Nullpack 2019-02-21: Gravitic Infantry
Moderator: Moderator
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- Sher'Tul Godslayer
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Re: Nullpack v4: class collection (some complete, some not)
I found the place where you were seeing that Lua error, and removed an unnecessary check.
Now v5 is uploaded -- everyone, if you picked up v4, please throw it away and get v5!
Now v5 is uploaded -- everyone, if you picked up v4, please throw it away and get v5!
Re: Nullpack v4: class collection (some complete, some not)
It says the Creep is still incomplete. Is that true? Of all the classes I wanted to try just himDoctornull wrote:Nullpack v4 released. I put the notes on the major changes in the first post.
All classes are now playable!
@Avernite - I haven't changed Reckless Invocation yet, it's up next now that all the classes have their first vital custom trees written and working.
UPD
Tried heavy instead.
Omg!
its a mix of 2 my fav chars: melee TW and heavy armored PM.
Epic!
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- Sher'Tul Godslayer
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Re: Nullpack v4: class collection (some complete, some not)
The Creep's low-level play ought to work, but his high-level options currently suck. I wouldn't be satisfied playing this class through the whole game, so to me it's incomplete.Avernite wrote:It says the Creep is still incomplete. Is that true? Of all the classes I wanted to try just him
I'm working on a new high-level tree or two for him.
Awesome, glad you like!Avernite wrote:UPD
Tried heavy instead.
Omg!
its a mix of 2 my fav chars: melee TW and heavy armored PM.
Epic!
The goal behind the Heavy was to make a TW-like class which was used for melee, in spite of its fantastic mobility.
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- Sher'Tul Godslayer
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Re: Nullpack v6: creep UI enhancements
Bugfix: v6 released, please update when you have a chance.
Also in v6 I've adjusted the costs for some Advanced Staff Combat talents.
Also in v6 I've adjusted the costs for some Advanced Staff Combat talents.
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- Sher'Tul Godslayer
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Re: Nullpack v7: new Heavy talent tree
About the new Heavy:
After gathering feedback (and playing it extensively myself), it seemed that there was too much starting overlap with the Bulwark, so the Heavy gained a new tree -- and lost 3 starting trees, no more Combat Techniques or Combat Veteran, and Shield Defense is now locked.
The new tree ought to complement the class's mobility, and it's intended to work well with the Gravity tree (locked).
If you do buy Shield Defense, note that the new tree's shield attacks WILL scale up with Shield Expertise, in a similar way to how the damage in Shield Offense scales up.
After gathering feedback (and playing it extensively myself), it seemed that there was too much starting overlap with the Bulwark, so the Heavy gained a new tree -- and lost 3 starting trees, no more Combat Techniques or Combat Veteran, and Shield Defense is now locked.
The new tree ought to complement the class's mobility, and it's intended to work well with the Gravity tree (locked).
If you do buy Shield Defense, note that the new tree's shield attacks WILL scale up with Shield Expertise, in a similar way to how the damage in Shield Offense scales up.
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- Sher'Tul Godslayer
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Re: Nullpack v8: new Heavy talent tree
V8 is better than v7, because v7 has a bug that can cause your character to lose a turn when he uses one of the talents.
Oops!
Otherwise they're the same.
Oops!
Otherwise they're the same.
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- Archmage
- Posts: 379
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Re: Nullpack v8: new Heavy talent tree
Hey Doctornull,
Great work with this addon!
I love the new Heavy class. Many ways to spend your class and generic points, diversity, all I like.
I hope you will keep updating the addon with new tools and talents and for the classes.
Cheers:)
Great work with this addon!
I love the new Heavy class. Many ways to spend your class and generic points, diversity, all I like.
I hope you will keep updating the addon with new tools and talents and for the classes.
Cheers:)
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- Sher'Tul Godslayer
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Re: Nullpack v8: new Heavy talent tree
Cheers, MisiuPysiu! Please let me know if you find any problems with the Heavy.
The next classes I'm working on is a high-mobility magical Brawler type, limited to only humans, which calls out to their creation myth lore as the fire-born children of Gerlyk.
The next classes I'm working on is a high-mobility magical Brawler type, limited to only humans, which calls out to their creation myth lore as the fire-born children of Gerlyk.
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- Sher'Tul Godslayer
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Re: Nullpack v9: the Embers of Gerlyk
v9 is uploaded and ready for play.
To see the new class, pick a Human race (Higher or Cornac) and then open the Warrior group.
Enjoy!
To see the new class, pick a Human race (Higher or Cornac) and then open the Warrior group.
Enjoy!
Re: Nullpack v9: the Embers of Gerlyk
You just love to give us too many awesome classes to actually play, dont you?
Re: Nullpack v9: the Embers of Gerlyk
http://imageshack.us/photo/my-images/855/o53z.png/
Lua error.
Lua error.
