ToME: the Tales of Maj'Eyal

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 Post subject: Re: Faerie Race
PostPosted: Wed Apr 02, 2014 4:28 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5965
Not convinced that error is my fault.
Arcanum doesn't touch any Corruptions, the offending talent is using Darkness damage and I'm pretty sure I haven't overwritten Darkness damage.
I can't check til I get home though and check the file.
I suspect this might be a damage type shift. Have you added any new damage types lately?

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 Post subject: Re: Faerie Race
PostPosted: Wed Apr 02, 2014 4:37 am 
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Wayist

Joined: Tue Apr 01, 2014 10:34 pm
Posts: 17
Me? No, none of the addons I have do that. The trouble appeared to start when I encounter an orc mage-hunter in dreadfell. I noticed for a bit all of my damage was being converted to "antimagic" damage during the lua error storm, but that phased itself out.


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 Post subject: Re: Faerie Race
PostPosted: Wed Apr 02, 2014 5:18 am 
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Uruivellas

Joined: Sun Feb 03, 2013 12:29 am
Posts: 703
Location: Turtlemire
If you were referring to me HousePet, I have not added any damage types for some versions now.

_________________
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal


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 Post subject: Re: Faerie Race
PostPosted: Wed Apr 02, 2014 12:37 pm 
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Low Yeek

Joined: Tue Apr 01, 2014 7:54 pm
Posts: 6
StarKeep wrote:
FAButzke, I'm unsure what is happened to your game. Due to it only happening once, and the line it pointing to having nothing wrong with it, I'm unable to come up with a simple solution.
If you could upload your entire log somewhere, that would help greatly. (Starting it back up and posting it after reviving won't help, getting it from the beginning would, due to me being able to see what classes were spawnt at the time.)

I'm going to upload a test version onto the Faerie page.
Download it, and see if it fixes your issue. If it doesn't, I'm afraid that's it for your character.


I've uploaded the file here:

http://speedy.sh/aMgyG/te4-log.rar

Warning, it's quite big for a txt (3mb+)

I'll try your new version and see what happens. Thanks, man.

Update: No dice. =( Just to make sure I've done everything right, I'll describe what I did:

1) Downloaded the test version.
2) Launched the game, set the Faerie Addon to Manual
3) Closed the game.
4) Deleted the "old" file in the addon dir.
5) Pasted the new one in and renamed it to the same name as the old one (removed the _13 from the file name)
6) Launched the game.
7) Loaded my save.
8) Tried to move.

Error windows started flying at me like crazy, same as before =(
I really don't know what happened, but I wish to thank you for helping anyway.


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 Post subject: Re: Faerie Race
PostPosted: Wed Apr 02, 2014 1:12 pm 
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Higher

Joined: Mon Feb 17, 2014 8:59 pm
Posts: 51
Playing a fairy rogue whenever I try to use the explosion trap I get the attached message and it does not go off.
Attachment:
with arcanum.png
with arcanum.png [ 236.62 KiB | Viewed 2666 times ]

So far testing has determined that bear traps still remain functional.
It occurs with other races as well.
Without arcanum active I still get the error only without the reference to arcanum.
Attachment:
Without arcanum.png
Without arcanum.png [ 246.32 KiB | Viewed 2666 times ]

With just arcanum and no Faeries there is no error and the trap detonates normally.
Edit: other than this I am enjoying the add on a good deal. Currently running a dark fae solipsist and a regular fae doomed. My solipsist has currently obtained a kill count of 20 or so for its own clones due to various skills accidentally killing them.


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 Post subject: Re: Faerie Race
PostPosted: Wed Apr 02, 2014 2:52 pm 
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Low Yeek

Joined: Tue Apr 01, 2014 7:54 pm
Posts: 6
Funny, I was about to post something along the lines as joebobjoe above but my tests show that it doesn't have to be a faerie race. I started a new game as an elf and as soon as I've layed my first trap and the enemy steps on it the error he mentioned above poped up. I disabled (unsubscribed from steam and deleted the .tsaa file from the addon folder) and started a new game. The error was gone.


