Doomling Race

A place to post your add ons and ideas for them

Moderator: Moderator

Post Reply
Message
Author
Recaiden
Thalore
Posts: 179
Joined: Mon Jul 30, 2018 8:41 pm

Doomling Race

#1 Post by Recaiden »

This little mod adds another race, a doomelf version of halflings.
As such it requires the Ashes of Urh'rok DLC.

Get it here.

Your racial abilities:
  • Curse of the Little Folk - Lower an enemy's saves, defenses, and damage dealt for 5 turns.
  • Unflinching - Taking a lot of damage at once removes movement-impairing effects or briefly makes you immune to them.
  • Predatory Mindset - Deal more damage when you can see exactly one enemy.
  • Doom Hunt - Focus on an enemy so you can see no one else, also negating its stealth and lowering its effect immunities.

smithfield
Halfling
Posts: 113
Joined: Wed May 23, 2012 1:19 am

Re: Doomling Race

#2 Post by smithfield »

Ok. First off, I've finally gotten around to trying out several of your classes/races and they are consistently well done and interesting. Great work Recaiden.

When I saw Doomlings in the Addons I had to laugh. PTSD'd Halflings! What a hoot. I've just gotten a CoE Doomling to Reknor on Insane. Velma's clvl 35 atm and rolling strong.

She had a real trial by fire early in the run that exemplified the strengths of this combination. My regular route through the T1's is 'whereever I start' and then Trollmire and then Scint. Cav. Therefore, I often start to see troublesome Uniq's and Rand Bosses in SC. On SC-4, I got my 3rd escort, a Seer, three of them in a row. I took +5 MAG with each one. Or at least I intended to. The trip from the starting stairs to the portal, Looked like it was going to be a short walk, but instead it was a fractal nightmare that ran around the entire map. At the very bottom of the map, playing very carefully, Velma stepped into the view of a Uniq. An 800hp Minotaur Arcane Blade/Summoner. She was not even clvl-10. I almost abandoned the escort, preferring to not lose a life, at this point, but after thinking about it I decided to give the Curse of the LIttle People a chance to shine.

It was a long (by T1 standards) fight, but it worked out. Dropped it just as I was losing all hope. Level'd up from it. Still a long way from the portal though. After crossing this big hurdle, I was being even MORE careful. As we were got close to the exit portal, Velma stepped past a side corridor and guess who was sitting there?

Gunsnake.

That was really a bad moment. 19 flat dmg resist. DW is going to do NOTHING to that. Because I was careful I was able to step out of LOS, but the escorts are idiots and I had limited options. It was going to walk right into if allowed. So. Velma blocked the little Seer and started spamming DW into the void, hoping for, I don't know what, but hoping anyway.

Eventually GS comes out. First shot, that Gunslinger stunner, put 13! talents on 1 turn CD. Everything except for CotLP, which I applied. The fight of the century (for me) took place. Velma won, but it was a masterpiece and it would not have worked, but for CotLP. That is a wonderful racial and augments the CoE perfectly without being OP in the least.

She's racked up 2x deaths, but they were unforced errors on my part in the Anteroom of Agony. Nothing has really put her in significant trouble since. The key, I believe is the combination of the Worm Robe, Adept prodigy and Device Mastery at 3pts. The only thing the CoE lacks is mobility and w/ that combination Velma can instant jump twice to R9!

However, there is a problem.

