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 Post subject: Re: Gladiator v 1.4.1
PostPosted: Thu Jul 14, 2016 10:22 pm 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 651
Location: Middle of Nowhere
Thanks for the report! Not sure why it would throw an error when the mob died, but I will take a look into it. That wield check function is used by multiple talents, so it's likely the problem is with the talent that fired the check being called when it shouldn't be. I'll see what I can figure out, and hopefully whip up a quick fix.


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 Post subject: Re: Gladiator v 1.4.2
PostPosted: Fri Jul 15, 2016 4:39 am 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 651
Location: Middle of Nowhere
The wield check function was called by the axe passive 'Hewn Limbs', which itself is triggered by a melee attack (in this case, it looks like it was a standard bump attack). It's likely the mob made the attack and died on the same turn, making its death merely coincidental. I can't see why the wield check function would encounter a nil value.
I considered that I may have neglected to test the function while attacking barehanded, but I ran a quick check to make sure and it did not cause any errors.

I have a suspicion it may have to do with how inventory is referenced for player vs non-player actors, but I can't say for certain.

Taking a second look, I noticed that I was trying to index the weapons when I really just wanted to see if they had a value at all. This never caused any errors for player actors, even when the slot was empty, but I suspect it may have been what caused it on the NPC. This has been corrected.

I worked in a couple of other fixes/tweaks while I was at it.

So, that brings me to...

v.1.4.2
---

Whip talents that are granted upon equipping a whip (Lash, To the Throat[Whip], and Exotic Technique[Whip]) will no longer grant multiple talent levels when dual-wielding whips.
Note: this change is purely cosmetic. These talents pull all values from the passive talents in the Expertise/Exotic tree which grant them and do not scale to their own talent level in any way.

[Adventurer]Added a check to Lash and Thrust that should prevent them from possibly being used with your main-hand weapon while telekinetically wielding a Whip or Trident.


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 Post subject: Re: Gladiator v 1.4.2
PostPosted: Wed Aug 03, 2016 12:02 am 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 696
Gah. I just had a bug with the eidolon with gladiator talents giving a /cascade/ of errors. That teaches me for not being up to date.


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 Post subject: Re: Gladiator v 1.4.2
PostPosted: Wed Aug 03, 2016 11:48 am 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 651
Location: Middle of Nowhere
astralInferno wrote:
Gah. I just had a bug with the eidolon with gladiator talents giving a /cascade/ of errors. That teaches me for not being up to date.


:shock:

I hope this is entirely related to being an old version and not something else. Let me know if it happens again?

Also, this may be semi-related to a problem I've been having. Going off-topic, but heck, it's my thread :p

So here's the situation: Many of the add ons I have installed do not update automatically, in spite of having the add on version set and updated in their init files. Personally, I have noted this with at least OoTS and, most notably, EoR. I have a theory, so I'm curious if you wouldn't mind answering a question or two? Do you play ToME via Steam, and, if so, did you happen to download Gladiator directly from te4.org? I know add ons that I am subscribed to on Steam will update, and I know that the couple of add ons that I know for certain do not update are ones that I pulled directly from te4. I suspect my client is not checking te4.org for updates at all when it is launched through Steam.

All of my add ons use the version number, so Gladiator /should/ have updated automatically for you, which is the reason I'm asking.


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 Post subject: Re: Gladiator v 1.4.2
PostPosted: Wed Aug 03, 2016 2:25 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 696
That seems consistent, yeah. I download ALL my addons through te4, and to my awareness they've never auto-updated.


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 Post subject: Re: Gladiator v 1.4.2
PostPosted: Wed Aug 03, 2016 3:46 pm 
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Wyrmic

Joined: Fri Oct 09, 2015 2:27 pm
Posts: 243
astralInferno wrote:
That seems consistent, yeah. I download ALL my addons through te4, and to my awareness they've never auto-updated.

Most of mine are auto-updated nowadays, though running it in Galaxy might be a factor? The only big exceptions I think have been ZOmnibus and Stoic. And I think there was that one time I had to re-download Eternal Darkness because of the checksum error that was fixed (apparently auto-updates can't fix that somehow).


Last edited by Chronosplit on Thu Aug 04, 2016 8:28 pm, edited 1 time in total.

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 Post subject: Re: Gladiator v 1.4.2
PostPosted: Wed Aug 03, 2016 4:35 pm 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 651
Location: Middle of Nowhere
Thank you both for the info. I was discussing this with Stunt, so I will pass this along and see if maybe he can get to the bottom of. I believe add ons downloaded from te4 /should/ update regardless of being played through Steam, but that does not seem to be the case. If we're both having the same problem, it's likely affecting a lot of people that may not even be aware of it, too.