Code: Select all
[LOG] The damage shield reflects 15 damage back to Ondrumope the dwarf!
[LOG] Your shield crumbles under the damage!
[LOG] The shield around Elgo crumbles.
checkHit 16.5 11.55
=> chance to hit 63
[KNOCKBACK] from nil nil over 2
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:151: in function </engine/interface/ActorTalents.lua:134>
Lua Error: /engine/interface/ActorTalents.lua:173: /engine/interface/ActorTalents.lua:151: /engine/utils.lua:1726: bad argument #1 to 'line_base' (number expected, got nil)
stack traceback:
[C]: in function 'line_base'
/engine/utils.lua:1726: in function 'line'
/engine/Actor.lua:292: in function 'knockback'
/mod/class/Actor.lua:1092: in function 'knockback'
/data/damage_types.lua:1110: in function 'projector'
/engine/interface/ActorProject.lua:198: in function 'project'
/data-midnight/talents/celestial/moon-magic.lua:149: in function </data-midnight/talents/celestial/moon-magic.lua:143>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:146: in function </engine/interface/ActorTalents.lua:134>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:173 useTalent
At /mod/ai//tactical.lua:366 runAI
At /mod/ai//tactical.lua:392 doAI
At /mod/class/NPC.lua:61 act
At /engine/GameEnergyBased.lua:126 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1054
[USERCHAT] channel talk fixer9 tome ack! math....
---------------- Stack Dump ----------------
2: table // 7b5eb8
1: table // 7b5eb8
--------------- Stack Dump Finished ---------------
[LOG] Ondrumope the dwarf casts Moonlight Ray.
[SPELL CRIT %] 5.7
[PROJECTOR] starting dam 57.326257708561
[PROJECTOR] after difficulty dam 57.326257708561
[PROJECTOR] res 0 1 on dam 68.745813776619
[PROJECTOR] after resists dam 68.745813776619
[PROJECTOR] after flat damage armor 68.745813776619
[PROJECTOR] final dam 68.745813776619
[ENGINE] Setting requested FPS to 30 (33 ms)
[ENGINE] Setting requested FPS to 30 (33 ms)
[LOG] #UID:162178:0#Ondrumope the dwarf hits Elgo for #GREY#0 darkness#LAST#, #1133F3#0 cold#LAST#, #aaaaaa#18 physical#LAST#, #GREY#69 darkness#LAST# damage (total 85.85).
[LOG] #00ff00##UID:1535:0#Talent Firewalk Stride is ready to use.
[LOG] #00ff00##UID:1534:0#Talent Searing Strike is ready to use.
[LOG] Elgo stops surging mana.
[LOG]
[USERCHAT] channel talk StarKeep tome Don't you use your fancy curve language on me.
[USERCHAT] channel achievement kethatril tome The sky is falling! false false
[USERCHAT] channel talk creepingdusk tome 100>500>1500>2500>4000
[USERCHAT] channel talk StarKeep tome That doesn't work Dusk.
[LOG] Elgo uses Infusion: Regeneration.
[LOG] Elgo starts regenerating health quickly.
[PROJECTOR] starting dam 12.989996545276
[PROJECTOR] after difficulty dam 12.989996545276
[PROJECTOR] res 0 1 on dam 12.989996545276
[PROJECTOR] after resists dam 12.989996545276
[PROJECTOR] after flat damage armor 12.989996545276
[PROJECTOR] final dam 12.989996545276
[LOG] #UID:1681:0#Elgo hits Ondrumope the dwarf for #LIGHT_RED#13 fire#LAST# damage.
[LOG] Ondrumope the dwarf casts Moontide.
