ToME: the Tales of Maj'Eyal

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PostPosted: Sat Oct 18, 2014 5:15 pm 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 828
http://te4.org/node/4398

v2.13
- Surge of Undeath now applies the correct values
- Fixed a bug with Exsanguinate


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PostPosted: Tue Oct 28, 2014 11:04 pm 
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Uruivellas

Joined: Sat Oct 04, 2014 8:03 pm
Posts: 892
Minor bug-Drain Life does not seem to be working properly. When I use it on targets, sometimes it will simply not affect them.

Is this an effect you save against? If so, there's no message when they do save.
Is it a projectile? Then it's not hitting them, which is really weird when it doesn't work five times in a row. (I was fighting a rabbit and was trying to figure out why it didn't work.)

Other than this, though, mod has been working great. Fantastic design.

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I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.

It hasn't worked yet.


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PostPosted: Wed Oct 29, 2014 12:45 am 
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Thalore

Joined: Wed Nov 14, 2012 2:24 am
Posts: 132
Red wrote:
Minor bug-Drain Life does not seem to be working properly. When I use it on targets, sometimes it will simply not affect them.

Is this an effect you save against? If so, there's no message when they do save.
Is it a projectile? Then it's not hitting them, which is really weird when it doesn't work five times in a row. (I was fighting a rabbit and was trying to figure out why it didn't work.)

Other than this, though, mod has been working great. Fantastic design.

Drain Life checks cut resistance.

Are you using it on enemies with cut resistance, such as jellies and skeletons?


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PostPosted: Wed Oct 29, 2014 3:04 am 
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Uruivellas

Joined: Sat Oct 04, 2014 8:03 pm
Posts: 892
Quite possibly. I'm reporting this a few days later, so my memory's hazy on it.

If this is the cause of it, would it be possible to add a message indicating the effect has been resisted? Or add to the skill's tooltip, explaining that's what it checks? Thank you.

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I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.

It hasn't worked yet.


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PostPosted: Wed Oct 29, 2014 10:11 am 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 828
I'll make it more explicit that Drain Life is a Cut effect like Exsanguinate, and put a resisted message in.


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PostPosted: Thu Oct 30, 2014 12:59 am 
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Uruivellas

Joined: Sat Oct 04, 2014 8:03 pm
Posts: 892
Then once more, thank you for your quick response and making this mod that much better. I tip my hat to you, Razakai.

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I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.

It hasn't worked yet.


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PostPosted: Sat Nov 08, 2014 7:40 pm 
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Thalore

Joined: Mon Oct 24, 2011 8:05 pm
Posts: 146
1.25 totally causing crash with latest eternal darkness version. Cant enter starting Evvala town without causing endless graphics bug:)


Can you update mod for 1.25?


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PostPosted: Sat Nov 08, 2014 8:21 pm 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 828
I just tried entering Elvala with the mod and got no errors. Can you take a look in your TE4_log.txt file and tell me the LUA error you're getting?


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PostPosted: Tue May 05, 2015 10:23 pm 
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Higher

Joined: Fri Jan 03, 2014 1:31 am
Posts: 45
Great work Razakai, it looks like Necromancy just got a lot more interesting and self-sufficient.

Maybe we can finally stop hoping for a Celestial/Light tree from escorts and get by our own dark powers alone. ;) I really like the idea of lichdom giving you a good spell straight away, without requiring you to wait ten more levels to get it going.


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PostPosted: Fri May 08, 2015 10:23 am 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 828
Huh, I kinda forgot about this addon. It's probably horrendously broken now 1.3 has hit, I'll see if I can take a look and bring it up to date. I've mostly been focusing on trying to get my Deathknight class coded, might roll that up into this addon too.


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PostPosted: Fri May 08, 2015 8:00 pm 
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Higher

Joined: Fri Jan 03, 2014 1:31 am
Posts: 45
I played it with 1.3.1 for up to about level 20 and it seemed to work fine without any Lua errors, barring the Crimson tree being a bit weak-ish.


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PostPosted: Sun May 10, 2015 6:41 pm 
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Thalore

Joined: Wed Nov 14, 2012 2:24 am
Posts: 132
Found an error with Corpselight:
Image


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PostPosted: Fri May 15, 2015 1:12 pm 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 828
I found where that bug is coming from. I'll have some free time at the weekend so I'll put in a fix then. There's also a reported bug with some Ashes content. Surprisingly I'm not seeing any other obvious bugs so hopefully those will be all.
In terms of new content, this addon won't be receiving anything new except for bug fixing. However, once Deathknight is done (about halfway there...) I'm planning on making a re-reworked Necromancer to go into a brand new classpack for Necromancy-themed classes. This will be quite different to the Eternal Darkness Necromancer, more of a total reimagining rather than just tweaks and new trees like it is now.


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PostPosted: Sat May 16, 2015 10:10 pm 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 828
http://te4.org/node/5149

v2.14
- Now fully 1.3 compatible
- Fixed a number of small bugs and typos
- Corpselight now works correctly
- No longer superloads actor.lua, fixing a number of issues with Ashes content and other addons


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PostPosted: Sun May 17, 2015 2:59 am 
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Higher

Joined: Sun Aug 24, 2014 7:09 am
Posts: 67
Location: A Holding Pattern on the Eidolon Plane
Unfortunately, I still get the crash from Eternal Darkness and Necromancy+ (with the N+ Necromancer changes disabled), as detailed in the last couple posts of the Necromancy+ topic. Posting here since HousePet said there's something in ED triggering it.

Edit: Phrasing.


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