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ToME: the Tales of Maj'Eyal • View topic - Verdant Class Pack: v2.3

ToME: the Tales of Maj'Eyal

Everything about ToME
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PostPosted: Tue Mar 31, 2020 6:02 am 
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Low Yeek

Joined: Thu Mar 26, 2020 12:58 pm
Posts: 7
Playing a Wyrmic with the new trees. Here are some weird things I've run into:
Antimagic breath doesn't seem to strip magical sustains (as advertised), only magical effects.
Water Breath's knockback is almost always resisted by enemies. This is probably because the WAVE damage type checks the caster's spellpower for applying the knockback by default, which is weird for Wilders. (You could pass a power parameter to the damage type though)
I'm not sure if the Sea Drake global speed effects trigger in Fog Cloud and Flood? I know that Water Dweller effects do. Tooltips aren't very clear about this.


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PostPosted: Tue Mar 31, 2020 6:28 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 6166

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PostPosted: Fri May 08, 2020 4:05 am 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 757
Hey! Sorry to bother you, HP.

I got a bug report ages ago that my wilder vampires, the Awoken, were getting their start overwritten by the Werebeast start.
On the one hand this is a big problem since no cloak of deception. On the other, they can imitate the cloak of deception at level, what, 12? 13? so it's not a fatal bug, but it's an issue. Any chance you could get Werebeast to check for the _forbid_start_override parameter, like Sun Paladins and such do? :)
(I guess this wouldn't come up outside addons as Undead are afaik the only ones who use that parameter, and they typically can't be wilders and thus cant be Werebeasts)

thanks and sorry!


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PostPosted: Fri May 08, 2020 9:37 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 6166
Thanks, I was not aware of that parameter. Last I heard we were discussing it being a bit too difficult to add in a selectable start location.
I'll add it in the next update.

Edit: Also, you are welcome to bother me (almost) anytime. :)

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PostPosted: Tue Oct 06, 2020 5:59 am 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 757
See, I'm glad you said that, since...

Found a random bug in my current playthrough; using multi-class challenge so Everything has multiple classes.

This is the error: https://i.gyazo.com/d0f98cf68c2697eb447 ... e1c156.png
The error repeated every 3 turns or so until I killed it. Preliminary utterly rangom guess; is it meant to have Summon Control?

This is the talents of the enemy that /seemed/ to be the source: https://i.gyazo.com/8577ab2ad8212353223 ... a9f350.png
This enemy, curiously, was also a summoner, but I let it live for five turns or so and it didn't seem to error.

As I said, I then killed it and continued with my day, so its a pretty minor bug. :P


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PostPosted: Tue Oct 06, 2020 10:23 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 6166
Things got a little messed up with the changes to Summoner talents. Looks like I missed something.
I've made a note to check this when 1.7 breaks everything again.

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PostPosted: Fri Oct 30, 2020 4:05 pm 
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Wayist

Joined: Sun Oct 23, 2016 10:08 pm
Posts: 23
judging by what DarkGod said this about the update: "Addons need updating or will explode!.", I can only imagine how much this broke just about everything lol


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PostPosted: Fri Oct 30, 2020 6:59 pm 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 958
Location: Middle of Nowhere
On the bright side, 1.7 implements a combat hook/callback that should allow Claw Block to work without an ugly superload, I believe.


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PostPosted: Sat Oct 31, 2020 12:40 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 6166
No forum announcement about 1.7?

Anyway, addons explode without anyone doing an update, so this is situation normal.

If it does explode due to the update, I will need all the help people can give as to what is exploding where/when. The update notes are generally unhelpful for guessing what is going to have broken, so my options are to check every superload/override/hook I'm using to see if the code still makes sense, and then test every single talent/item. That is really not feasible if anyone wants stuff fixed this year.

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PostPosted: Sun Nov 01, 2020 2:24 pm 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 958
Location: Middle of Nowhere


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PostPosted: Sun Nov 01, 2020 9:11 pm 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 6166
I have thankfully not touched Escorts. But it is definitely going to take a while to rewrite all those removeEffects...

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PostPosted: Sat Nov 21, 2020 5:03 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 6166
Updated for v1.72:

Dispel effects updated.
Poison Ivy now gets a bit more Con, more Willpower and level scaling Accuracy. No longer gets increased Dex. ('Cos enemies are supposed to touch it and get sick...)
Hailing Oak now scales Strength instead of Willpower.
Tangle Vines now have real scaling combat stats. Might not be strangly enough still. Someone report back after an enemy uses them against you.
Antimagic Breath now can remove sustained Spells. (Cleansing Infusions can as well.)
Fixed up the Werebeast Start. Shouldn't override special starting locations and you should now get directed to your racial starter zones.
Flyby Slash now drops you next to the target. (Stopping the random location placement afterwards from being a 'teleport' is too much work. So it just doesn't do that anymore.)
Myssil should now correctly finish Storming The City and assign correct rewards.
Claw Block is still an ugly superload, because that new hook is still in the wrong place, and also doesn't get the 'deflect' parameter, which I could use instead. However this superload should not cause any issues at the moment.

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PostPosted: Sat Nov 21, 2020 12:15 pm 
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Archmage

Joined: Mon May 24, 2010 1:33 pm
Posts: 313
The vanilla summoner's Detonate and Grand Arrival talents now provide numbers for their effects in the description. Plus, the attack/defend commands could use the same treatment.
Minor typo in Jelly description - "Their stats stat"
Nature's cycle still claims to reduce the cooldown of pheromones despite this version of summoner not having it.


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PostPosted: Sat Nov 21, 2020 10:38 pm 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 6166
Thanks.
I was mostly just trying to do a quick patch up to remove any version issues and bugs.
I still have no idea how I'm going to resolve the Summoner talents mismatch issues.
Nature's Cycle should still reduce the cooldown of Pheromones, should you somehow acquire it. So it isn't wrong.

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