ToME: the Tales of Maj'Eyal

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 Post subject: Re: Inferno Race Pack
PostPosted: Thu Sep 29, 2016 6:20 am 
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Graphical God

Joined: Wed Jan 05, 2011 8:05 am
Posts: 388
Location: Something like a Springscape (hopefully)
Lovely dwarvses, ahoy! :)

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~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:
~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~


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 Post subject: Re: Inferno Race Pack
PostPosted: Fri Sep 30, 2016 11:29 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 641
1.1.8
-Fixed bloodruned not having their stat penalty.
-Fixed Bloodruned prodigy requirements. (Not certain this is the right move. Might just make it not affect prodigies later.)
-Fixed Lunar tile only applying with Midnight active. X-x


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 Post subject: Re: Inferno Race Pack
PostPosted: Mon Dec 19, 2016 6:13 am 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 641
1.1.9
-Undead heritage no longer lists redundant kruk races from the all-races-embers addon.


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 Post subject: Re: Inferno Race Pack
PostPosted: Sat Dec 24, 2016 12:41 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 641
1.2.0
-Bikini werewolves.
-While I was here, added six more vampires. Just cause.
-Added game option to disable vampires, since there's so many.
-Effigies now get manathrust and phase door, so they are guaranteed a way to clear their first zone, but lose a class and generic point on level one.

1.2.1
-Added talent icons for new vampires, oops.

1.2.2
-Fixed a couple of minor new vampire errors.

---

Assuming anyone likes the possibilities of vampires like I do, tell me if there's an archetype you want a vampire for! The only limit is that I like to avoid talent trees that lock you to a single equipment set - that's why the hellforged has no shield/two hander trees, for example, same for the sunwalker.


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 Post subject: Re: Inferno Race Pack
PostPosted: Fri Dec 30, 2016 7:48 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 641
1.2.3
-Fixed lack of angolwen portal for manawraiths.

Is anyone there? xD


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 Post subject: Re: Inferno Race Pack
PostPosted: Fri Dec 30, 2016 11:15 pm 
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Spiderkin

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 465
Location: Middle of Nowhere
*looks around* Nobody here but us ducks...


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 Post subject: Re: Inferno Race Pack
PostPosted: Sat Dec 31, 2016 8:27 am 
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Higher

Joined: Sun Aug 24, 2014 7:09 am
Posts: 54
Location: A Narrow Gap in Time
astralInferno wrote:
Plaguetouched (Requires my celestial class pack)
Corrupted counterpart to vampire. Receive +4 Constitution, but no con bonus.


Come again?


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 Post subject: Re: Inferno Race Pack
PostPosted: Sat Dec 31, 2016 2:48 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 641
ha, oops. They get +4 con and +0 cun.


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 Post subject: Re: Inferno Race Pack
PostPosted: Tue Jan 03, 2017 10:28 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 641
1.2.4
-Added new feling tiles! Have I mentioned rexorcorum is a gentleman and a scholar recently?
-Buffed vampires. I don't really have a justification for this, I just want to and it feels appropriate fluffwise. They get +resists caps now, like lichform gives.
-Fixed a bug that no-one had noticed with undead heritage wiping any saved generics when activated! that woulda sucked if it hit someone.
-Added new option for an alternate undead capstone for spell/necrosis!


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 Post subject: Re: Inferno Race Pack
PostPosted: Wed Feb 15, 2017 8:11 am 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 641
1.2.5
-How did I mess this up ugh: duergar second talent was an active.
-Buffed that talent. Shalore get ~30% forever along with free critchance, this talent was giving ~40%... less than once every five crits. Given it lasts five turns, 100% critrate at normal spellspeed is insufficient.
-Added a note on how to show the necrosis capstone when using that option.


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 Post subject: Re: Inferno Race Pack
PostPosted: Sat Feb 18, 2017 12:54 am 
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Wayist

Joined: Wed Mar 16, 2016 10:05 am
Posts: 20
I tried making a chronophage and instead of starting in point 0, I got an error message (I'm afraid I don't know where the error logs go. If that would help, please direct me to them) saying "attempt to index field 'default_wilderness' (a nil value)" I just had a black screen. I could open the options menu, character page, inventory, and the level up page (though I was represented by an @ sign and had no items). But outside of menus, it was just a black screen, no character, nothing.
Tested chronophage with different classes, both point 0 and non. Same problem every time.
Tested a chronomancer Cornac, no problems found there.


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 Post subject: Re: Inferno Race Pack
PostPosted: Sun Feb 19, 2017 6:23 am 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 641
That's very odd! I just managed to make one with no issues.
The te4_log file is found in the game's folder. For me, it's a few folders down from program files, and two folders up from the addon folder. That should be useful.


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 Post subject: Re: Inferno Race Pack
PostPosted: Sun Feb 19, 2017 9:15 pm 
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Wayist

Joined: Wed Mar 16, 2016 10:05 am
Posts: 20
Lua Error: /mod/class/Game.lua:263: attempt to index field 'default_wilderness' (a nil value)
At [C]:-1 __index
At /mod/class/Game.lua:263 at_end
At /mod/dialogs/Birther.lua:311 fct
At /mod/dialogs/Birther.lua:193 fct
At /engine/ui/Dialog.lua:154 fct
At /engine/ui/Button.lua:63 fct
At /engine/Mouse.lua:58 receiveMouse
At /engine/Mouse.lua:98 delegate
At /engine/ui/Dialog.lua:657 mouseEvent
At /engine/ui/Dialog.lua:399 fct
At /engine/Mouse.lua:58

That's the error I got.


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 Post subject: Re: Inferno Race Pack
PostPosted: Mon Feb 20, 2017 3:57 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 641
Hmm. Well, I can see something that might be an issue. Not sure why it's not causing one for me, though...

AHA.
Was the other class you tested, by any chance, an archmage or a celestial class?
It seems to work fine if you choose a mundane class that doesnt have a unique opening - which is what I did to test it. Pretty lazy of me to not test it with a chronomancer when I first released it. :oops:

1.2.6
-Added a default default_wilderness to chronophage to see if it helps? It didn't.
-Aha. Simplified it to work like manawraith.


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 Post subject: Re: Inferno Race Pack
PostPosted: Mon Feb 20, 2017 7:17 pm 
Offline
Wayist

Joined: Wed Mar 16, 2016 10:05 am
Posts: 20
Huzzah! it works! Thank you!


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