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 Post subject: Re: Gladiator v 1.4.2
PostPosted: Sun Aug 28, 2016 6:19 pm 
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Joined: Sun Aug 28, 2016 4:04 pm
Posts: 2
Nice addon!

I really like the class' fighting style and the mechanic of giving different effects for using each weapon type!

Just a couple of things I've noticed (talents' effects not matching descriptions -- not sure if bugs or just mistakes in the descriptions):

The bleeding from Deep Wound seems to do a lot more damage than the description says it does -- for example, after hitting an enemy for 132 damage with 2 detrimental effects on them (Sundered Spirit and Bleeding), the Deep Wound did 66 damage per turn, when according to the description it should have done 132*0.05*2 = 13.2 damage per turn. Looks like it's doing 5 times more damage than it's supposed to do (which is what it looks like, having taken a quick look at the code -- looks like the damage is being divided by 4 instead of 20).

Also, some of the talents that work with detrimental effects say they look at stuns, sunders and wounds, while some say they look at pins and slows as well. However, the talents that say they look at pins and slows don't actually seem to -- for example, Deep Wound doesn't do any damage over time when used on an enemy with only Slow on them. All of the talents seem to be using the same function (debuffCount) to count debuffs, which only counts stuns, sunders and wounds.


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 Post subject: Re: Gladiator v 1.4.2
PostPosted: Sun Aug 28, 2016 6:26 pm 
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Joined: Sun Aug 28, 2016 4:04 pm
Posts: 2
Can't edit my previous post because it hasn't been approved yet, but I just noticed the post on the previous page about pins and slows -- please ignore the second part of my post.


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 Post subject: Re: Gladiator v 1.4.2
PostPosted: Tue Aug 30, 2016 4:50 pm 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 651
Location: Middle of Nowhere
34Witches wrote:
Can't edit my previous post because it hasn't been approved yet, but I just noticed the post on the previous page about pins and slows -- please ignore the second part of my post.


Thanks for the feedback and I'm really glad you enjoy it!

It's true, I did change the effects counted as debuffs, but you do raise an issue. I, rather lazily, used a find and replace to update the descriptions, and forgot there were a couple with slightly different wording, so those were missed. I'll update them so there's no confusion. My bad!

I'll look at Deep Wound, as well. Either the description is off or the code is, so that needs a fix. Also, it should always do at least a base amount of bleeding damage, even with no debuffs, as the whole point of it is to have an active way to make things bleed.

Should have an update up in the next day or so :)


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 Post subject: Re: Gladiator v 1.4.3
PostPosted: Wed Aug 31, 2016 2:22 am 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 651
Location: Middle of Nowhere
34Witches wrote:
Nice addon!

I really like the class' fighting style and the mechanic of giving different effects for using each weapon type!

Just a couple of things I've noticed (talents' effects not matching descriptions -- not sure if bugs or just mistakes in the descriptions):

The bleeding from Deep Wound seems to do a lot more damage than the description says it does -- for example, after hitting an enemy for 132 damage with 2 detrimental effects on them (Sundered Spirit and Bleeding), the Deep Wound did 66 damage per turn, when according to the description it should have done 132*0.05*2 = 13.2 damage per turn. Looks like it's doing 5 times more damage than it's supposed to do (which is what it looks like, having taken a quick look at the code -- looks like the damage is being divided by 4 instead of 20).

Also, some of the talents that work with detrimental effects say they look at stuns, sunders and wounds, while some say they look at pins and slows as well. However, the talents that say they look at pins and slows don't actually seem to -- for example, Deep Wound doesn't do any damage over time when used on an enemy with only Slow on them. All of the talents seem to be using the same function (debuffCount) to count debuffs, which only counts stuns, sunders and wounds.


Alright, I have an update ready already! These were some quick fixes (my favorite kind :mrgreen: ).

Good catch on the bleeding damage being dealt by Deep Wound!

When I coded it I was working under the (mistaken) notion that the 'Deep Wound' effect's 'power' parameter was the total damage to be dealt. So I divided the difference in life from before and after the attack by 4 to find 25% of the damage dealt, assuming that was going to be divided again by the duration of the effect (25%/5 = 5%). Which was absolutely incorrect! The power is, in fact, the damage dealt each turn, so I should have been dividing by 20 at the get-go, just as you said.

This is the trouble with being a one-man developer/coder/bug-tester operation :lol:
On top of testing everything in dev mode during development, I actually played through the entire Embers campaign with a Sword/Mace/Shield build, and still never caught this!

