ToME: the Tales of Maj'Eyal

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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: 615
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: 656
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: 656
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: 656
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: 656
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: 656
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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