Played to about level 13.
The addon breaks Arena mode and errors out when trying to enter the Lumberjack village
Code:
Loading entities file from file /data/general/npcs/horror-corrupted.lua
Lua Error: /data/zones/arena/npcs.lua:512: table index is nil
At [C]:-1 __newindex
At /data/zones/arena/npcs.lua:512 f
At /engine/Entity.lua:1193 loadList
At /engine/Zone.lua:166 loadBaseLists
At /engine/Zone.lua:121 init
At /engine/class.lua:147 new
At /mod/class/Game.lua:931 changeLevelReal
At /mod/class/Game.lua:824 changeLevel
At /mod/class/Game.lua:276 at_end
At /mod/dialogs/Birther.lua:311 fct
At /mod/dialogs/Birther.lua:196 checkNew
At /mod/dialogs/Birther.lua:246 atEnd
At /mod/dialogs/Birther.lua:64 fct
At /engine/ui/Button.lua:63 fct
At /engine/Mouse.lua:58 receiveMouse
At /engine/Mouse.lua:98 delegate
At /engine/ui/Dialog.lua:657 mouseEvent
At /engine/ui/Dialog.lua:399 fct
At /engine/Mouse.lua:58
Code:
Loading entities file from file /data/zones/town-lumberjack-village/npcs.lua
Lua Error: /data/zones/town-lumberjack-village/npcs.lua:47: table index is nil
At [C]:-1 __newindex
At /data/zones/town-lumberjack-village/npcs.lua:47 f
At /engine/Entity.lua:1193 loadList
At /engine/Zone.lua:166 loadBaseLists
At /engine/Zone.lua:121 init
At /engine/class.lua:147 new
At /mod/class/Game.lua:931 changeLevelReal
At /mod/class/Game.lua:824 base_changeLevel
At /mod/addons/zomnibus/superload/mod/class/Game.lua:98 changeLevel
At /mod/class/Game.lua:1857
At /engine/KeyBind.lua:242
Lua error after being hit by Sunder Foe
Code:
[LOG] Gubrema the ghoul uses Sunder Foe.
[ATTACK] attacking with (mainhand) dwarven-steel battleaxe of crippling
[ATTACK] to player :: 71.69961546609 2 27.56 39 vs. 15 :: 1.5099019513593
checkHit 39 vs 15 => chance to hit 100
[ATTACK] raw dam 71.69961546609 versus 27.56 0.88454810495627 with APR 2
[ATTACK] after armor 46.13961546609
[ATTACK] after range 61
[PHYS CRIT %] axe accuracy bonus 39 15 = 4.8
[PHYS CRIT %] 0
[ATTACK] after crit 61
[ATTACK] after mult 92.104019032916
[PROJECTOR] starting dam 92.104019032916
[PROJECTOR] after difficulty dam 92.104019032916
[PROJECTOR] res 0 1 on dam 69.078014274687
[PROJECTOR] after resists dam 69.078014274687
[PROJECTOR] after flat damage armor 69.078014274687
[PROJECTOR] final dam after static checks 69.078014274687
[PROJECTOR] final dam after hooks and callbacks 69.078014274687
[LOG] #F53CBE#You fight through the pain! (+7 hate)
[ENGINE] Setting requested FPS to 30 (33 ms)
[ENGINE] Setting requested FPS to 30 (33 ms)
[PROJECTOR] starting dam 11
[PROJECTOR] after difficulty dam 11
[PROJECTOR] res 0 1 on dam 11
[PROJECTOR] after resists dam 11
[PROJECTOR] after flat damage armor 11
[PROJECTOR] final dam after static checks 11
stack traceback:
[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: /data/damage_types.lua:33: attempt to index local 'src' (a nil value)
stack traceback:
/data/damage_types.lua:33: in function 'useImplicitCrit'
/data/damage_types.lua:839: in function 'projector'
/data/timed_effects/mental.lua:3369: in function 'damtype'
/engine/interface/ActorProject.lua:218: in function 'project'
/data/timed_effects/mental.lua:3367: in function 'callEffect'
/mod/class/Actor.lua:5026: in function 'cb'
/data/damage_types.lua:438: in function 'defaultProjector'
/data/damage_types.lua:667: in function 'projector'
/mod/class/interface/Combat.lua:815: in function 'attackTargetHitProcs'
/mod/class/interface/Combat.lua:614: in function 'attackTargetWith'
/mod/class/interface/Combat.lua:183: in function 'attackTarget'
/data/talents/cursed/slaughter.lua:43: in function </data/talents/cursed/slaughter.lua:39>
[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:1277
---------------- Stack Dump ----------------
--------------- Stack Dump Finished ---------------
The defense bonus from Deceptive Strike doesn't match its description
Either the talents in Strife need to be shield-agnostic or Cursed need to start with Armor Training 2 and a shield. At level 1 their options are Sunder Foe (only useful for higher damage% early), Deceptive Strike (unreliable and leaves you surrounded while while corridor-fighting), Beckon (useless against melee) and Instill Fear (your best option but still unreliable). Shield Thrust would be a tolerable low level escape... if you could actually use it at low levels.
You can't use Instill Fear on an empty space even if there are enemies within the target area.
Harrass Prey requires Willpower when the other talents in the tree use Strength.
Vigour drain should probably have resource multipliers similar to Mana Clash so it isn't worthless against Mana.
Assail description - "assualt" should be assault.
The unlockable capstones seem fun but at a glance Loss/Apathy seem like the most attractive pair unless you're really, really squeezing everying for enough Defense for a Cursed Duelist gimmick build to work. Not having Preternatual Senses makes Blindside a lot less attractive.
Leveling instantly resets your hate to 50, which is annoying if you're trying to trigger Misery/Rampage through that mechanic.
Fall to Rage is worse than the old Rampage tree both mechanically and thematically. You'll die before it goes off if you don't invest heavily in the first talent, it's too risky to deliberately allow it to trigger before you have heroism, the benefits aren't impressive enough to save your life or make a low-health playstyle attractive, and the long cooldown undercuts it completely. Burning Rage feels like a filler talent, and the capstones are boring and barely applicable to what Cursed does. The fact that Fall to Misery lowers your speed when you're near death makes me want to never touch it even though Depressing Darkness is the most attractive talent in either tree. My suggestions:
-Investing in the the Fall talent should improve its effect, reduce its penalty, and/or slow the Hate equilizing when the effect is active so you can trigger it more frequently through that mechanic
-The trigger conditions for the Fall talents need to either be a lot more forgiving (25-50% life instead of 10-25%) or be moved closer to vanilla Rampage
-Burning Rage is boring and off-type. I'd change the melee projection to bleed (stacks another debuff for the unlockable capstones) and replace the retaliation damage with increased weapon/movement speed to bring back some of the old Rampage glory.
-Replace the capstone sustains entirely. My suggestion is for them to be actives that trigger a Rampage/Misery and passively enhance them further. Rampage makes your attacks trigger Off-Guard and delay the target's next turn, Misery disrupts attackers' cooldowns and has a chance to brainlock them, etc.