Luminosity Anorithil Rework: feedback appreciated.

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0player
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Luminosity Anorithil Rework: feedback appreciated.

#1 Post by 0player »

Go get it while it's hot: http://te4.org/games/addons/tome/luminosity
http://forums.te4.org/viewtopic.php?f=39&t=42928 original idea by Donkatsu.

Luminosity
Effectively Positive Energy, same default start of 50, same rating of 3 per level, same Fatigue influence.

Twilight
Allows you to have negative Luminosity, up to your max positive one. Reduces level rating by 1 per level (sic), but it works to both sides.
Part of spells receive linear bonus by up to 50% when your bar is full, part conversely, when your bar is empty. Note that the bonus/antibonus may be less (or more!) than 50%, because this calculates off your "true maximum", unaffected by sustains.
Also provides an offset percentage bonus to all affected spells, scales with talent level.
Activate to temporarily remove modifiers and povide benefits to certain talents.
Upon learning Twilight, your sustains will not deactivate upon reaching low Luminosity.

Heavenly Attunement
You learn this when you learn Twilight. Attune either to Sun, to Stars or to none, having your resting regeneration (2 per turn) be directed towards maximum, minimum or none at all.
It's Command Staff-esque.

Jumpgates
As per donkatsu's idea, have an accuracy instead of max range. Tempted to make accuracy downscale with your actual range from the gate, but left as-is for now.

Twilight Surge
Moved to Twilight, damage made of one type and buffed.

Shadow Simulacrum
All damage is converted to darkness. Receives half of your Twilight bonus as all damage increase. Damage done by copy is divided by its rank.
Now can work on bosses, and receives fracton of maximum health and full resources immediately. Disables all sustains and effects, however.

Circles
Circle of Sanctity costs purely 10 lumi, Circle of Warding purely -10, as per donkatsu's suggestion.
Circle of Blazing Light now deals purely Light damage and increases your Spell Save.

Blood Red Moon
Raises your Critical Chance and Luminosity Maximums. These maximums do not count towards "true maximum".

Totality
Now only reduces cooldowns of spells benefitting from Positive if your Luminosity is Positive, and vice versa.

Corona
Only generates bolts when you're around zero. If you're more than 4 to a certain side, it will only generate bolts of one type, rapidly escalating you away from zero. Light bolts will generate luminosity, unlike in vanilla.
Range lowered to 5.

Darkest Light
Deactivates upon filling to full, fills much faster due to generally having ~4x mor espace than in vanilla. Upon deactivation, sends you rocketing into darkness and explodes into light.

Sunlight tree
All costs made POSITIVE luminosity costs, so you have a good positive sink.
Searing Light's damage upped, as per donkatsu's suggestion.
Sun Flare now damages from level 1. Nerfing blind duration didn't seem warranted.

Blazing Blast
Replaces firebeam. Strong long DoT and resist shred per turn.

Star Fury tree
Starfall costs a lot now.
Twilight Surge sends you towards the maximum you're heading to, cannot be cast if you're at zero. Damage unchanged.
Shadow Blast additionally severely debuffs damage of targets inside as long as you're in negatives.

Lunacy
Replaces moved Twilight Surge. Targeted range 5 radius 2 Mindblast equivalent, confuse resist scales with Luminosity.

Light tree
Half benefit from Twilight.
Bathe in Light's heal mod does not benefit from Twilight and is nerfed a bit.
Providence heal now can crit and is per-turn heal rather than regen increase, as advertised.

Shield of Light
Working as intended. I hope. Please test it if you can, too.

Known issues
Liches are not tested.
Chants and Hymns need revisiting.
Jumpgate needs revisiting.

