperdimensional entities that gave me those powers to take a look at
the Void Scholar and fix it. Truely Escher level of bringing math and art into
concert with one another. Bravo.


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PostPosted: Fri Nov 20, 2020 5:01 am 
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Higher

Joined: Wed Mar 25, 2020 4:28 am
Posts: 76
smithfield wrote:
[snip]

Thanks for all your beautiful work. If I ever get hyperdimensional spatial
powers and they don't look as cool as the fx that the VS has, I'm going to
tell the Hyperdimensional entities that gave me those powers to take a look at
the Void Scholar and fix it. Truely Escher level of bringing math and art into
concert with one another. Bravo.


I had a ripper of a nightmare last night and this was such a nice thing to read before going to work. Thank you <3

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PostPosted: Fri Nov 20, 2020 9:30 pm 
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Wyrmic

Joined: Fri Jan 10, 2014 4:09 pm
Posts: 258
smithfield wrote:
Thanks for all your beautiful work. If I ever get hyperdimensional spatial
powers and they don't look as cool as the fx that the VS has, I'm going to
tell the Hyperdimensional entities that gave me those powers to take a look at
the Void Scholar and fix it. Truely Escher level of bringing math and art into
concert with one another. Bravo.


Seconding the sentiment that in addition to coming up with interesting classes, you always do lovely work with the visual effects!


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PostPosted: Fri Nov 20, 2020 9:36 pm 
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Wyrmic

Joined: Fri Jan 10, 2014 4:09 pm
Posts: 258
It looks like there's an issue with the definition of tactical for Anti-Singularity -- it references tactical.attack which I suspect should be tactical.attackarea:
Code:
Lua Error: /data-voidscholar_class/talents/dilation.lua:276: attempt to index field 'attack' (a nil value)
   At [C]:-1 __index
   At /data-voidscholar_class/talents/dilation.lua:276 tactical
   At /mod/class/interface/ActorAI.lua:1387 aiTalentTactics
   At /mod/ai//improved_tactical.lua:590
   At /mod/class/interface/ActorAI.lua:73 runAI
   At /mod/ai//improved_tactical.lua:1142
   At /mod/class/interface/ActorAI.lua:73 doAI
   At /mod/class/NPC.lua:75 act
   At /engine/GameEnergyBased.lua:129 tickLevel
   At /engine/GameEnergyBased.lua:64 tick
   At /engine/GameTurnBased.lua:51 tick
   At /mod/class/Game.lua:1559 base_tick
   At /mod/addons/turn_separators/superload/mod/class/Game.lua:45


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PostPosted: Sat Nov 21, 2020 9:30 am 
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Higher

Joined: Wed Mar 25, 2020 4:28 am
Posts: 76
visage wrote:
It looks like there's an issue with the definition of tactical for Anti-Singularity -- it references tactical.attack which I suspect should be tactical.attackarea:
Code:
Lua Error: /data-voidscholar_class/talents/dilation.lua:276: attempt to index field 'attack' (a nil value)
   At [C]:-1 __index
   At /data-voidscholar_class/talents/dilation.lua:276 tactical
   At /mod/class/interface/ActorAI.lua:1387 aiTalentTactics
   At /mod/ai//improved_tactical.lua:590
   At /mod/class/interface/ActorAI.lua:73 runAI
   At /mod/ai//improved_tactical.lua:1142
   At /mod/class/interface/ActorAI.lua:73 doAI
   At /mod/class/NPC.lua:75 act
   At /engine/GameEnergyBased.lua:129 tickLevel
   At /engine/GameEnergyBased.lua:64 tick
   At /engine/GameTurnBased.lua:51 tick
   At /mod/class/Game.lua:1559 base_tick
   At /mod/addons/turn_separators/superload/mod/class/Game.lua:45


Got a fix for this in the oven right now, will drop it after I'm done updating Hiveminder to 1.7 :D

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PostPosted: Sun Nov 22, 2020 6:37 am 
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Higher

Joined: Wed Mar 25, 2020 4:28 am
Posts: 76
(Small li'l update to address the issue Visage found with Anti-Singularity. Continue as you were :D)

Changes for v1.1.2:
- Anti-Singularity's tactical function no longer attempts to modifiy a subset of the table that does not in fact exist

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