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Re: astralInferno's Celestial Oddities (Class Pack)

Posted: Mon Sep 19, 2016 5:54 pm
by echo42
The Radiant inspired me to cobble together a custom tile from various bits and pieces.

Image

If you happen to want the tile, here it is, though I'm not especially well-versed in how to properly add it - I added it in my own game by replacing tiles in another custom sprite addon I was using.

Image

Re: astralInferno's Celestial Oddities (Class Pack)

Posted: Mon Sep 19, 2016 6:24 pm
by The Tapir
Looks like you and I had the same idea for sprites :lol:.

Also, exactly how do the reactor talents work? The very first mentions creating a damage shield that increases over time, but one of the release talents specifically mentions creating a shield of the same strength as the listed value of the reactor. Would it be more appropriate to say that the generator creates some "power" that can be released into a shield/heal/damage?

Re: astralInferno's Celestial Oddities (Class Pack)

Posted: Tue Sep 20, 2016 1:20 pm
by astralInferno
echo42 wrote:The Radiant inspired me to cobble together a custom tile from various bits and pieces.

Image

If you happen to want the tile, here it is, though I'm not especially well-versed in how to properly add it - I added it in my own game by replacing tiles in another custom sprite addon I was using.

Image
That's amazing. xD
Second Sun was actually specifically designed based off of her.
The Tapir wrote:Also, exactly how do the reactor talents work? The very first mentions creating a damage shield that increases over time, but one of the release talents specifically mentions creating a shield of the same strength as the listed value of the reactor. Would it be more appropriate to say that the generator creates some "power" that can be released into a shield/heal/damage?
That release talent creates a shield equal to the MAXIMUM potential value of the reactor. So, if it generates 20 per turn up to 400 max, the release talent turns the sustain off and sets the shield to 400. Thus the name 'Full Capacity'. :)

Re: astralInferno's Celestial Oddities (Class Pack)

Posted: Tue Sep 20, 2016 7:29 pm
by echo42
Radiant Worship has a pretty odd cooldown leveling scheme. 11->0->3->3->4 from 1 to 5 points invested. Guessing that wasn't intended.

Re: astralInferno's Celestial Oddities (Class Pack)

Posted: Wed Sep 21, 2016 10:44 am
by astralInferno
Uuugh. DXD Thanks.

1.0.5
-Fixed Radiant Worship cooldown.

(The thing with releasing this patch is I'm sure I can't win. If I'd waited for more bugs to fix all at once, there'd have been none for days. Now I release this, there'll be half a dozen by the weekend I'm sure.)

Re: astralInferno's Celestial Oddities (Class Pack)

Posted: Thu Sep 22, 2016 12:14 am
by Hellcommander
found an error that that is related to necromancy+ and has an error related to the Firmamancer:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:256: in function </engine/interface/ActorTalents.lua:240>
Lua Error: /engine/interface/ActorTalents.lua:279: /engine/interface/ActorTalents.lua:256: /engine/interface/ActorTalents.lua:150: /hooks/necromancy+/load.lua:32: attempt to compare number with function
stack traceback:
/hooks/necromancy+/load.lua:32: in function </hooks/necromancy+/load.lua:28>
[string "return function(l, self, data) local ok=false..."]:1: in function 'triggerHook'
/data-Infinite500/damage_typesI500.lua:141: in function 'defaultProjector'
/data/damage_types.lua:722: in function 'projector'
/data-celestialoddities/damage_types.lua:274: in function 'projector'
...stialoddities/talents/celestial/firmamancer/rainfall.lua:151: in function 'damtype'
/engine/interface/ActorProject.lua:218: in function 'project'
...stialoddities/talents/celestial/firmamancer/rainfall.lua:148: in function <...stialoddities/talents/celestial/firmamancer/rainfall.lua:143>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:140>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:279 useTalent
At /mod/ai//tactical.lua:418 runAI
At /mod/ai//tactical.lua:446 doAI
At /mod/class/NPC.lua:72 act
At /engine/GameEnergyBased.lua:129 tickLevel
At /engine/GameEnergyBased.lua:64 tick
At /engine/GameTurnBased.lua:51 tick
At /mod/class/Game.lua:1271

Re: astralInferno's Celestial Oddities (Class Pack)

Posted: Thu Sep 22, 2016 12:18 am
by Hellcommander
Hmm it seems it ended up happening one turn after too, it seems to be related to the open the heaven's skill that the boss used.

Re: astralInferno's Celestial Oddities (Class Pack)

Posted: Thu Sep 22, 2016 12:58 pm
by astralInferno
Oh man, that is a DUMB error. Forgot something basic...

1.0.6
-Exclusion Zone no longer crits.
-Couple of minor (nonfunctional?) changes I've already forgotten.
-Fixed Open the Heavens.

Re: astralInferno's Celestial Oddities (Class Pack)

Posted: Thu Sep 22, 2016 8:25 pm
by Hellcommander
Thanks

Re: astralInferno's Celestial Oddities (Class Pack)

Posted: Fri Sep 23, 2016 1:30 am
by Hellcommander
Currently there is a rather major issue with Open the Heavens, it doesn't destroy tiles when changes the floor around the impact zone causing tiles to appear magically after the embers disappear. Attached is a screen of what happened to a escort that was waiting in the wrong area when the mountain regrew itself.

Re: astralInferno's Celestial Oddities (Class Pack)

Posted: Fri Sep 23, 2016 5:41 am
by echo42
I think that also happens with the meteor prodigy, so I'm not sure if that's a bug or just a thing that happens.

Re: astralInferno's Celestial Oddities (Class Pack)

Posted: Fri Sep 23, 2016 12:02 pm
by astralInferno
Yeah, that happens with the prodigy. Changing it would require messing with code I don't really understand - and overwriting the prodigy if I wanted things to be consistent.

Re: astralInferno's Celestial Oddities (Class Pack)

Posted: Sat Sep 24, 2016 10:09 pm
by Hellcommander
I know this is a minor cosmetic thing but your do lunar males wear bras?

Re: astralInferno's Celestial Oddities (Class Pack)

Posted: Sun Sep 25, 2016 11:56 am
by astralInferno
Omg. xD

That's a side effect of the tile for them being based on the female ogre tile. I am not sure there's an easy solution. Maybe all lunars are trans? >>

Re: astralInferno's Celestial Oddities (Class Pack)

Posted: Fri Sep 30, 2016 3:17 am
by nsrr
So I was working on updating 'Embers with All Races' and I noticed that if I loaded up a new game without 'Midnight' enabled, the tile for Lunars doesn't load. Kind of weird.