Sincerely yours, 0player.
Last edited by 0player on Mon Jan 12, 2015 8:53 pm, edited 11 times in total.

donkatsu
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Re: Luminosity Alpha

#2 Post by donkatsu »

Bugs:
-For Sun Paladins, "You do not have enough luminosity to cast X" message displays for all talents that use luminosity when you have insufficient luminosity, on mouseover and mouseexit of talents, not just when you're trying to use X.
-"You do not have enough luminosity to activate Shield of Light" at 197/197 luminosity, or any other level of luminosity.
-In the talent description, the DoT portion of Searing Light is not affected by damage modifiers. The actual damage done works fine.
-Firebeam still has a negative luminosity cost, not sure if intentional.
-Mouseover on Shadow Simulacrum has Lua error "attempt to compare nil with string"
-Can't use Jumpgate: Teleport To most of the time, and when I can, it gives Lua error "attempt to perform arithmetic on local 'x' (a nil value)"

Suggestions:
-Have the resource gain on rest also apply to the "wait" command, which can currently be replicated by rapidly tapping the rest key and then escape. Useful for when you're hiding around a corner and you have three turns to wait, but you want to spend the turn immediately before the encounter doing something, like casting Barrier.
-I like your Corona better than my initial suggestion. Makes it more relevant to full dark/light builds.
-In theory, Command Staff Twilight could create busywork compared to Spacetime Tuning Twilight, but in practice I can't think of a situation where you wouldn't want to be either at full dark, full light, or 0.

0player
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Re: Luminosity Alpha

#3 Post by 0player »

donkatsu wrote:-For Sun Paladins, "You do not have enough luminosity to cast X" message displays for all talents that use luminosity when you have insufficient luminosity, on mouseover and mouseexit of talents, not just when you're trying to use X.
Fixed in the next revision.
donkatsu wrote:-"You do not have enough luminosity to activate Shield of Light" at 197/197 luminosity, or any other level of luminosity.
Fixed in the next revision. I'm ashamed.
donkatsu wrote:-In the talent description, the DoT portion of Searing Light is not affected by damage modifiers. The actual damage done works fine.
It's like that in vanilla too. Probably will fix anyway.
donkatsu wrote:-Mouseover on Shadow Simulacrum has Lua error "attempt to compare nil with string"
Well, that's embarassing. Fixed.
donkatsu wrote:-Can't use Jumpgate: Teleport To most of the time, and when I can, it gives Lua error "attempt to perform arithmetic on local 'x' (a nil value)"
Accidentally made Teleport reference Jumpgate Two and vice versa. Fixed.
donkatsu wrote:-Firebeam still has a negative luminosity cost, not sure if intentional.
Good catch.
donkatsu wrote:-Have the resource gain on rest also apply to the "wait" command, which can currently be replicated by rapidly tapping the rest key and then escape. Useful for when you're hiding around a corner and you have three turns to wait, but you want to spend the turn immediately before the encounter doing something, like casting Barrier.
Consider it done.
donkatsu wrote:-I like your Corona better than my initial suggestion. Makes it more relevant to full dark/light builds.
I'm flattered ^^
donkatsu wrote:-In theory, Command Staff Twilight could create busywork compared to Spacetime Tuning Twilight, but in practice I can't think of a situation where you wouldn't want to be either at full dark, full light, or 0.
Exactly, and typing numbers is fiddly and not really thematic. Chronomancers can allow themselves numbers, they're kind of scientists.

I'm reorganizing a bit of stuff now, so update isn't out just yet. It will be soon, though.

Red
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Re: Luminosity Alpha

#4 Post by Red »

Hallelujah! Gloria in excelsis deo! Let there be light, for Luminosity is here!

Thank you, donkatsu, for designing it, and thank you 0player for making it happen. Going to download this right now.
I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.

It hasn't worked yet.

0player
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Re: Luminosity Alpha - Illuminate the Enemy!

#5 Post by 0player »

Fixes went up!
- less horrible non-darkgodly superloads and more nice data files.
- resource tooltip now actually works.
- all damage displays correctly now; bugs with talent descritions fixed.
- all other bugs mentioned fixed.

donkatsu
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Re: Luminosity Alpha - Illuminate the Enemy!