Worse still, I failed to notice the power calculation for the Deep Wound effect was not adding in the base bleed damage, and therefore would result in a zero damage bleed if the target was not suffering from any debuffs. This has also been corrected. Using Deep Wound on a target with no debuffs will cause a bleed for 5% each turn, while using it on a target suffering from one debuff will cause a 10% bleed, and so on.

What's more, I noticed while I was editing Deep Wound that only the main-hand-only version of the attack was actually ignoring bleeding resistance, as the talent states, while the dual-sword and off-sword versions were still checking resistance.

For what should have been a pretty straight-forward talent, I sure made a mess of it, huh? :lol:

Thank you, once again, 34withces!

I noticed some other... odd... stuff while I was digging around. For instance, if the damage done by either version of Exotic Technique is less than 12, it sets the power for the damage-over-time calculation to 12. I have absolutely no memory of adding this check, or what I might have imagined the reason for it would be. It's... it's really weirding me out :shock:
Considering how much of this add on was coded in the wee hours of the morning, when I had no right to be doing anything besides sleeping, I can't really say that I'm completely surprised, but I am slightly concerned about what else I might find. I will go through everything more carefully when I have time, but I am currently wrapped up in a Dark Priest overhaul, so for now I will go ahead and post an update to correct the issues noted by 34Witches.

Which brings me to...

v1.4.3

Corrected a few talent descriptions which still reflected the old debuff interaction. These talents will now correctly state that they only interact with Stuns, Sunders and Wounds.

[Deep Wound]
The base damage of the bleed caused by this talent is now correctly only 5% of the damage dealt, rather than 25%.
This talent will now always inflict at least a 5% per turn bleed, even when the target is not suffering from any Stuns, Sunders or Wounds.
This talent will now ignore bleeding resistance, as stated, when used with two swords, or a sword in the off-hand only.

... And, of course, the ToME server is doing its nightly reset, so I can't actually upload the new version at this moment. I would stay up and wait, but I'm never sure how long it's going to take, and I desperately need sleep. Look for the update tomorrow!


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 Post subject: Re: Gladiator v 1.4.3
PostPosted: Wed Aug 31, 2016 3:18 pm 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 651
Location: Middle of Nowhere
Version 1.4.3 is now up.

While doing a quick test of Deep Wound, I noticed that it was not setting the source for the Deep Wound effect on the target. So it went with the default source, which is the target itself. Needless to say, this would cause the log to report that the target was taking physical damage from itself each turn. Which looks silly, and could possibly have robbed you of experience from low-rank mobs if they were killed by the effect. Maybe. I think. Anyway, that's fixed now, too.

I went through all talent descriptions and fixed typos and poor construction in a few. While I was at it, I noticed several things I would like to tweak, but they will have to wait until after I have finished up my Dark Priest overhaul. Mostly this will be tweaking stamina costs, cool downs, and generally just making some numbers go up and down, in an effort to strike a better balance.

One thing that I could not just let sit there was the dieAt value granted by Comeback. I should have fixed it ages ago, and I have no idea why I never did while I was actively working on the class. It was extremely underwhelming at low levels due to the fact that it scaled based on your max life, and a stat, and talent level. There is now a flat, non-scaling base value as well as the scaling value to make it a bit more appealing at lower levels.

Now, back to making Eyal a Darker place... :twisted:


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 Post subject: Re: Gladiator v 1.4.5
PostPosted: Sun Jun 17, 2018 11:20 pm 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 651
Location: Middle of Nowhere
v1.4.4
---
???

v1.4.5
---
[General]
Replaced Dual Techniques with Duelist.
Replaced Shield Defense with Shield Offense.
Add a hastily-tossed-together class icon.

[Arms Expertise]
No break point at talent level 5, all TL 5 effects merged down to base.
No longer grants points in Riposte.
Shield attack chance and damage scale on talent level instead of Shield Expertise level.


[Frenzy]
Cosmetically renamed: Battle Frenzy.

[Lunge]
Cosmetically renamed: Swift Lunge.

[Savage Strikes]
Fixed the pile of copy-pasta that was the action field. Now functions properly in all cases (main hand only, offhand only, both hands, two-handed, one hand plus shield, two-hand plus shield... hard to imagine why it was a mess, eh?)

I know the class is still not balanced that well (shield build feels especially strong), and I'm always open to suggestion in that regard, but frankly I am not that happy with this design (the specialization in weapons is unique, but extremely restrictive gear-wise, which is the trouble) and am primarily interested in fixing any other bugs that may still be lurking around, as far as this class goes.


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