Arcanum Class Pack v2.3
Moderator: Moderator
Re: Arcanum Class Pack v1.6.3
Updated:
Patches a variety of bugs. Such as the current vanilla gem bug, golem conversation, Healing Salve, buggy new egos, Shielding talent not applying to Elemental Shield...
Other tweaks are Endure Elements now giving physical resistance.
Staff Blast now has side effects and a better description.
Ghost Weapon now amplifies all other damage the weapon hit will do too.
Patches a variety of bugs. Such as the current vanilla gem bug, golem conversation, Healing Salve, buggy new egos, Shielding talent not applying to Elemental Shield...
Other tweaks are Endure Elements now giving physical resistance.
Staff Blast now has side effects and a better description.
Ghost Weapon now amplifies all other damage the weapon hit will do too.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v1.6.3
i have bug when i try use alchemist talent to interact with golem:
https://www.dropbox.com/s/uamfummhb8m36 ... 245627.png
https://www.dropbox.com/s/uamfummhb8m36 ... 245627.png
Re: Arcanum Class Pack v1.6.3
Arcanum seems to break the apprentice mage quest for entrance into angolwen. This only happens when I have Arcanum turned on, and it has only happened to Chronomancers so far, but upon first entering the world map, the apprentice mage dosent spawn thus forever barring me access to Angolwen.
Arcanum turned off, works just fine.
Arcanum turned off, works just fine.
Re: Arcanum Class Pack v1.6.3
Derptokariew wrote:i have bug when i try use alchemist talent to interact with golem:
https://www.dropbox.com/s/uamfummhb8m36 ... 245627.png
The Apprentice appears fine for me.
My feedback meter decays into coding. Give me feedback and I make mods.
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- Low Yeek
- Posts: 5
- Joined: Tue Jan 10, 2012 6:32 pm
Re: Arcanum Class Pack v1.6.3
Loving the new classes, provides a nice change of pace... However, I'm getting two errors...
Whenever I try to use Ghost Weapon on my Enchanter I get:
And whenever I try to points into the Endure Elements skill I get:
Both were Shalore. This was on Steam, using the Addon from the workshop, on Linux 64bit.
Thanks!
Whenever I try to use Ghost Weapon on my Enchanter I get:
Code: Select all
error = "Lua Error: /engine/interface/GameTargeting.lua:118: /engine/interface/ActorTalents.lua:152: /data-arcanum/talents/spells/ordered-hedgemagic.lua:43: attempt to perform arithmetic on field 'all' (a nil value)\
stack traceback:\
\9/data-arcanum/talents/spells/ordered-hedgemagic.lua:43: in function </data-arcanum/talents/spells/ordered-hedgemagic.lua:33>\
\9[C]: in function 'xpcall'\
\9/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:134>\
At [C]:-1 \
At [C]:-1 error\
At /engine/interface/GameTargeting.lua:118 fct\
At /engine/interface/GameTargeting.lua:124 targetMode\
At /engine/interface/GameTargeting.lua:185 accept\
At /engine/interface/GameTargeting.lua:192 fct\
At /engine/interface/PlayerHotkeys.lua:316 \
At /engine/KeyBind.lua:229 "
Code: Select all
error = "Lua Error: /data-arcanum/talents/spells/elem.lua:30: attempt to call field 'getResistCapncrease' (a nil value)\
At [C]:-1 getResistCapncrease\
At /data-arcanum/talents/spells/elem.lua:30 passives\
At /engine/interface/ActorTalents.lua:376 learnTalent\
At /mod/class/Actor.lua:3416 learnTalent\
At /mod/dialogs/LevelupDialog.lua:339 learnTalent\
At /mod/dialogs/LevelupDialog.lua:896 super_onUseTalent\
At .../addons/zomnibus/superload/mod/dialogs/LevelupDialog.lua:293 onUseTalent\
At /mod/dialogs/LevelupDialog.lua:644 on_use\
At /mod/dialogs/elements/TalentTrees.lua:163 onUse\
At /mod/dialogs/elements/TalentTrees.lua:119 fct\
At /engine/Mouse.lua:52 receiveMouse\
At /engine/Mouse.lua:90 delegate\
At /engine/ui/Dialog.lua:533 mouseEvent\
At /engine/ui/Dialog.lua:312 fct\
At /engine/Mouse.lua:52 "
Thanks!
Re: Arcanum Class Pack v1.6.3
D'oh, more typos.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v1.6.4
Okay, patched in typo corrections.
My feedback meter decays into coding. Give me feedback and I make mods.
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- Low Yeek
- Posts: 5
- Joined: Tue Jan 10, 2012 6:32 pm
Re: Arcanum Class Pack v1.6.4
Confirmed, both errors fixed - thanks for the fast reply!
./me goes back to playing an Enchanter...
./me goes back to playing an Enchanter...
Re: Arcanum Class Pack v1.6.4
I also posted this in New Gems because I assumed it was the gems themselves, but I got to thinking that it may be arcanum;
But I can't seem to socket any gems in my alchemist's golem.
Drnull confirmed that it was a problem with gem base being updated in 1.1.3.
But I can't seem to socket any gems in my alchemist's golem.

