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Re: Infinite 500: Gameplay Beyond Level 50
Posted: Sun Dec 30, 2012 10:36 pm
by Hachem_Muche
ironroby, The normal, Maj'Eyal compaign has a hard level cap of 50 even if you enter the infinite dungeon later (how to do this is very spoily), but there is no level limit for the Infinite campaign if you start your character there. This addon removes the level cap for any character in the Infinite Dungeon but not Maj'eyal.
Re: Infinite 500: Gameplay Beyond Level 50
Posted: Sun Dec 30, 2012 11:06 pm
by Hachem_Muche
Parcae, Thanks for your appreciation.
As for tweaking damage smearing and invigoration further, there's not much room for change as these talents are very tightly balanced and intent of this mod is to not change game balance any more than neccessary. Increasing the durations on the high end would probably make them unbalanced on the low end.
From what you're describing, it sounds like the class could use a slight buff. (I haven't played a temporal warden in a while.) May be you could make some specific suggestions on the forum?
Re: Infinite 500: Gameplay Beyond Level 50
Posted: Mon Dec 31, 2012 1:11 am
by Hachem_Muche
I have just uploaded version 1.7 for ToME version 1.00:
http://te4.org/sites/default/files/game ... 0v1.7.teaa
Re: Infinite 500: Gameplay Beyond Level 50
Posted: Wed Jan 02, 2013 8:47 pm
by Parcae2
Is it possible to load an RC3/RC4 game using your old addon in 1.0.0 using this addon?
Re: Infinite 500: Gameplay Beyond Level 50
Posted: Wed Jan 02, 2013 10:14 pm
by Crim, The Red Thunder
Yes. I converted from RC4 or 3 (not sure which) to 1.0.0 (3 I think it was) and it 'replaced' it with the new version of the addon just fine.
....unless that changed, which is rather unlikely.
Re: Infinite 500: Gameplay Beyond Level 50
Posted: Thu Jan 03, 2013 4:18 am
by Parcae2
OK, I tried that, but only got one prodigy (at 40). Anyone know the cheat command to grant yourself an extra prodigy?
Re: Infinite 500: Gameplay Beyond Level 50
Posted: Thu Jan 03, 2013 6:57 am
by OmniNegro
If you use cheat mode, you do not need a command to pick more prodigies. Just pick them all if that is what you want.
Re: Infinite 500: Gameplay Beyond Level 50
Posted: Thu Jan 03, 2013 7:46 am
by Parcae2
Thanks for the help.
I was fighting Atamathon earlier, and I noticed something weird. I had about 70% temporal resist, which normally means that the amount of damage displayed by the tooltip is reduced by more or less that amount (minus the enemy's damage piercing). Instead, I was receiving about 50% more damage. I don't know if the tooltip or the damage was wrong and, if so, why, but I'm cross-posting this to the bugs forum as well.
Re: Infinite 500: Gameplay Beyond Level 50
Posted: Thu Jan 03, 2013 2:55 pm
by Crim, The Red Thunder
Parcae2 wrote:OK, I tried that, but only got one prodigy (at 40). Anyone know the cheat command to grant yourself an extra prodigy?
Is this The version he put out for 1.0, or the update with the bugfix? Might be related to this:
http://forums.te4.org/viewtopic.php?f=42&t=36071
The first release for 1.0 had a bug where prodigies were gained in the old way (one at 40 one at 50), rather then the new way of 30 and 42. Check and make sure you're using the most recent update.
Re: Infinite 500: Gameplay Beyond Level 50
Posted: Thu Jan 03, 2013 6:55 pm
by Hachem_Muche
Parcae, I'm looking into the damage smearing issue, but it doesn't appear to be an I500 problem. The SMEARED dot uses you as the source, and so will be modified by your temporal damage and resistance penetration bonuses. Could this be what you are seeing against Atamathon?
