Call of the Divine - a long look at the Divination tree.

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0player
Uruivellas
Posts: 717
Joined: Fri May 24, 2013 4:27 pm

Call of the Divine - a long look at the Divination tree.

#1 Post by 0player »

http://te4.org/games/addons/tome/call-of-the-divine
http://steamcommunity.com/sharedfiles/f ... =359781010

Divination tree was always something I kept an eye on, but its proper usage was a bit of a hassle, and all its power was concentrated on one talent point -- specifically, the first one you put into Arcane Eye. This addon attempts to mitigate that.
This is my first successful (heh) attempt at modding, so feedback & suggestions are especially welcome.

Arcane Eye
- Duration made infinite, as it was longer than cooldown even at level 1;
- Now you can have multiple arcane eyes out (up to FOUR if you decide to max it out!)
- No longer autmatically follow creatures or negate invisibility

Unveil (ex Keen Senses)
- Renamed to Unveil
- Your Arcane Eyes now apply debuff that additionally reduce enemies' stealth and invisibility (Unveiled)

Vision
- Now a sustain
- Your Arcane Eyes now see (but don't map) impassable terrain around them
- They can now follow creatures if cast on them
- A creature on the same tile as Arcane Eye can be seen through stealth, invis, and your blindness (Arcane Supervision debuff)
- At level 5, you get an Arcane Eye effect always centered on yourself

Premonition
- All damage from magically revealed creatures is reduced by X% per effect, up to 3X%
- Effects include: Unveiled, Arcane Supervision, Illuminate, and sun infusion debuff

Vision runes
- Completely map an area around you
- Grant you telepathy: all for the duration
- Apply Arcane Supervision to all enemies in range on cast
- You get effects of Premonition, with just one stack, for the duration

Sun infusions
- Now make enemies untarget you

Try it out and tell me how does it play for you!
Last edited by 0player on Sun Dec 21, 2014 4:34 pm, edited 1 time in total.

StarKeep
Uruivellas
Posts: 703
Joined: Sun Feb 03, 2013 12:29 am
Location: Turtlemire

Re: Call of the Divine - a long look at the Divination tree.

#2 Post by StarKeep »

Code: Select all

Lua Error: ...addons/call-of-the-divine/superload/mod/class/Player.lua:62: attempt to call method 'removeTemporaryEffect' (a nil value)
	At [C]:-1 removeTemporaryEffect
	At ...addons/call-of-the-divine/superload/mod/class/Player.lua:62 
	At [C]:-1 calc_circle
	At ...addons/call-of-the-divine/superload/mod/class/Player.lua:50 doArcaneyThing
	At ...addons/call-of-the-divine/superload/mod/class/Player.lua:71 _playerFOV
	At /mod/addons/verdant/superload/mod/class/Player.lua:49 playerFOV
	At /mod/class/Game.lua:1384 updateFOV
	At /mod/class/Game.lua:1394 displayMap
	At /mod/class/uiset/Minimalist.lua:2093 display
	At /mod/class/Game.lua:1473 
Just popped while walking around.
Had 2 eyes out, if that matters.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

0player
Uruivellas
Posts: 717
Joined: Fri May 24, 2013 4:27 pm

Re: Call of the Divine - a long look at the Divination tree.

#3 Post by 0player »

Thanks for the report! I'll try to push a fix to that and a couple of other problems later in the evening.

0player
Uruivellas
Posts: 717
Joined: Fri May 24, 2013 4:27 pm

Re: Call of the Divine - a long look at the Divination tree.

#4 Post by 0player »

A new version is out.
- fixes aforementioned bug,
- removes some legacy code,
- makes Vision lvl5+ not work on Wilderness.

Stay strong and don't take demonic delusions for divination!

Brent Not Broken
Cornac
Posts: 36
Joined: Wed Jul 14, 2010 6:36 pm

Re: Call of the Divine - a long look at the Divination tree.

#5 Post by Brent Not Broken »

Hey, I'm interested in trying this out. Any plans to add it to the Steam workshop?

stinkstink
Spiderkin
Posts: 543
Joined: Sat Feb 11, 2012 1:12 am

Re: Call of the Divine - a long look at the Divination tree.

#6 Post by stinkstink »

You can install addons that aren't on the Workshop by adding them to the Steam\SteamApps\common\TalesMajEyal\game\addons directory. Make sure the addon's filename begins with tome- when you save it and it'll show up in the list.

0player
Uruivellas
Posts: 717
Joined: Fri May 24, 2013 4:27 pm

Re: Call of the Divine - a long look at the Divination tree.

#7 Post by 0player »

New version uploaded! (Still haven't taken the time to bother with evil Steam, though.)
Today on the table:
- Escorts no longer give useless talents from Divination tree. Only Arcane Eye and the tree itself. They also give the Moment of Prescience, which is a chronomancer talent but it fits.
- Vision now adds inner arcane eye on raw TL 5, not effective. For those who love 0.8 mastery like I do.
- Killer feature: arcane eyes now highlight the tiles they reveal. Use this power for good.

Nagyhal
Wyrmic
Posts: 282
Joined: Tue Feb 15, 2011 12:01 am

Re: Call of the Divine - a long look at the Divination tree.

#8 Post by Nagyhal »

I'm going to try this and see if it provides the Beholder Mage Eye with a bit of oomph. <spoiler>Especially after removing the Aegis tree from the class.</spoiler>

Divination definitely needs something doing with it, good job!

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: Call of the Divine - a long look at the Divination tree.

#9 Post by Doctornull »

Brent Not Broken wrote:Any plans to add it to the Steam workshop?
Seconded.

I am a lazy bastard and therefore I also prefer that Steam handles addon updates for me.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

0player
Uruivellas
Posts: 717
Joined: Fri May 24, 2013 4:27 pm

Re: Call of the Divine - a long look at the Divination tree.

#10 Post by 0player »

Done, together with a small bugfix.

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