Drnull confirmed that it was a problem with gem base being updated in 1.1.3.

Re: Arcanum Class Pack v1.6.4
Not me, I'm innocent this time.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v1.6.4
Boopity boop boop, bug time.

Whilst wielding the Rusty Chopper as a Sun Paladin. Bump attacks periodically lead to Bad Times, presumably because of the cursed wounds thing. Maybe, what do I know.

Whilst wielding the Rusty Chopper as a Sun Paladin. Bump attacks periodically lead to Bad Times, presumably because of the cursed wounds thing. Maybe, what do I know.
Re: Arcanum Class Pack v1.6.4
Out of curiosity, is there any particular reason for the potioncraft quest to grant random potions? I think it'd make a lot more sense to let the alchemist choose what potions he wants to make (though not revealing the ingredients until the potions are chosen). That may need a more complex interaction interface with the skill, but I don't think it'd be much.
Perhaps even more fun would be letting the alchemist choose which ingredients to combine, with little to no idea what the results would be (higher skill gives you more detailed hints before mixing maybe?). This would put you well into the place of an alchemist, with the risks of explosions, poisons, or just wasted materials.
Perhaps even more fun would be letting the alchemist choose which ingredients to combine, with little to no idea what the results would be (higher skill gives you more detailed hints before mixing maybe?). This would put you well into the place of an alchemist, with the risks of explosions, poisons, or just wasted materials.
Re: Arcanum Class Pack v1.6.4
Didn't want the Potioncraft talent to be too much better than the vanilla pick'n'mix.
Not sure having to guess potion recipes or possible explosions would suit this game.
Not sure having to guess potion recipes or possible explosions would suit this game.
My feedback meter decays into coding. Give me feedback and I make mods.
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- Halfling
- Posts: 112
- Joined: Wed Dec 12, 2012 6:06 am
Re: Arcanum Class Pack v1.6.4
Explosions suit this game. lol I do kind of like the idea of selecting the potions I could make, although that might make it a little easier to play. Granted if I had to pick them one at a time and there was always a chance that another alchemist made that potion already, therefore I couldn't select it, then I think it would be fair. Hooray for RNG.
Re: Arcanum Class Pack v1.6.4
http://i.imgur.com/9np9kqe.png
Popped up when I tried using Shatter on an Ice Turtle Ice Archmage, using the latest Arcanum thing. Any clue why it'd do this? Shatter operates fine if I click on the hotkey, but throws up a LUA error when I hit the hotkey combination.
Popped up when I tried using Shatter on an Ice Turtle Ice Archmage, using the latest Arcanum thing. Any clue why it'd do this? Shatter operates fine if I click on the hotkey, but throws up a LUA error when I hit the hotkey combination.