[1.4.4] Eternal Darkness - A Full Necromancer Rework v2.21
Moderator: Moderator
Re: [1.3.1] Eternal Darkness - A Full Necromancer Rework v2.
Started putting points into Minion Mastery and it seems all the new undead also have an absurd amount of negative life.
Found another bug, although I'm not sure if it has to do with Eternal Darkness or something else. An LUA error pops up when I try to look at a lich's talents:|
http://puu.sh/kQ598/824d4fb254.png
Found another bug, although I'm not sure if it has to do with Eternal Darkness or something else. An LUA error pops up when I try to look at a lich's talents:|
http://puu.sh/kQ598/824d4fb254.png
Re: [1.3.1] Eternal Darkness - A Full Necromancer Rework v2.
I stopped reading after the point where it says Animus Hoarder gives souls on minion death.
That means Insta download for me.
The vanilla Necro is awful against bosses and tough singular fights. Necromancy+ had that effect as well but I didnt like how it switched some of the talents into different trees.
Will give this a shot once I have time.
That means Insta download for me.
The vanilla Necro is awful against bosses and tough singular fights. Necromancy+ had that effect as well but I didnt like how it switched some of the talents into different trees.
Will give this a shot once I have time.
Stronk is a potent combatant with a terrifying appearance.
Re: [1.3.1] Eternal Darkness - A Full Necromancer Rework v2.
This addon hasn't been completely abandoned. Work and other Tome stuff means I haven't had time, but I'll continue to support this with bugfixes and the like, and should get time to look at the outstanding issues this weekend.
Re: [1.3.1] Eternal Darkness - A Full Necromancer Rework v2.
http://te4.org/node/5529
WARNING - WILL BREAK CURRENT SAVES
v2.17
- Should now be compatible with Deathknight
- Improved code compatibility in general via less superloads
- Fixed a display bug with Lich talents
- Surge of Undeath no longer grants extreme amounts of die_at
Let me know if it's still not playing well with Deathknight or other mods. Need to fix Deathknight next, hopefully will have time to do that tomorrow.
WARNING - WILL BREAK CURRENT SAVES
v2.17
- Should now be compatible with Deathknight
- Improved code compatibility in general via less superloads
- Fixed a display bug with Lich talents
- Surge of Undeath no longer grants extreme amounts of die_at
Let me know if it's still not playing well with Deathknight or other mods. Need to fix Deathknight next, hopefully will have time to do that tomorrow.
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- Uruivellas
- Posts: 834
- Joined: Mon Jan 27, 2014 10:40 am
Re: [1.3.1] Eternal Darkness - A Full Necromancer Rework v2.
So, since you updated everything, I started working on a patch addon that combines the changes from Eternal Darkness and Necromancy+ (and Deathknight.)
I have most of it working, but how/where did you define the default dark empathy thing? (Also, a lot of the minions don't seem to have Blighted Summoning talents defined, unless I'm missing something. Which is possible.)
I have most of it working, but how/where did you define the default dark empathy thing? (Also, a lot of the minions don't seem to have Blighted Summoning talents defined, unless I'm missing something. Which is possible.)
Re: [1.3.1] Eternal Darkness - A Full Necromancer Rework v2.
Been a while since I looked at the code, but I think it's this bit in the hooks:
Looking at it now there's prob a better way of doing that but oh well, it works.
And yes, you might be correct, it looks like only skeletons have their talent set. Will look into that, might have just incorrectly copied the code.
Code: Select all
if data.src and data.src:getEntityKind() == "actor" and data.src.summoner and data.src.necrotic_minion and target.summoner and type ~= DamageType.RETCH then
if target.summoner == data.src.summoner then
data.dam = 0
end
end
And yes, you might be correct, it looks like only skeletons have their talent set. Will look into that, might have just incorrectly copied the code.
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- Uruivellas
- Posts: 834
- Joined: Mon Jan 27, 2014 10:40 am
Re: [1.3.1] Eternal Darkness - A Full Necromancer Rework v2.