[LOG] Abyssal horror is haunted by the void!
[LOG] Abyssal horror is wasting away.
checkHit 67 vs 0 => chance to hit 95
checkHit 67 vs 0 => chance to hit 95
[SHADER] setting reset param tick_start 6335277
[SHADER] setting reset param tick_start 6335277
[target_simple AI] 183018 armoured skeleton warrior selecting NEW TARGET 28 30 170871 abyssal horror
[Actor:move] 183018 armoured skeleton warrior move from 25 30 to 25 30
[LOG] Dark Whispers from Velma hits Abyssal horror for #GREY#39 darkness#LAST# damage.
[use_tactical AI] === Action Selected: 170871 abyssal horror disable talent:T_ABYSSAL_SHROUD
[LOG] Abyssal horror casts #{bold}##PURPLE#Abyssal Shroud.#{normal}##LAST#
[LOG] #{bold}##LIGHT_STEEL_BLUE#Velma loses 10 health to the entropy.#{normal}##LAST##
[LOG] #00ff00##UID:2511:0#Talent Dark Whispers is ready to use.
[LOG] #00ff00##UID:2510:0#Talent Essence Reave is ready to use.
[target_simple AI] 183037 armoured skeleton warrior selecting NEW TARGET 28 30 170871 abyssal horror
[Actor:move] 183037 armoured skeleton warrior move from 24 30 to 24 30
checkHit 39 vs 40 => chance to hit 48
[LOG] #ORANGE#Velma shrugs off the effect 'Abyssal Shroud'!
FROM /mod/addons/cults/superload/engine/dialogs/ShowErrorStack.lua loading previous!


ERROR:
Game version: tome-1.7.2
Addons: race-doomling-1.7.0[X], neka_qol07-1.0.0[X!], easy_map_v2-1.6.0[X!], ashes-urhrok-1.7.0[O], meteor-fix-1.7.2[X], orcs-1.7.0[O], zomnibus-1.7.0[X], items-vault-1.7.0[O], tuned-sounds-v1-1.6.7[X!], sms-ui-1.6.0[X!], kobold-1.2.3[X!], possessors-1.7.0[O], opaque-tooltips-1.5.5[X!], myth-minimalist-ui-1.5.10[X!], better_item_desc-1.7.2[X], rod_dissip-1.7.0[X], cults-1.7.0[O]

Game version (character creation): tome-1.7.2
Lua Error: /mod/addons/race-doomling/superload/mod/class/Actor.lua:8: attempt to call method 'hasEffect' (a nil value)
At [C]:-1 hasEffect
At /mod/addons/race-doomling/superload/mod/class/Actor.lua:8 canSeeNoCache
At /mod/class/Actor.lua:7424 canSee
At /mod/class/Game.lua:1636 logVisible
At /mod/class/Game.lua:1760 delayedLogDamage
At /data/damage_types.lua:442 defaultProjector
At /data/damage_types.lua:922 projector
At /data/damage_types.lua:3396 projector
At /engine/Map.lua:1271 processEffects
At /mod/class/Game.lua:1783 onTurn
At /engine/GameEnergyBased.lua:90 tick
At /engine/GameTurnBased.lua:51 tick
At /mod/class/Game.lua:1559

This is a piece of the error log. This error happens when I use the T4 racial. It happens when clones use it too. I am zipping and including several relevant error logs.

I do have a few addons active, but I'm fairly certain this is coming from your code.

Hope this helps.
Attachments
tome-1.7.2.zip
(219.49 KiB) Downloaded 155 times

Recaiden
Thalore
Posts: 179
Joined: Mon Jul 30, 2018 8:41 pm

Re: Doomling Race

#3 Post by Recaiden »

You're right, this was a problem with Doomlings.
The 'only see your target' was failing if certain types of entities were within LoS.

I've uploaded a new version of the addon that seems to fix the problem.

gooder1029
Cornac
Posts: 40
Joined: Wed Nov 03, 2021 1:35 pm

Re: Doomling Race

#4 Post by gooder1029 »

Hello, I really like the mod you made, I translated it into Chinese, thanks.

The file name is tome-race-doomling translated it into Chinese 2022-2-19

This translation only talents and birth data.

I also put them on google driver:

Code: Select all

https://drive.google.com/drive/folders/1ihgh5EQCQQEHpqNC6DjKtL4VxriZl52A?usp=sharing

Post Reply