Edit: The source of the smeared damage is handled a little strangely. The first monster to trigger the dot is treated as the source, even after it dies, or if it is refreshed by other creatures. Getting yourself as the source of your damage smearing is probably pretty rare. What did your log say was the source of the temporal damage against you?
Re: Infinite 500: Gameplay Beyond Level 50
Posted: Thu Jan 03, 2013 8:28 pm
by Parcae2
Atamathon, I'm pretty sure, was stated as the source of the damage. Could it be something weird with his reflective shield?
Re: Infinite 500: Gameplay Beyond Level 50
Posted: Thu Jan 03, 2013 9:39 pm
by Hachem_Muche
Possibly, but reflected damage normally is attributed to the reflecting creature, which then gets to apply all of it's damage bonuses (Atamathon has a huge all damage bonus). I'm assuming you've fought this monster before and had different results? Do you have a log file from the fight?
This issue should probably be handled in the bug forums, in case someone else has had a similar problem.
Re: Infinite 500: Gameplay Beyond Level 50
Posted: Thu Jan 03, 2013 10:19 pm
by Parcae2
Enemy damage bonuses should already be reflected in the tooltip, right? Or do they get applied twice, first when the initial blow hits, then when the target receives the damage?
EDIT: Nope. You do take the enemy damage bonus twice. I returned from the Eidolon and defeated Atamathon without activating Damage Smearing. Lesson learned, I guess.
I don't think that that's a bad thing - very few enemies have much of a temporal damage bonus anyway, and it's only fair in any case, since your resistances also apply twice - but it should probably be made clearer in the spell description.
Re: Infinite 500: Gameplay Beyond Level 50
Posted: Sat Jan 12, 2013 5:53 pm
by Crim, The Red Thunder
Bug in infinite 500. Occured in campaign AFTER having played infinite dungeon, though I doubt that is relevant. Lua error posted below.
[LOG] #LIGHT_RED#Copperhead snake has seen you!
AI took for target 37412 copperhead snake :: 2475 Thief 25 < 100
checkHit(smooth) 7.5063160108008 8.5971873139997 => chance to hit 47.413878052934
checkHit(smooth) 8.6314598587938 8.5971873139997 => chance to hit 50.085534787244
copperhead snake 37412 dumb ai talents can use Attack T_ATTACK
copperhead snake 37412 dumb ai talents can use Poisonous Bite T_BITE_POISON
dumb ai uses T_BITE_POISON
[LOG] Copperhead snake bites poison into unknown.
[ATTACK] attacking with innate combat
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:137: in function </engine/interface/ActorTalents.lua:126>
Lua Error: /engine/interface/ActorTalents.lua:145: /engine/interface/ActorTalents.lua:137: ...ons/Infinite500/superload/mod/class/interface/Combat.lua:143: attempt to index local 'target' (a nil value)
stack traceback:
...ons/Infinite500/superload/mod/class/interface/Combat.lua:143: in function 'attackTargetWith'
/mod/class/interface/Combat.lua:190: in function 'attackTarget'
/data-Infinite500/talents/misc/npcs.lua:228: in function </data-Infinite500/talents/misc/npcs.lua:221>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:132: in function </engine/interface/ActorTalents.lua:126>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:145 useTalent
At /engine/ai//talented.lua:52 runAI
At /engine/ai//talented.lua:61 doAI
At /mod/class/NPC.lua:60 act
At /engine/GameEnergyBased.lua:131 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1041
---------------- Stack Dump ----------------
2: table // 8be5ed8
1: table // 8be5ed8
--------------- Stack Dump Finished ---------------
checkHit(smooth) 8.6314598587938 8.5971873139997 => chance to hit 50.085534787244
[LOG]
No clue what caused it, I just walked into a room and BAM.
Re: Infinite 500: Gameplay Beyond Level 50
Posted: Mon Jan 14, 2013 6:38 pm
by Hachem_Muche
This is not specifically an I500 problem, but is caused by npcs attacking without a specific target. It has been fixed (hopefully) in the svn version of the game.