Arcanum Class Pack v2.3

A place to post your add ons and ideas for them

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malboro_urchin
Archmage
Posts: 393
Joined: Thu Dec 12, 2013 7:28 pm

Re: Arcanum Class Pack v1.6.5

#256 Post by malboro_urchin »

HousePet wrote:Doing so would allow the player to double up on those potions and would require a major rewrite to get the code to recognise non alchemists using that talent.
How would they be able to double up on the potions?
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.

Kureyn
Low Yeek
Posts: 9
Joined: Sat Jan 12, 2013 1:01 am

Re: Arcanum Class Pack v1.6.5

#257 Post by Kureyn »

malboro_urchin wrote:
HousePet wrote:Doing so would allow the player to double up on those potions and would require a major rewrite to get the code to recognise non alchemists using that talent.
How would they be able to double up on the potions?
By doing the Alchemists quest before taking Water Alchemy as an Adventurer, didn't think of that. *sigh* As for solving that, what if it doesn't trigger if you've completed any of the NPC alchemists' potions?

As for the rewrite, what about also tying it to the Adventurer class, like you did for the Alchemist class, and only have it trigger if they take Water Alchemy before doing that first boss that triggers the quest?

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack v1.6.5

#258 Post by HousePet »

No really, the quest code is confusing enough as it is.
Adding in more cases is going to make a big mess.
My feedback meter decays into coding. Give me feedback and I make mods.

ghostbuster
Uruivellas
Posts: 617
Joined: Mon Oct 09, 2006 7:47 pm

Re: Arcanum Class Pack v1.6.5

#259 Post by ghostbuster »

When wearing the Eye of the Wyrm, on the item tooltip, any reference to cold damage (convert, +damage, resistance) is replaced by 'wave' damage.
And any attack generates a lua error from line 276 of arcanum/damage-types.lua
The same is true for several items with cold damage, but not all. And the talents properly reference cold.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack v1.6.5

#260 Post by HousePet »

That isn't a fault with the addon.
That is caused by transfering a character to an updated version of an addon.
My feedback meter decays into coding. Give me feedback and I make mods.

ghostbuster
Uruivellas
Posts: 617
Joined: Mon Oct 09, 2006 7:47 pm

Re: Arcanum Class Pack v1.6.5

#261 Post by ghostbuster »

That isn't a fault with the addon.
That is caused by transfering a character to an updated version of an addon.
Right. Exactly, the problem was not due to an upgrade of arcanum, but caused by an another addon that was updated and that interfered somehow in damage_types.lua

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack v1.6.5

#262 Post by HousePet »

I've chatted with DarkGod about this issue, and how Steam is going to make it occur a lot.
Hopefully he remembered and is working on a fix. :lol:
My feedback meter decays into coding. Give me feedback and I make mods.

Seian Verian
Higher
Posts: 51
Joined: Sat Dec 21, 2013 5:40 pm

Re: Arcanum Class Pack v1.6.5

#263 Post by Seian Verian »

Is Plasma Bolt supposed to have a positive energy cost? And... Thus be unusable without the Celestial/Light tree?

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack v1.6.5

#264 Post by HousePet »

Errr No. :(
My feedback meter decays into coding. Give me feedback and I make mods.

Orangeflame
Thalore
Posts: 157
Joined: Sat Sep 14, 2013 9:09 pm

Re: Arcanum Class Pack v1.6.5

#265 Post by Orangeflame »

Extremely minor, but the Arcanist description should be changed to remove the bit about not using dark magics.
They start with Nightfall unlocked, and have Void locked! :lol:
When in trouble / or in doubt / run in circles / scream and shout.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack v1.6.5

#266 Post by HousePet »

Darkness and Dark Magics aren't the same thing.
Also, it says 'usually' unlocking Void is the exception.
My feedback meter decays into coding. Give me feedback and I make mods.

nukularpower
Halfling
Posts: 82
Joined: Tue Nov 06, 2012 5:37 am

Re: Arcanum Class Pack v1.6.5

#267 Post by nukularpower »

Just thought I'd point out that if you use the last talent in Staff Magic to inscribe a rune onto a staff, and then transfer it through the vault, the rune no longer works - it gives a lua error regarding an missing rune or some such. I'm fine with it not working for balance reasons, but it would be nice if you could at least overwrite the blank rune with a new one, on another character that has the talent.

Also, if you put a teleport rune on a staff, you can just keep clicking it to keep teleporting, forever. You get a message that it's still on cooldown, but you teleport anyways. Haven't tried with other runes.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack v1.7.0

#268 Post by HousePet »

Major Update! - Will break existing characters!

Lots of compatibility improvements that you won't notice.
3 new runes.
2 new artifacts.
New category for Archmage: Arcane Elements. Contains 8 arcane/elemental combo spells.
2 new corrupted arcane talents.
Stoneskin and Crystalline Focus improved.
Ice Shards fixed.
Channel Staff and Staff Blast will now use a staff's attack element, if it has a special one.
Cloak of the Void upgraded.
Ward upgraded.
Numerous bugfixes.

1 new base item type Wardstones.
These go in your offhand and require a small amount of magic to equip.
They have similar stats to shields, but weaker and they grant Ward instead of Block.
31 egos exist for them, but no artifacts yet.
I would like lots of feedback about these. Including artifact suggestions.
My feedback meter decays into coding. Give me feedback and I make mods.

nukularpower
Halfling
Posts: 82
Joined: Tue Nov 06, 2012 5:37 am

Re: Arcanum Class Pack v1.7.0

#269 Post by nukularpower »

Hmm, the new version won't let me even create a character - just sits at the load screen blinking, no errors. Other addons I use include Midnight, Necromancy+, and Druid... that's pretty much it, that might conflict. Any known incompatibilities?

Edit: It was Druid - disabling that class lets me start a character.

Edit 2: Spoke too soon - creating a Shalore Archmage now just freezes at "Generating Level", same problem with Necro+, Midnight, etc disabled.... Think I'll wait on this one :)

Edit 3: Dwarf and Skeleton Archmages start fine, seems to be a problem with Angolwen. Still happens with Shalore with all other addons disabled. Hope that helps. Also, the new bit on Crystalline Focus seems like it might be little OP on an Arcane Blade, a class which doesn't really need any buffs, imho. Not sure how I feel about the Wardstones, especially if they can be used for things like Assault - giving everyone Boneshield, effectively, doesn't seem like a great idea, but I will try it before I comment further, one everything is fixed up.

Marson
Uruivellas
Posts: 645
Joined: Thu Jan 16, 2014 4:56 am

Re: Arcanum Class Pack v1.7.0

#270 Post by Marson »

If it freezes while loading without displaying errors, you can often find them in the TalesMajEyal\te4_log.txt log file.

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