#6 Post by donkatsu »

Turning off all other addons and starting as a Cornac Sun Paladin, Anorithil, or Berserker gets stuck on "Please while while generating the level...". If I turn on Ashes, I can't select a race or class at all.

Red
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Re: Luminosity Alpha - Illuminate the Enemy!

#7 Post by Red »

I have experienced the same issue with Ashes active.
I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.

It hasn't worked yet.

0player
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Re: Luminosity Alpha - Illuminate the Enemy!

#8 Post by 0player »

Wasn't able to fully reproduce it, but I think I pinned it down. Please try it out now, and sorry for the inconvenience.

Red
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Re: Luminosity Alpha - Illuminate the Enemy!

#9 Post by Red »

Have you considered uploading it through Steam? Steam auto-updates for you, so it'd be worlds more convenient for anyone who's paid for it on Steam.

And the compatibility fix does not work.
I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.

It hasn't worked yet.

donkatsu
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Re: Luminosity Alpha - Illuminate the Enemy!

#10 Post by donkatsu »

The fix did work for me.

Red
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Re: Luminosity Alpha - Illuminate the Enemy!

#11 Post by Red »

It's a conflict with Marson's UI for me. Which really sucks, because I hate playing with the normal UI, but want to try this thing out.
I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.

It hasn't worked yet.

donkatsu
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Re: Luminosity Alpha - Illuminate the Enemy!

#12 Post by donkatsu »

Searing Light is the only Sunlight spell that scales with positive Luminosity but other than that I've Anorithiled up to level 8 with no glaring bugs. Nuking things with Searing Light and using Moonlight Ray as filler has been a novel experience.

0player
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Re: Luminosity Alpha - Illuminate the Enemy!

#13 Post by 0player »

No idea about Marson's, in all honesty. I'll look into it at once.
Not having scaling on other Sunlight talents is unfortunate, will fix.
By the way, are cost displays clear? Does the signature of talent benefitting from energy levels feel in place?
Thanks for the feedback thus far! Forgive my stupid errors - couldn't do much playtesting on my own.

0player
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Re: Luminosity Alpha - Illuminate the Enemy!

#14 Post by 0player »

I... don't adore the idea of putting it on Steam until it's out of alpha, to be frank.

grayswandir
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Re: Luminosity Alpha - Illuminate the Enemy!

#15 Post by grayswandir »

(Note: ElectronicRU is 0player)
#tome wrote:<ElectronicRU> grayswandir76: how would I distinguish between -20 positive and
20 negative?
<grayswandir76> Well, you wouldn't.
<ElectronicRU> exactly
<ElectronicRU> so I decided to show everything as-is
<grayswandir76> I just mean, negative should be grey colored, and positive
yellow colored.
<ElectronicRU> then Sun Ray would be grey colored.
<grayswandir76> So I don't have to think about negatives. :P
<grayswandir76> Does it move you up or down?
<ElectronicRU> Believe me, I had that thought.
<ElectronicRU> Up.
<grayswandir76> Well, make yellow move you up and gray move you down.
<ElectronicRU> As does Moonlight Ray.
<grayswandir76> Otherwise I'll be confused. :(
<ElectronicRU> Should it be yellow too?
<grayswandir76> Yeah!
<ElectronicRU> ok
<grayswandir76> Same direction, same color.
<DarkGod> why does moonlight ray add lum ?
<ElectronicRU> make that a feature request in the thread
<grayswandir76> :P
<ElectronicRU> DarkGod: because it subtracts negative lum
<ElectronicRU> grayswandir76: no, I'm serious. I need to know if people would
support this. I need more feedback!
So, I want anything that moves your luminosity positive have a yellow resource cost, and anything that moves it negative have a grey resource cost. Just so I can understand things and don't have to muck about with double negatives. Any thoughts?
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

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