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

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sajberhippien
Halfling
Posts: 114
Joined: Thu Jan 14, 2016 11:10 am

Re: [1.4.1] Eternal Darkness - A Full Necromancer Rework v2.

#196 Post by sajberhippien »

So, I have one bug to report and two minor suggestions.

Bug: Blood is Power seems to lower the cut immunity by 10000% rather than 100%. Most monsters end up at -10000% while those immune (like skeletons) end up at -9900%. Don't know if this is just a display bug or actually gets used for damage though.

Suggestions: 1) Make the graphical effect of Blood is Power less intrusive, as it will be on autocast and kinda turns explore into a nightmare, and 2) let Drain Life have some kind of visual cue similar to the doomed's Feed.

pyroflare77
Wayist
Posts: 17
Joined: Tue Apr 01, 2014 10:34 pm

Re: [1.4.1] Eternal Darkness - A Full Necromancer Rework v2.

#197 Post by pyroflare77 »

The game says my online profile is disabled due to invalid addon hash for this addon.

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

Re: [1.4.1] Eternal Darkness - A Full Necromancer Rework v2.

#198 Post by Razakai »

I'll try and look at that tonight, I heard a few other people mentioning it but haven't had the time yet.

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

Re: [1.4.1] Eternal Darkness - A Full Necromancer Rework v2.

#199 Post by Razakai »

v2.20 is uploaded, fixed the invalid hash bug.

Gilgamesh123
Higher
Posts: 47
Joined: Sat Oct 04, 2014 8:53 pm

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

#200 Post by Gilgamesh123 »

I intend to play this Necromancer rework (cause in vanilla it'a a bit dull) but i'm not sure if it's balanced... Is it? Or is it OP? Or maybe too weak?

ibanix
Wyrmic
Posts: 244
Joined: Thu May 23, 2013 12:25 am

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

#201 Post by ibanix »

It seems fairly good; I'm enjoying it.
Please help with the ToME wiki!

Zarremgregarrok
Wayist
Posts: 18
Joined: Thu Mar 24, 2016 12:45 pm

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

#202 Post by Zarremgregarrok »

I found two bugs with this addon.
Both related to the staff modifications.
One is:
When I try to change element of Penitence unique staff it has incorrect element options (Penitence has weird options, and gives resist+ and affinity+ for the element) and when I select any of them whole Penitence disappears from inventory.

Second is:
When I try to change element of Kor's Fall unique staff it has incorrect element options (Normaly only allowed to be vilestaff, now any type possible even mage/star, which makes no sense).
Though changing seems to work just fine. (when changed to magestaff, it changes all elements to the magestaff set, similar to other multi-element staffs).

Downloaded from steam workshop. I have no way to check version, since version does not show up for Eternal Darkness in the in-game addon settings table.
Both bugs disappear when I disable Eternal Darkness and create a new game without it, so the culprit is clear.

I sent reports via ingame reporting tool already.
If needed, I will try to replicate bugs again to provide stacktrace.

ibanix
Wyrmic
Posts: 244
Joined: Thu May 23, 2013 12:25 am

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

#203 Post by ibanix »

The Penitence staff has a bug with this addon; see: http://forums.te4.org/viewtopic.php?f=4 ... 01#p212901
Please help with the ToME wiki!

Chronosplit
Archmage
Posts: 318
Joined: Fri Oct 09, 2015 2:27 pm

Re: [1.3.1] Eternal Darkness - A Full Necromancer Rework v2.

#204 Post by Chronosplit »

Razakai wrote: And yes, you might be correct, it looks like only skeletons have their talent set. Will look into that, might have just incorrectly copied the code.
Just checking, did anything actually come out of this or is Blighted Summoning all systems go with ED? I was thinking of trying this prodigy for once.

Jarinex
Higher
Posts: 79
Joined: Sun Aug 23, 2015 5:49 pm

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

#205 Post by Jarinex »

So I was playing a necromancer with your mod along with necromancy + and necrofriends, and as I was playing I noticed something odd about surge of undeath. I noticed when my minions attacked something with it on, they would attack several times more than usual. When I inspected them with the ability on, they had their speed increased to a whopping 1100% (when it should be providing only 13% more). Upon closer inspection, I also noticed that the die at value was set to -100 when it should be about -202 for me currently.

I believe it might be something up with your mod, or it could also be one of the others, I'm not sure :lol:

Hopefully you might be able to bring some insight into this :)

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

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

#206 Post by Razakai »

It's been quite a while since I've looked at this mod, but I remember there was an issue with the values for surge. I'll try to fix this when I can... but my time in ToME is a bit limited at the moment due to real life, sorry.

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

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

#207 Post by astralInferno »

Cursory check says Necrofriends doesn't affect Surge of Undeath, so that'll be one of the two addons it works with. :)

Jarinex
Higher
Posts: 79
Joined: Sun Aug 23, 2015 5:49 pm

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

#208 Post by Jarinex »

That's alright, I made a temporary fix to make the value not as insane. The value is a static 10%, but I can live with that for now.

kemott11
Higher
Posts: 52
Joined: Fri Jan 18, 2013 9:37 pm

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

#209 Post by kemott11 »

Will have to be updated to work with Possesor in 1.5 (Finger of Death duplicate ability gives an error at start). Also, Lichform now has a 7th rank.

sepik121
Wayist
Posts: 23
Joined: Sun Oct 23, 2016 10:08 pm

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

#210 Post by sepik121 »

Any idea on how long this will take to get updated? I've absolutely loved the rework, but I know the update broke a ton of mods for the game.

Thanks for all your hard work, it's made the game a ton of fun for me!

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