[1.4.4] Eternal Darkness - A Full Necromancer Rework v2.21

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Razakai
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Re: [1.2.3] Eternal Darkness - A Full Necromancer Rework v2.

#166 Post by Razakai »

Yeah, I saw that. Spirit and Acid were old, planned categories that never made it in (Acid was replaced by Vampirism, and Spirit just didn't have enough going on to make it worthwhile to include). So I'll just remove the entries for them and it'll fix the issue.

Razakai
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Re: [1.2.3] Eternal Darkness - A Full Necromancer Rework v2.

#167 Post by Razakai »

http://te4.org/node/5167

v2.15
- Removed some unused code to improve compatibility

HousePet
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Re: [1.2.3] Eternal Darkness - A Full Necromancer Rework v2.

#168 Post by HousePet »

They did seem like interesting categories though. :)
My feedback meter decays into coding. Give me feedback and I make mods.

Thexare
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Re: [1.2.3] Eternal Darkness - A Full Necromancer Rework v2.

#169 Post by Thexare »

Can confirm, now works.

Razakai
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Re: [1.2.3] Eternal Darkness - A Full Necromancer Rework v2.

#170 Post by Razakai »

HousePet wrote:They did seem like interesting categories though. :)
I did kinda like Acid a lot. It was the first tree I made when doing ED, but I decided physical stuff fit better so made the Vampirism tree instead. Might work as a tree for some Corruptor subclass though. And there will be a variation on Spirit in the revised version of ED, as an alternative summoning tree. Lesser numbers of big minions rather than lots of small ones.

jenx
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Re: [1.3.1] Eternal Darkness - A Full Necromancer Rework v2.

#171 Post by jenx »

lua error in 1.3.1, no other addon:

Code: Select all

error = "Lua Error: /hooks/eternaldarkness/load.lua:31: attempt to call method 'isTalentActive' (a nil value)\
  At [C]:-1 isTalentActive\
  At /hooks/eternaldarkness/load.lua:31 \
  At [string \"return function(l, self, data) local ok=false...\"]:1 triggerHook\
  At /data/damage_types.lua:433 defaultProjector\
  At /data/damage_types.lua:771 projector\
  At /data/damage_types.lua:1683 projector\
  At /engine/Map.lua:1211 processEffects\
  At /mod/class/Game.lua:1440 onTurn\
  At /engine/GameEnergyBased.lua:88 tick\
  At /engine/GameTurnBased.lua:46 tick\
  At /mod/class/Game.lua:1255 "
seen = true
reported = true
i am inside a vault with several traps having just been triggered by minions, if that helps
MADNESS rocks

Razakai
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Re: [1.3.1] Eternal Darkness - A Full Necromancer Rework v2.

#172 Post by Razakai »

I'll take a look at this tonight. Seen this sort of problem in the past so should be an easy fix.

Razakai
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Re: [1.3.1] Eternal Darkness - A Full Necromancer Rework v2.

#173 Post by Razakai »

I couldn't replicate the bug but I put in a fix that I think should do it. Jenx, could you try again and see if you get that error?

kemott11
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Re: [1.3.1] Eternal Darkness - A Full Necromancer Rework v2.

#174 Post by kemott11 »

I'm playing with both ED and Necromancy+(disabled changes) and it is working quite well, and lots of fun.

Death Vortex seems to deal damage twice a turn

I get a Lua error when inspecting abilities of summoned liches (won't open the abilities tab)

I still got Celestial/Star Fury(modified version by Midnight) at 6lvl lich, even though the ability doesn't state that.

Razakai
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Re: [1.3.1] Eternal Darkness - A Full Necromancer Rework v2.

#175 Post by Razakai »

The double Death Vortex is something new, I'll try to replicate that.

Do you have the LUA error? Would be interesting to see what that is.

That's odd. Might be an interaction between one of the other mods and ED, I'll see if it happens when I just have ED enabled.

kemott11
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Re: [1.3.1] Eternal Darkness - A Full Necromancer Rework v2.

#176 Post by kemott11 »

Here it is
12.png
12.png (180.96 KiB) Viewed 10158 times
There might be something related to the More Taints addon, no idea though.\
I'm using 16 addons, but the game is pretty stable ;p

Razakai
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Re: [1.3.1] Eternal Darkness - A Full Necromancer Rework v2.

#177 Post by Razakai »

That one at least is an easy fix. I created some copies of Lich talents that don't cause friendly fire, but the copied version of Dark Torrent calls some Darkness related stuff that's not present which is causing that error. Will fix that soon.

HousePet
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Re: [1.3.1] Eternal Darkness - A Full Necromancer Rework v2.

#178 Post by HousePet »

kemott11 wrote: There might be something related to the More Taints addon, no idea though.
...
You will suffer eternally for that accusation.
:twisted:
My feedback meter decays into coding. Give me feedback and I make mods.

Einzbern
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Re: [1.3.1] Eternal Darkness - A Full Necromancer Rework v2.

#179 Post by Einzbern »

Not sure if it's maybe a display error, but Essence of the Dead seems to be giving an absurd amount of negative life, or "Not die till -X".
Runed Bone Giant
Ghast
My other minions have equally absurd amounts. FWIW, the tooltip for Essence of the Dead says it should only give -181.
Last edited by Einzbern on Mon Oct 19, 2015 3:47 pm, edited 1 time in total.

Micbran
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Re: [1.3.1] Eternal Darkness - A Full Necromancer Rework v2.

#180 Post by Micbran »

I guess it truly is an eternal bone giant.
A little bit of a starters guide written by yours truly here.

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