ToME: the Tales of Maj'Eyal

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PostPosted: Tue Mar 08, 2016 12:48 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5458
Note to self: Add dispel 0-2 physical buffs or wildgift sustains to Flux.

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PostPosted: Sun Mar 13, 2016 9:33 pm 
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Sher'Tul

Joined: Mon Jun 23, 2014 11:50 am
Posts: 1439
just a question
fortify charm
is it meant to exclude artefacts?
also, i know its in the name, but it doesn't say anywhere, that only certain items can be enchanted with it.
every slot has an ego with activation power! maybe except ammo.

complaint
run staff
1.)
it seems that putting a rune on a staff, requires you to enchant a staff, and only then you can chose a rune to put on it.
after you click staff to enchant, only then does the rune selection screen opens.
if you close at any points, you need another staff to enchant, if you want to put a run on the first one.

-edit cut-
nvm, turns out it worked


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PostPosted: Sun Mar 13, 2016 11:46 pm 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5458
Fortify Charm is not meant to exclude artifacts, but they have different activation code that Fortify Charm doesn't recognise.

Rune Staff: You will have to disenchant the staff to stick a rune on it. A typo is stopping you from reapplying the enchantment.

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PostPosted: Sat Apr 09, 2016 10:40 pm 
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Halfling

Joined: Wed Nov 14, 2012 2:24 am
Posts: 119
I was looking through the files and I saw that Arcanists and Elementalists have the Restoration tree as an unlockable, but have no way to unlock it. Is this intentional?


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PostPosted: Sat Apr 09, 2016 11:58 pm 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5458
It is unlockable through the Academy.

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PostPosted: Sun Jul 24, 2016 9:47 pm 
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Low Yeek

Joined: Sun Apr 26, 2015 9:20 pm
Posts: 8
Are there any guides for the classes already? While the Enchanter seems reasonably simple to figure out, the idea behind the Elementalist and Hedge Wizard still eludes me.


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PostPosted: Mon Jul 25, 2016 12:55 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5458
Annoyingly no. I would love someone to do a detailed analysis of my classes so I can use that to make them better.

Also, what Hedge Wizard?

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PostPosted: Mon Jul 25, 2016 1:51 am 
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Low Yeek

Joined: Sun Apr 26, 2015 9:20 pm
Posts: 8
Sorry, wrong name. Was talking about the Enchanter (as he is stated to be a hedge wizard). Elementalist is kinda hard to use but, to me, the Enchanter seems to be the weakest from the go. I actually get the feeling that most of the mages were nerfed by this mod to some degree (which is not necessarily bad), except the Alchemist, which not only gets a very good option in the form of Metal Alchemy, but also some flavor by trying to get in the Alchemist Guild.

Edit: On the post before that, I meant Arcanist instead of Enchanter. He seems to follow a model pretty close to the Archmage, having access to Arcane and Temporal spell trees to give him some shielding. You also can use Aether for Arcane damage amplification, or Void for darkness and temporal amplification (which seems like a better choice, as you can count on Nightfall for extra Darkness damage spells).

Elementist, however, according to a quick analysis on the talent tree and my past experience with this mod (I've haven't been playing for a while), is kinda frail. They got all the element and boosting trees as the archmage (including almighty Wildfire) and more, but no inherent shielding other than Elemental Shield which is not that fantastic. Also Bind Elemental would be great if you could summon elementals but as I am not sure the class is geared for such a feat, seems more like a gimmick talent than anything.

Mind you, I am not a great player, or even a good player. Take all I said as nothing more than uneducated impressions. I would absolutely love to know the ideas behind the creation of those classes. You have to understand that, compared to most vanilla classes, those are a bit overwhelming with the amount of options.


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PostPosted: Mon Jul 25, 2016 10:17 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5458
Arcanist and Elementist started out with me thinking that Archmage was too elemental focused, and I wanted to play around with the non Fire/Water/Air/Earth stuff more. (This was before Aether was added.) So I made a class that didn't get the elemental categories, but had Temporal and Meta unlocked for free. I also made up 4 new (pretty bad) categories to replace the removed locked ones.
I also thought that Aegis was just too powerful, so my first mod added Arcanist and split Aegis in two. You got Force to start with and were granted Restoration after beating Urkis.
Removing Aegis from the base Archmage wasn't very popular, so I ended up making Elementist, and giving it the Corrupted Elements option (which is pretty much based entirely on the Scintillating Caves lore).