[SPELL CRIT %] 5.7
[PROJECTOR] starting dam 31.936674967274
[PROJECTOR] after difficulty dam 31.936674967274
[PROJECTOR] res 0 1 on dam 38.298552839543
[PROJECTOR] after resists dam 38.298552839543
[PROJECTOR] after flat damage armor 38.298552839543
[PROJECTOR] final dam 38.298552839543
[ENGINE] Setting requested FPS to 30 (33 ms)
[ENGINE] Setting requested FPS to 30 (33 ms)
[PROJECTOR] starting dam 31.936674967274
[PROJECTOR] after difficulty dam 31.936674967274
[PROJECTOR] res 0 1 on dam 31.936674967274
[PROJECTOR] after resists dam 31.936674967274
[PROJECTOR] after flat damage armor 31.936674967274
[PROJECTOR] final dam 31.936674967274
[ENGINE] Setting requested FPS to 30 (33 ms)
[ENGINE] Setting requested FPS to 30 (33 ms)
[PROJECTOR] starting dam 31.936674967274
[PROJECTOR] after difficulty dam 31.936674967274
[PROJECTOR] res 0 1 on dam 31.936674967274
[PROJECTOR] after resists dam 31.936674967274
[PROJECTOR] after flat damage armor 31.936674967274
[PROJECTOR] final dam 31.936674967274
[ENGINE] Setting requested FPS to 30 (33 ms)
[ENGINE] Setting requested FPS to 30 (33 ms)
checkHit 16.5 11.55
=> chance to hit 63
[KNOCKBACK] from nil nil over 2
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:151: in function </engine/interface/ActorTalents.lua:134>
Lua Error: /engine/interface/ActorTalents.lua:173: /engine/interface/ActorTalents.lua:151: /engine/utils.lua:1726: bad argument #1 to 'line_base' (number expected, got nil)
stack traceback:
[C]: in function 'line_base'
/engine/utils.lua:1726: in function 'line'
/engine/Actor.lua:292: in function 'knockback'
/mod/class/Actor.lua:1092: in function 'knockback'
/data/damage_types.lua:1110: in function 'projector'
/engine/interface/ActorProject.lua:198: in function 'project'
/data-midnight/talents/celestial/moon-magic.lua:149: in function </data-midnight/talents/celestial/moon-magic.lua:143>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:146: in function </engine/interface/ActorTalents.lua:134>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:173 useTalent
At /mod/ai//tactical.lua:366 runAI
At /mod/ai//tactical.lua:392 doAI
At /mod/class/NPC.lua:61 act
At /engine/GameEnergyBased.lua:126 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1054
---------------- Stack Dump ----------------
2: table // 7b5eb8
1: table // 7b5eb8
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- Sher'Tul Godslayer
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- Joined: Tue Jun 18, 2013 10:46 pm
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Re: Nullpack v9: the Embers of Gerlyk
Thanks Avernite!
Unfortunately it looks like this is a bug in HousePet's Midnight addon:
... is the addon error location.
Post that exact same log in his Midnight thread, it'll be very helpful to him I hope.
Cheers!
Unfortunately it looks like this is a bug in HousePet's Midnight addon:
Code: Select all
/data-midnight/talents/celestial/moon-magic.lua:149: in function </data-midnight/talents/celestial/moon-magic.lua:143>
Post that exact same log in his Midnight thread, it'll be very helpful to him I hope.
Cheers!
Re: Nullpack v9: the Embers of Gerlyk
Ye i though the same after I posted this and looked thro the lines.Doctornull wrote:Thanks Avernite!
Unfortunately it looks like this is a bug in HousePet's Midnight addon:
... is the addon error location.Code: Select all
/data-midnight/talents/celestial/moon-magic.lua:149: in function </data-midnight/talents/celestial/moon-magic.lua:143>
Post that exact same log in his Midnight thread, it'll be very helpful to him I hope.
Cheers!
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- Sher'Tul Godslayer
- Posts: 2402
- Joined: Tue Jun 18, 2013 10:46 pm
- Location: Ambush!
Re: Nullpack v10: the Creep redone
Nullpack v10:
Edit: This release may require infinite500 addon, please skip this version if you don't use i500, sorry for the inconvenience.
- Fine-tuning the Ember of Gerlyk custom tree. Now it uses Dexterity for its prerequisite (so you have an unambiguous stat path in the very early game) and it helps with your Spellpower, to compensate for the lack of a staff. Also fixed a bug which didn't give the Ember the +1 lifemod in its description.
- The Creep ought to be playable! I've given up on Gesture of Pain working with Predator for now, so it starts out as a Dagger-based class with the option of going for Mindstar training if you want later, since it's a Dex / Will / Cun class. I have plans for a high-level talent tree to fill out the "horror" theme that the Creep has going, so expect that to happen eventually in a future Nullpack.
Edit: This release may require infinite500 addon, please skip this version if you don't use i500, sorry for the inconvenience.
- Fine-tuning the Ember of Gerlyk custom tree. Now it uses Dexterity for its prerequisite (so you have an unambiguous stat path in the very early game) and it helps with your Spellpower, to compensate for the lack of a staff. Also fixed a bug which didn't give the Ember the +1 lifemod in its description.
- The Creep ought to be playable! I've given up on Gesture of Pain working with Predator for now, so it starts out as a Dagger-based class with the option of going for Mindstar training if you want later, since it's a Dex / Will / Cun class. I have plans for a high-level talent tree to fill out the "horror" theme that the Creep has going, so expect that to happen eventually in a future Nullpack.
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- Sher'Tul Godslayer
- Posts: 2402
- Joined: Tue Jun 18, 2013 10:46 pm
- Location: Ambush!
Re: Nullpack v11: Creeping Featureism
So it turns out I snipped some code from pre-1.0.5 and it worked because I was using the Infinite500 addon. (Which is a great addon and everyone should use it.)
BUT, this meant that some of my code didn't work with the base 1.0.4 game, and that's a problem.
v11 fixes this problem.
BUT, this meant that some of my code didn't work with the base 1.0.4 game, and that's a problem.
v11 fixes this problem.