astralInferno's Celestial Oddities (Class Pack)
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Re: astralInferno's Celestial Oddities (Class Pack)
I think I saw the Chain Reaction thing happen again in regular play. If it's caused by multiple crit in a turn, that could be it. That would have been hard to arrange in my test, but... if I cast a spell that crits and one or more proc of Second Sun crits, plus I think the passive AoE light/blight can crit... could potentially be four or five crits from seperate spells all at once. Maybe add a 'turn proc' for Chain Reaction, just in case?
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- Uruivellas
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Re: astralInferno's Celestial Oddities (Class Pack)
's very odd, if so. Exclusion zone probably shouldn't crit, now I think of it...
Re: astralInferno's Celestial Oddities (Class Pack)
I am just now getting around to exploring some of the great class addons to TOME and yours seems like lots of fun so far. Just something that is bothering me. In the Firmamancer there are several skills that refer to Tempest as a skill but the only tempest I see is the Archmage unlock storm spell. Is this just for if you have an adventurer and use some of these skills with tempest? Or is there some other tempest that I am missing that is staring at me in the face?
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- Uruivellas
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Re: astralInferno's Celestial Oddities (Class Pack)
It is referring to the adventurer one, yes. Originally, Firmamancers got water/ice/air/storm as unlocked trees, but when I added thunderstorm/meteorology/blizzard they had so many unique trees it really wasn't needed. Do you think I should remove the tempest mention and let adventurers be pleasantly surprised?
Re: astralInferno's Celestial Oddities (Class Pack)
Hmm, I know I must be in the minority but I have never played an adventurer. Won the game multiple times with multiple classes in various roguelike modes but never got around to making my own as an adventurer. Maybe I thought it would make it too easy (like having more than one lifeDo you think I should remove the tempest mention and let adventurers be pleasantly surprised?

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- Uruivellas
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Re: astralInferno's Celestial Oddities (Class Pack)
1.0.8
-Unstable flares no longer marked as detrimental
-Crescent Strike now correctly deals Darkness damage.
Patch was delayed due to depression and me waiting for more bugs. I'll assume silence is good in this case.
Edit: EVERY TIME. Patch, find bug three seconds later.
1.0.9
-Sunburn now works.
-1.0.8 also included an upgrade to the temporary effect code used to apply sunburn, hopefully making it play nice with Odyssey of the Summoner installed.
-Unstable flares no longer marked as detrimental
-Crescent Strike now correctly deals Darkness damage.
Patch was delayed due to depression and me waiting for more bugs. I'll assume silence is good in this case.

Edit: EVERY TIME. Patch, find bug three seconds later.
1.0.9
-Sunburn now works.
-1.0.8 also included an upgrade to the temporary effect code used to apply sunburn, hopefully making it play nice with Odyssey of the Summoner installed.
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- Uruivellas
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- Joined: Mon Jan 27, 2014 10:40 am
Re: astralInferno's Celestial Oddities (Class Pack)
1.1.2
-Made Claws of Night auto-deactivate on rest or run.
-Made Primatic Arrangement of Eyal do the same, and also end all stances when left.
-Were trench strider weapon attributes broken? if they were, they're not.
-NPC Primal Chosen no longer replace their tile (?)
-Made Claws of Night auto-deactivate on rest or run.
-Made Primatic Arrangement of Eyal do the same, and also end all stances when left.
-Were trench strider weapon attributes broken? if they were, they're not.
-NPC Primal Chosen no longer replace their tile (?)
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- Uruivellas
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Re: astralInferno's Celestial Oddities (Class Pack)
In a multiclass game, I encounter a chosen randboss who was level 170 and had "avoidance kata" at level 20.
The result was that whenever a fatal blow would kill him, he teleports whith a cooldown of 1!!!!!!!!! As this talent is passive, there is no way to disrupt it and he was litterally unkillable.
Could you make it so that the talent has a minimal cooldown? Maybe 12 or 15 would OK.
The result was that whenever a fatal blow would kill him, he teleports whith a cooldown of 1!!!!!!!!! As this talent is passive, there is no way to disrupt it and he was litterally unkillable.
Could you make it so that the talent has a minimal cooldown? Maybe 12 or 15 would OK.
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- Uruivellas
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Re: astralInferno's Celestial Oddities (Class Pack)
That's completely and utterly hilarious. You have no idea how much I'm laughing.
That said, patched, and I'm sorry it ruined your run.
1.1.3
-Capped Avoidance kata to prevent deadly randbosses. Cap is 30 turn cooldown.
That said, patched, and I'm sorry it ruined your run.
1.1.3
-Capped Avoidance kata to prevent deadly randbosses. Cap is 30 turn cooldown.
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Re: astralInferno's Celestial Oddities (Class Pack)
So how is the Prismatic Arrangement of Eyal supposed to affect stances outside of the normal ones for primal chosen? I'm currently playing an adventurer with your oddities pack and Hirumakai's spellsword class installed, and when I try to activate multiple stances in his pack it just switches the stance I'm in to a different one. Is there some interaction going on here that I'm not aware of (such as his stances being considered 'stances' separate from traditional stances), or is this intentional? I'm just curious - if it's unintentional, there's no need to try to find a work around or fix it. There are plenty of other builds that I can try 