I added the changed Alchemist quest cos it was weird to be doing things for the other Alchemists. The first iteration included a Water Alchemy and Energy Alchemy to go with the old Fire Alchemy and Stone Alchemy. It was playing the modded Alchemist without investing at all in the golem that gave me the ideas that became the original Enchanter.

Currently the mod doesn't nerf any mages, (though Elementist and Enchanter are not as powerful as Archmagi). Possibly a small buff to non standard Archmage builds.

Elementist: When I get around to it, Force Punch will be replaced with a damage shield generating talent. I've buffed Endure Elements a couple of times, but it only covers a third of the damage types so no shield is just not working. Bind Elemental is just a bad talent, except if you really want a small amount of resist piercing for the 5 elemental damages. Maybe I should add some passive increased damage to it as well?

And should you find that one of my classes does not overwhelm you with options, please let me know and I shall give you a full refund and fix it.

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PostPosted: Mon Jul 25, 2016 7:14 pm 
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Low Yeek

Joined: Sun Apr 26, 2015 9:20 pm
Posts: 8
HousePet wrote:
Bind Elemental is just a bad talent, except if you really want a small amount of resist piercing for the 5 elemental damages. Maybe I should add some passive increased damage to it as well?


The idea is not too bad. You know, I was thinking about a class concept that summons horrors, from tentacles to the scary stuff, but it would only the weakest summons would be friendly. The strongest ones would target everything around them, with a chance of the caster being the primary target. But there would be a mind-control like spell to try to tame them. So, kinda of a summoner arcane spinoff.

Not even sure if the game allow for such things, though.


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PostPosted: Fri Sep 02, 2016 10:34 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 641
I think I found a really minor bug. Sparkstone spawned for me, but it errored when I tried to mouse over it.

Lua Error: /mod/class/Object.lua:1855: attempt to index local 't' (a nil value)
At [C]:-1 __index
At /mod/class/Object.lua:1855 getTextualDesc
At /mod/class/Object.lua:1962 getDesc
At /mod/dialogs/ShowEquipInven.lua:54 on_select
At /mod/dialogs/ShowEquipInven.lua:234 select
At /mod/dialogs/ShowEquipInven.lua:93 on_select
At /engine/ui/ListColumns.lua:437 onSelect
At /engine/ui/ListColumns.lua:658 display
At /engine/ui/Inventory.lua:291 display
At /engine/ui/Dialog.lua:824 toScreen
At /engine/Game.lua:179 display
At /mod/class/Game.lua:1585

...kinda think there should be a class built around wardstones. that'd be cool. might require adding damage fields to it tho. idk.


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PostPosted: Sat Sep 03, 2016 1:27 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5458
Works fine for me. So either you have an old version, or I haven't uploaded a correction for it yet.

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PostPosted: Sat Sep 03, 2016 6:09 am 
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Wayist

Joined: Wed Aug 24, 2016 7:41 am
Posts: 20
RodriguesCIA wrote:
You know, I was thinking about a class concept that summons horrors, from tentacles to the scary stuff, but it would only the weakest summons would be friendly. The strongest ones would target everything around them, with a chance of the caster being the primary target. But there would be a mind-control like spell to try to tame them. So, kinda of a summoner arcane spinoff.

Not even sure if the game allow for such things, though.

^This. I have been looking for a "dangerous" necromancy mod, but that doesn't seem to exist. Make all of the summons temporary and behave as RodriguesCIA said, but there could be multiple control spells, one cheaper one for making them friendly but keeping them temporary, and one to make them permanent (maybe like a stacking sustain for making multiple permanent summons, but each subsequent one is more expensive).


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PostPosted: Sun Sep 04, 2016 3:33 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5458
Patched:
Elemental Battery should work again (and Blight Affinity).
Ritual Blades and Wardstones should appear on Embers races now. Thanks Rexo.
The lists for the Angolwen Academy are now accessible via game.academy_lists. However now I think about, this might not actually be useful due to addon loading order...
New runes should work with Enhanced Object Compare.
Probably other things I've forgotten to document.

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PostPosted: Mon Sep 05, 2016 4:56 am 
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Halfling

Joined: Fri Oct 09, 2015 2:27 pm
Posts: 104
I can confirm that the added Runes (and Verdant's infusions) both are working well with ZOmnibus with no problems. The power number comparisons are all non colored, but this is only a small cosmetic thing that doesn't impact usefulness.

Thanks a lot!


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