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 Post subject: Re: High Guard v1.3.1
PostPosted: Mon Sep 17, 2018 4:22 pm 
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Uruivellas

Joined: Mon Oct 09, 2006 7:47 pm
Posts: 616
A lua error that happen from time to time

Code:
Lua Error: /data-highguard/talents/spells/medic.lua:135: attempt to perform arithmetic on global 'cut' (a nil value)


Indeed
Code:
      return cut + poison + disease


should be
Code:
      return wound + poison + disease


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 Post subject: Re: High Guard v1.3.1
PostPosted: Mon Sep 17, 2018 7:37 pm 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 666
Location: Middle of Nowhere
ghostbuster wrote:
A lua error that happen from time to time

Code:
Lua Error: /data-highguard/talents/spells/medic.lua:135: attempt to perform arithmetic on global 'cut' (a nil value)


Indeed
Code:
      return cut + poison + disease


should be
Code:
      return wound + poison + disease


Thanks for your report, once again :)

I'm (slowly) working on some ideas for changes, but I'll get a bug patch up as soon as I can to fix that error. Likely to be a while before I have a real update ready.


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 Post subject: Re: High Guard v1.3.2
PostPosted: Mon Sep 17, 2018 11:31 pm 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 666
Location: Middle of Nowhere
v1.3.2
---
[Cure]
Bug fix.


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 Post subject: Re: High Guard v1.4.0
PostPosted: Sat Sep 29, 2018 5:55 pm 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 666
Location: Middle of Nowhere
v1.4.0
---
[General]
Conditioning removed.

[Magical Assault]
Damaging spells now target a narrow cone of radius 4 and will instead project in a radius of 1 around yourself if you target your own tile.

[Arcane Projection]
Magical Malady: Reworked. Melee attacks against targets afflicted with the effect will extend the duration of detrimental effects on the target by 1 turn. For each effect extended, all beneficial effects will lose 1 duration, up to Y or 50% of the duration (rounded up), whichever is greater.

[Eldritch Empowerment]
Eldritch Echoes ticks can now crit, and any time a tick deals more than 5% of the target's current life they will have a chance to be randomly Silenced, Disarmed or Pinned if they fail to save against your Spellpower.

[Mystic Ward]
Damage reduction scaling slightly increased.

[Magical Defense]
Purely passive; no longer requires Defensive Posture to be active.

[Greater Staff Focus]
Chance increased.

[Cure]
Now clears effects instantly and at the start of each turn, for Y turns.

[Phase Shield]
Effect now also grants a chance to shrug off detrimental effects while Blocking.

[Phase Shifted]
Effect now also grants Y% affinity to all damage.

[Ensorcelled Shield]
Slightly increased scaling on range bonus. Reducing damage with Mystic Ward now has a 25% chance to trigger Sorcerous Might, at most once per turn.

[Quickening]
Reworked. Now increases attack speed by Y% for a duration and causes all melee attacks to reduce the cooldown of a random spell by 1/3(rounded up, minimum 1) up to Z times per turn. Can affect the same spell multiple times and does not affect fixed cooldowns.

[Magic Beam]
Reduced cooldown to 2.

[Magic Pull]
Reduced cooldown to 4.

[Magic Blast]
Changed radius to 2 and range to 2 [from 5 and 0].

[Shield Casting]
Dispersion effect no longer affects temporary effects, but affects all types of sustains instead of magical only.

[Battle Channeling]
Sustains no longer have a mana cost. Movement penalty has been reintroduced, but reduced to 25% and, as a convenience, the slow does not affect you on the world map.

[Deep Sight]
Telepathy range fixed to 10 (because trying to reduce below that amount would basically require superloading the entire FoV function and I don't want to get into that, at least at this point).

[Bolt Fury]
Channel Staff casts no longer cost mana and cannot fail, however all damage dealt from the casts (and any damage that triggers from it) will be reduced by 50%.

... I think that's everything.


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 Post subject: Re: High Guard v1.4.0
PostPosted: Sun Sep 30, 2018 12:26 am 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 666
Location: Middle of Nowhere
v1.4.1
----
[Deep Sight]
Range actully fixed to 10 (I inadvertently increased it by 10 :oops:).


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 Post subject: Re: High Guard v1.4.2
PostPosted: Mon Oct 01, 2018 1:39 am 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 666
Location: Middle of Nowhere
v1.4.2
---
[Deep Sight]
Range scales again (about 5-12).

[Boltfury]
All-damage reduction on the Boltfury casts was not working properly.
Now reduces the base damage of each cast (calculated after the weapon damage scaling and damage range but before checking or applying crit).

--

More evidence I should always just take another day or so to test whenever I think I'm ready to upload a big patch. I'd still prefer the Boltfury casts to have all proc damage from the casts reduced as well, but applying the numbed attribute before the cast and removing it afterward did not work as I had expected. Or at all. Unfortunately I didn't catch it in my testing as it was one of the last changes I made in the big update. Found it while playing the live version. I also realized I had just been making a dumb mistake when calculating range for the telepathy on Deepsight (which I had just gotten frustrated with and decided to leave at default range, 10). So, I corrected that and reintroduced the scaling.