Hmm. I can't see a reason why necromancy would be overwriting that.
...aha, inter-minion damage is based on the necrotic_minion_be_nice value, which is being overwritten with dark empathy*0.2, so that part's solved...
Edit: The River of Souls sound effect gets reeeeaaaally annoying after a while. Also I think I found a bug that isn't my fault; a rare with Black Tentacles bought up an error on line 2435 when it tried to call global checkMaxSummon.
...aha, inter-minion damage is based on the necrotic_minion_be_nice value, which is being overwritten with dark empathy*0.2, so that part's solved...
Edit: The River of Souls sound effect gets reeeeaaaally annoying after a while. Also I think I found a bug that isn't my fault; a rare with Black Tentacles bought up an error on line 2435 when it tried to call global checkMaxSummon.
Re: [1.3.1] Eternal Darkness - A Full Necromancer Rework v2.
Here's the lua with Black Tentacles.
Lua Error: /data-eternaldarkness/talents/spells.lua
attempt to call global 'checkMaxSummon' (a nil value)
At [C]:-1 checkMaxSummon
At /data-eternaldarkness/talents/spells.lua:2435 spawn
At /data-eternaldarkness/damage_types.lua:146 projector
At /engine/Map.lua:1211 processEffects
At /mod/class/Game.lua:1440 onTurn
At /engine/GameEnergyBased.lua:88 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1255
Lua Error: /data-eternaldarkness/talents/spells.lua
At [C]:-1 checkMaxSummon
At /data-eternaldarkness/talents/spells.lua:2435 spawn
At /data-eternaldarkness/damage_types.lua:146 projector
At /engine/Map.lua:1211 processEffects
At /mod/class/Game.lua:1440 onTurn
At /engine/GameEnergyBased.lua:88 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1255
Re: [1.3.1] Eternal Darkness - A Full Necromancer Rework v2.
Fixed in latest version, just uploaded.Wolfred wrote:Here's the lua with Black Tentacles.
Lua Error: /data-eternaldarkness/talents/spells.luaattempt to call global 'checkMaxSummon' (a nil value)
At [C]:-1 checkMaxSummon
At /data-eternaldarkness/talents/spells.lua:2435 spawn
At /data-eternaldarkness/damage_types.lua:146 projector
At /engine/Map.lua:1211 processEffects
At /mod/class/Game.lua:1440 onTurn
At /engine/GameEnergyBased.lua:88 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1255
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- Archmage
- Posts: 318
- Joined: Fri Oct 09, 2015 2:27 pm
Re: [1.3.1] Eternal Darkness - A Full Necromancer Rework v2.
With Eternal Darkness I get a Lua error in 1.4.0 upon starting a new game, before I make a character.
Screenshot
Screenshot
Re: [1.3.1] Eternal Darkness - A Full Necromancer Rework v2.
I'll look at that soon then. Probably something in the Darkstaff code.
Re: [1.3.1] Eternal Darkness - A Full Necromancer Rework v2.
New version, v2.19! Should work with v1.4.1, let me know if you see anything odd.
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- Halfling
- Posts: 105
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- Location: A Holding Pattern on the Eidolon Plane
Re: [1.4.1] Eternal Darkness - A Full Necromancer Rework v2.
It's disabling my online profile, specifically citing this mod. To be exact, "due to invalid addon hash (tome-eternaldarkness-1.4.1)." So that seems odd.
Re: [1.4.1] Eternal Darkness - A Full Necromancer Rework v2.
Definitely counts as odd. Will check and see if I get the same error.Thexare wrote:It's disabling my online profile, specifically citing this mod. To be exact, "due to invalid addon hash (tome-eternaldarkness-1.4.1)." So that seems odd.
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- Archmage
- Posts: 362
- Joined: Tue Nov 09, 2010 7:43 pm
Re: [1.4.1] Eternal Darkness - A Full Necromancer Rework v2.
Happened to me to when i exited the game and reloaded character (happened before at character gen).