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 Post subject: Re: Faerie Race
PostPosted: Wed Apr 02, 2014 3:05 pm 
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Uruivellas

Joined: Sun Feb 03, 2013 12:29 am
Posts: 703
Location: Turtlemire
Just stuck up a second test if you still want to give your character a shot. (Or if you don't want to waste lives, toss me the save.)

This also fixes the Trap errors.(This fix will be included in the next actual patch.)

Notice: Test 2 has a few things from the next patch, but nothing too major. Slight changelog going to be posted here, for anybody who just wants to use it for it's Trap fix.

Fey Clone - No longer uses any talent if it would hit the player. (Does not protect the player if they walk into a projectile, or damage field.)

Vision of the Shadows - Enemies will now target a shadow upon cast.
Vision of the Shadows - Cooldown at Talent Level 1 lowered from 32 to 30.
Vision of the Shadows - Cooldown at Talent Level 5 lowered from 23 to 15.

_________________
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal


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 Post subject: Re: Faerie Race
PostPosted: Wed Apr 02, 2014 4:28 pm 
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Low Yeek

Joined: Tue Apr 01, 2014 7:54 pm
Posts: 6
The trap error is gone now with this second version. But the one in my save isn't. =(
And I don't die everytime I need to test, so that's not a concern. That's because when the error happened the first time and I died I told the spirit to bring me back in the world map. The error only happens as soon as I take my first turn on the second level of the armory and so I can stop it via ctrl+alt+del before anything bad happens.

I've uploaded my save if you want to see it:

http://www.speedyshare.com/YEg4b/zasi.rar

Thanks again.


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 Post subject: Re: Faerie Race
PostPosted: Wed Apr 02, 2014 9:37 pm 
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Higher

Joined: Mon Jan 20, 2014 6:44 am
Posts: 45
I seem to be able to summon 2 Fey Clones by using dual arrows

Edit: does not seem to be 100% chance


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 Post subject: Re: Faerie Race
PostPosted: Thu Apr 03, 2014 12:08 am 
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Higher

Joined: Mon Feb 17, 2014 8:59 pm
Posts: 51
FAButzke wrote:
Funny, I was about to post something along the lines as joebobjoe above but my tests show that it doesn't have to be a faerie race. I started a new game as an elf and as soon as I've layed my first trap and the enemy steps on it the error he mentioned above poped up. I disabled (unsubscribed from steam and deleted the .tsaa file from the addon folder) and started a new game. The error was gone.

Sorry if I stated it unclearly. I had intended it as saying that the error occurs regardless of race if the mod is loaded.


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 Post subject: Re: Faerie Race
PostPosted: Thu Apr 03, 2014 3:15 am 
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Uruivellas

Joined: Sun Feb 03, 2013 12:29 am
Posts: 703
Location: Turtlemire
Faerie V3.2 - Grey Zone
http://te4.org/games/addons/tome/faerierace

---

Opening Area boss now has Dark Faerie talents (yes, all of them) and slight Vim Regen.

Fey Clone should now play nicer in general.

Fey Clone - No longer uses any talent if it would hit the player. (Does not protect the player if they walk into a projectile, or damage field.)
Fey Clone - No longer activates on 0 damage.

Vision of the Shadows - Enemies will now target a shadow upon cast.
Vision of the Shadows - Cooldown at Talent Level 1 lowered from 32 to 30.
Vision of the Shadows - Cooldown at Talent Level 5 lowered from 23 to 15.

_________________
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal


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 Post subject: Re: Faerie Race
PostPosted: Thu Apr 03, 2014 11:36 am 
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Archmage

Joined: Mon May 24, 2010 1:33 pm
Posts: 310
It would be neat if you could get a "talent weights" menu, sort of like what the alchemist has, for the clones if that's possible.