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 Post subject: Re: High Guard v1.5.0
PostPosted: Tue Oct 23, 2018 1:27 am 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 666
Location: Middle of Nowhere
V1.5.0
----
[Aethetfeast]
Removed and replaced with:
Blinkguard
Direct damage over 8% max life has a W% chance to cause you to teleport to an empty tile within range 1, avoiding the damage and instantly teleporting back to your original location. This can occur at most Z times per turn or once per empty tile in range (whichever is less) and requires and consumes 8 mana (increased by fatigue) each time. Note: Despite the fact that this spell has an initial range of 1, it's range will still be increased by range amplification effects (Sorcerous Might or Range Amplification Device prodigy). Mild hackery was involved, but it only affects this particular talent.

[Boltfury]
Now triggers on non-instant spell cast and after a successful teleport, rather than once per turn. Base damage dealt by the Channel Staff casts is now reduced by 75%. Sustaining this talent now reduces the base range of Channel Staff by 4. (The range of Channel Staff will now be equal to the range of this sustain while active).
Fixed a bug which made all of your talents ignore resource cost forever after the first time Blotfury triggered :oops:

[Mystic Ward]
Free block is now triggered after a teleport, instead of non-instant spell cast. Mana generation from Blocking/deflecting increased.

[Greater Staff Focus]
Now projects a shield attack instead of a staff attack, up to once per target per turn. Damage scales.

[Phase Shield]
The Phase Shielded effect now increases all resistance caps by a scaling %, instead of granting bonus block value.

[Magic Burst]
Aether Affliction now reduces Spell Save and Defense only, rather than Defense and all saves. Scaling slightly increased.

[Sorcerous Slam]
No longer applies Stun. Now applies a new effect: 'Occult Obstruction'. If the attack hits, the status is applied with no check. Melee attacks that land against targets afflicted with the status will make a spellpower check (vs spell save). If the check passes, a (scaling) number of the target's talents will be put on cooldown for 3 turns. This can occur at most once per turn (checks that fail do not count) per target.

[Ensorcelled Shield]
Sorcerous Might now increases Spellpower and Spell Range only (no longer increases Physical Power).


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 Post subject: Re: High Guard v1.5.0
PostPosted: Wed Oct 24, 2018 4:46 am 
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Joined: Wed Oct 24, 2018 3:56 am
Posts: 2
Hi!

Loaded up one of my Highguards to try out the new version and get a "attempt to index local 't' (a nil value)" in ActorTalents.lua when I press 'p' to open the talents window. This Highguard has, or had, Aetherfeast. Closing the error window does not open the talents window.

opening the character window and switching over to talents shows Deepsight, but not Aetherfeast.

If I roll back to Highguard v 1.4.2, the error goes away.

A second Highguard, one without any points in Aetherfeast, opens the talents window without error on v1.5.0.

Is this from "solely" due to Aetherfeast being changed into Blinkguard or is it from outside the addon due to the nature of the change?

In other words, is my character no longer able to spend points on talents anymore?

Thanks!

Code:
Lua Error: /engine/interface/ActorTalents.lua:434: attempt to index local 't' (a nil value)
 At [C]:-1__index
 At /engine/interface/ActorTalents.lua:434 numberKnownTalent
 At /engine/interface/ActorTalents.lua:673 canLearnTalent
 At /mod/dialogs/LevelupDialog.lua:536 status
 At /mod/dialogs/element/TalentTrees.lua:266 drawItem
 At /mod/dialogs/element/TalentTrees.lua:321 redrawAllItems
 At /mod/dialogs/element/TalentTrees.lua:82 generate
 At /engine/ui/Base.lua:107 init
 At /mod/dialogs/elements/TalentTrees.lua:65 init
 At /engine/class.lua:147 new
 At /mod/dialogs/LevelupDialog.lua:687 recreate_trees
 At /mod/dialogs/LevelupDiaglog.lua:728 createDisplay
 At /mod/dialogs/LevelupDialog.lua:96 init
 At /engine/class.lua:147 new
 At /mod/class/Player.lua:1472 playerLevelup
 At /mod/class/Game.lua:2197
 At /engine/KeyBind.lua:236


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 Post subject: Re: High Guard v1.5.1
PostPosted: Wed Nov 07, 2018 9:49 pm 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 666
Location: Middle of Nowhere
Apologies for the delayed response. Looks like your post was held up due to the new forum poster approval period.

A second apology for breaking your character. I should have realized that removing Aetherfeast would make any characters in progress bug out when updating to the new version. I think I can work around this by re-introducing the talent and just marking it as 'hidden'. You won't be able to put points into or out of it, and you might not be able to take back any recently assigned points until you put at least one point into Blinkguard, but it should allow you to continue the run, at least. Fortunately, I actually have a bit of free time right now, so let's see if I can whip up fix real quick.

--


Edit: Patch uploaded. I loaded up a 1.4.x High Guard of my own to make sure the fix worked, so you should be good to go. Again, sorry for the inconvenience.

v.1.5.1
---
High Guard 1.4.x - 1.5.x compatibility


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 Post subject: Re: High Guard v1.5.1
PostPosted: Thu Nov 08, 2018 8:24 am 
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Joined: Wed Oct 24, 2018 3:56 am
Posts: 2
Hi!

Yeah, didn't realize it would take quite that long for my post to show up, and then no one else posted about the issue either.

Thank you, your new version allowed me to open the talents without error. Aetherfest remained available for my hotbar but no longer showed in talents window.

Alas, my character died. I select to restart the character (whichever that option was) and Aetherfest appeared on the hotbar on the restarted character! Not an issue for me, I created an all new High Guard, but I thought I'd share that tidbit.

I'm not the best at the character (I have yet to beat the campaign on any character; the farthest along one is with an addon class) but I've like High Guard. Many thanks for the ability to play it. :)


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