[1.4.4] Eternal Darkness - A Full Necromancer Rework v2.21

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Razakai
Uruivellas
Posts: 889
Joined: Tue May 14, 2013 3:45 pm

Re: [1.2.3] Eternal Darkness - A Full Necromancer Rework v2.

#151 Post by Razakai »

http://te4.org/node/4398

v2.13
- Surge of Undeath now applies the correct values
- Fixed a bug with Exsanguinate

Red
Uruivellas
Posts: 892
Joined: Sat Oct 04, 2014 8:03 pm

Re: [1.2.3] Eternal Darkness - A Full Necromancer Rework v2.

#152 Post by Red »

Minor bug-Drain Life does not seem to be working properly. When I use it on targets, sometimes it will simply not affect them.

Is this an effect you save against? If so, there's no message when they do save.
Is it a projectile? Then it's not hitting them, which is really weird when it doesn't work five times in a row. (I was fighting a rabbit and was trying to figure out why it didn't work.)

Other than this, though, mod has been working great. Fantastic design.
I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.

It hasn't worked yet.

64legos
Thalore
Posts: 136
Joined: Wed Nov 14, 2012 2:24 am

Re: [1.2.3] Eternal Darkness - A Full Necromancer Rework v2.

#153 Post by 64legos »

Red wrote:Minor bug-Drain Life does not seem to be working properly. When I use it on targets, sometimes it will simply not affect them.

Is this an effect you save against? If so, there's no message when they do save.
Is it a projectile? Then it's not hitting them, which is really weird when it doesn't work five times in a row. (I was fighting a rabbit and was trying to figure out why it didn't work.)

Other than this, though, mod has been working great. Fantastic design.
Drain Life checks cut resistance.

Are you using it on enemies with cut resistance, such as jellies and skeletons?

Red
Uruivellas
Posts: 892
Joined: Sat Oct 04, 2014 8:03 pm

Re: [1.2.3] Eternal Darkness - A Full Necromancer Rework v2.

#154 Post by Red »

Quite possibly. I'm reporting this a few days later, so my memory's hazy on it.

If this is the cause of it, would it be possible to add a message indicating the effect has been resisted? Or add to the skill's tooltip, explaining that's what it checks? Thank you.
I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.

It hasn't worked yet.

Razakai
Uruivellas
Posts: 889
Joined: Tue May 14, 2013 3:45 pm

Re: [1.2.3] Eternal Darkness - A Full Necromancer Rework v2.

#155 Post by Razakai »

I'll make it more explicit that Drain Life is a Cut effect like Exsanguinate, and put a resisted message in.

Red
Uruivellas
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Joined: Sat Oct 04, 2014 8:03 pm

Re: [1.2.3] Eternal Darkness - A Full Necromancer Rework v2.

#156 Post by Red »

Then once more, thank you for your quick response and making this mod that much better. I tip my hat to you, Razakai.
I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.

It hasn't worked yet.

spiralrazor
Thalore
Posts: 151
Joined: Mon Oct 24, 2011 8:05 pm

Re: [1.2.3] Eternal Darkness - A Full Necromancer Rework v2.

#157 Post by spiralrazor »

1.25 totally causing crash with latest eternal darkness version. Cant enter starting Evvala town without causing endless graphics bug:)


Can you update mod for 1.25?

Razakai
Uruivellas
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Joined: Tue May 14, 2013 3:45 pm

Re: [1.2.3] Eternal Darkness - A Full Necromancer Rework v2.

#158 Post by Razakai »

I just tried entering Elvala with the mod and got no errors. Can you take a look in your TE4_log.txt file and tell me the LUA error you're getting?

Bahndriin
Higher
Posts: 45
Joined: Fri Jan 03, 2014 1:31 am

Re: [1.2.3] Eternal Darkness - A Full Necromancer Rework v2.

#159 Post by Bahndriin »

Great work Razakai, it looks like Necromancy just got a lot more interesting and self-sufficient.

Maybe we can finally stop hoping for a Celestial/Light tree from escorts and get by our own dark powers alone. ;) I really like the idea of lichdom giving you a good spell straight away, without requiring you to wait ten more levels to get it going.

Razakai
Uruivellas
Posts: 889
Joined: Tue May 14, 2013 3:45 pm

Re: [1.2.3] Eternal Darkness - A Full Necromancer Rework v2.

#160 Post by Razakai »

Huh, I kinda forgot about this addon. It's probably horrendously broken now 1.3 has hit, I'll see if I can take a look and bring it up to date. I've mostly been focusing on trying to get my Deathknight class coded, might roll that up into this addon too.

Bahndriin
Higher
Posts: 45
Joined: Fri Jan 03, 2014 1:31 am

Re: [1.2.3] Eternal Darkness - A Full Necromancer Rework v2.

#161 Post by Bahndriin »

I played it with 1.3.1 for up to about level 20 and it seemed to work fine without any Lua errors, barring the Crimson tree being a bit weak-ish.

64legos
Thalore
Posts: 136
Joined: Wed Nov 14, 2012 2:24 am

Re: [1.2.3] Eternal Darkness - A Full Necromancer Rework v2.

#162 Post by 64legos »

Found an error with Corpselight:
Image

Razakai
Uruivellas
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Joined: Tue May 14, 2013 3:45 pm

Re: [1.2.3] Eternal Darkness - A Full Necromancer Rework v2.

#163 Post by Razakai »

I found where that bug is coming from. I'll have some free time at the weekend so I'll put in a fix then. There's also a reported bug with some Ashes content. Surprisingly I'm not seeing any other obvious bugs so hopefully those will be all.
In terms of new content, this addon won't be receiving anything new except for bug fixing. However, once Deathknight is done (about halfway there...) I'm planning on making a re-reworked Necromancer to go into a brand new classpack for Necromancy-themed classes. This will be quite different to the Eternal Darkness Necromancer, more of a total reimagining rather than just tweaks and new trees like it is now.

Razakai
Uruivellas
Posts: 889
Joined: Tue May 14, 2013 3:45 pm

Re: [1.2.3] Eternal Darkness - A Full Necromancer Rework v2.

#164 Post by Razakai »

http://te4.org/node/5149

v2.14
- Now fully 1.3 compatible
- Fixed a number of small bugs and typos
- Corpselight now works correctly
- No longer superloads actor.lua, fixing a number of issues with Ashes content and other addons

Thexare
Halfling
Posts: 105
Joined: Sun Aug 24, 2014 7:09 am
Location: A Holding Pattern on the Eidolon Plane

Re: [1.2.3] Eternal Darkness - A Full Necromancer Rework v2.

#165 Post by Thexare »

Unfortunately, I still get the crash from Eternal Darkness and Necromancy+ (with the N+ Necromancer changes disabled), as detailed in the last couple posts of the Necromancy+ topic. Posting here since HousePet said there's something in ED triggering it.

Edit: Phrasing.

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