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Burb Lulls wrote:
"FLURRYFLURRYFLURRYFLURRYFLURRYFLURRY"


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 Post subject: Re: Faerie Race
PostPosted: Thu Apr 03, 2014 11:57 am 
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Uruivellas

Joined: Sun Feb 03, 2013 12:29 am
Posts: 703
Location: Turtlemire
Zaive wrote:
It would be neat if you could get a "talent weights" menu, sort of like what the alchemist has, for the clones if that's possible.


Due to the power of having a refreshable minion with your entire talent list, I purposefully left this out.

_________________
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal


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 Post subject: Re: Faerie Race
PostPosted: Thu Apr 03, 2014 12:48 pm 
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Archmage

Joined: Mon May 24, 2010 1:33 pm
Posts: 310
Ah. Well then.

Some wackiness with the Nymph boss's clone. You get the "Surge of power for a nearby fallen enemy" message every time it de-summons (no exp though) and the first clone will drop the rod of recall.
Not a big deal but eh.

_________________
Burb Lulls wrote:
"FLURRYFLURRYFLURRYFLURRYFLURRYFLURRY"


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 Post subject: Re: Faerie Race
PostPosted: Thu Apr 03, 2014 1:23 pm 
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Low Yeek

Joined: Tue Apr 01, 2014 7:54 pm
Posts: 6
With this new version I managed to complete the second Armory level. The previous error was gone and this new one (similar to the one pyroflare77 posted) showed up every turn:

Code:
 ----------------  Stack Dump ----------------
2: table // 24a5f58
1: table // 24a5f58
--------------- Stack Dump Finished ---------------
Using cached font   /data/font/DroidSansMono.ttf   16
Using cached font   /data/font/DroidSansMono.ttf   16
[TARGET] Passing target   fire drake   from   ritch flamespitter   to   orc cryomancer
[TARGET] Passing target   ritch flamespitter   from   fire drake hatchling   to   orc cryomancer
[TARGET] Passing target   fire drake hatchling   from   fire drake hatchling   to   orc cryomancer
[TARGET] Passing target   fire drake hatchling   from   fire drake hatchling   to   orc cryomancer
[TARGET] Passing target   fire drake hatchling   from   fire drake   to   orc cryomancer
[PROJECTOR] starting dam   19
[PROJECTOR] after difficulty dam   19
[PROJECTOR] res   49.08   0.5092    on dam   19
[PROJECTOR] after resists dam   9.6748
[PROJECTOR] after flat damage armor   9.6748
[PROJECTOR] final dam   9.6748
[LOG]   Lava floor burns #fbd578#Zasi#LAST#!
[1] = {
  [fct] = function: 0x0c34dd10
  [cd] = 10
  [name] = Earth's Eyes
  [no_energy] = 1
}
[LOG]   Zasi uses Earth's Eyes.
[LOG]   #UID:3120:0##fbd578#Zasi#LAST##LIGHT_GREEN# HEALS#LAST# from #LIGHT_RED#fire#LAST# damage!
[LOG]   Lava floor hits #fbd578#Zasi#LAST# for #LIGHT_RED#10 fire#LAST#, #LIGHT_GREEN#7 healing#LAST# (10 total damage) #LIGHT_GREEN#[7 healing]#LAST#.
[LOG]   #00ff00##UID:760:0#Talent Fire Drake is ready to use.
Lua Error: /data-arcanum/damage_types.lua:224: attempt to index local 'dam' (a number value)
   At [C]:-1 __index
   At /data-arcanum/damage_types.lua:224 projector
   At /engine/Map.lua:1049 processEffects
   At /mod/class/Game.lua:1331 onTurn
   At /engine/GameEnergyBased.lua:88 tick
   At /engine/GameTurnBased.lua:46 tick
   At /mod/class/Game.lua:1141
 ----------------  Stack Dump ----------------
2: table // 24a5f58
1: table // 24a5f58
--------------- Stack Dump Finished ---------------


As soon as I got rid of all the orcs (closing the error each turn) the error was gone. At least my character is not lost. YEY! =D


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