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- Uruivellas
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Re: astralInferno's Celestial Oddities (Class Pack)
I've never played a Spellsword, so I didn't know it used stances! :O
PAoE currently only works with Aura of the Dawn/Dusk/Twilight, Striking Stance and Grappling Stance, if that still exists.
I'll try and take a look at spellsword to see how hard adding them would be, but I make no promises on how long it'll take me and what the answer will be. ^_^''
PAoE currently only works with Aura of the Dawn/Dusk/Twilight, Striking Stance and Grappling Stance, if that still exists.
I'll try and take a look at spellsword to see how hard adding them would be, but I make no promises on how long it'll take me and what the answer will be. ^_^''
Re: astralInferno's Celestial Oddities (Class Pack)
Doesn't work with the new version of Midnight, error at character creation, something about the hymns.
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- Archmage
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Re: astralInferno's Celestial Oddities (Class Pack)
here is an error I'm getting with the newest version that is likely the same error the previous post was talking about
Code: Select all
Lua Error: ...loddities/talents/celestial/firmamancer/midnighthymn.lua:117: attempt to index field 'T_HP_HYMN_INCANTOR' (a nil value)
At [C]:-1 __newindex
At ...loddities/talents/celestial/firmamancer/midnighthymn.lua:117 f
At /engine/interface/ActorTalents.lua:44 loadDefinition
At /engine/interface/ActorTalents.lua:40 load
At /data-celestialoddities/talents/celestial/celestial.lua:295 f
At /engine/interface/ActorTalents.lua:44 loadDefinition
At /hooks/celestialoddities/load.lua:10
At [string "return function(l, self, data) local ok=false..."]:1 triggerHook
At /mod/load.lua:307
At [C]:-1 require
At /engine/Module.lua:160 load
At /engine/Module.lua:1028 instanciate
At /engine/utils.lua:2243 showMainMenu
At /engine/init.lua:172
At [C]:-1 dofile
At /loader/init.lua:217
[GAMMA] Setting gamma correction using SDL 1.2
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- Uruivellas
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- Joined: Mon Jan 27, 2014 10:40 am
Re: astralInferno's Celestial Oddities (Class Pack)
Should be fixed in the new version. Tell me if it isn't, or if anything else breaks.
1.1.4
-Added a per-target cooldown to Sickening Light.
-Spellsword stances NOT affected - they aren't exclusive to unarmed stances, so they don't interact with this system.
-Stream of Life no longer procs fungus/aegis or other on-heals.
-Stream of Life now heals from any damage (of the converted type) dealt during an all-damage-convert effect.
-Fixed Patience.
-Rolled midnight chants changes into main game version
-Secret future code because it was easier this way...
1.1.4
-Added a per-target cooldown to Sickening Light.
-Spellsword stances NOT affected - they aren't exclusive to unarmed stances, so they don't interact with this system.
-Stream of Life no longer procs fungus/aegis or other on-heals.
-Stream of Life now heals from any damage (of the converted type) dealt during an all-damage-convert effect.
-Fixed Patience.
-Rolled midnight chants changes into main game version
-Secret future code because it was easier this way...
Re: astralInferno's Celestial Oddities (Class Pack)
I appear to have found a bug that caused a loading crash sort of error that breaks the save.
[CALLBACK] upgrading to prioritized talents_on_act_base
##Use Talent Lua Error## T_HYMN_OF_SHADOWS Actor: 267874 Vorarin the black crystal
Lua Error: /engine/interface/ActorTalents.lua:322: /engine/interface/ActorTalents.lua:295: /engine/interface/ActorTalents.lua:192: ...stialoddities/talents/celestial/firmamancer/basehymn.lua:23: attempt to call field 'getDamageOnMeleeHit' (a nil value)
stack traceback:
...stialoddities/talents/celestial/firmamancer/basehymn.lua:23: in function <...stialoddities/talents/celestial/firmamancer/basehymn.lua:20>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:191: in function </engine/interface/ActorTalents.lua:180>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:322 useTalent
At /mod/resolvers.lua:604 check
At /engine/Zone.lua:723 addEntity
At /mod/class/generator/actor/Random.lua:53 generateOne
At /engine/generator/actor/Random.lua:127 regenFrom
At /engine/generator/actor/Random.lua:49 generate
At /engine/Zone.lua:1051 newLevel
At /engine/Zone.lua:918 getLevel
At /mod/class/Game.lua:1036 changeLevelReal
At /mod/class/Game.lua:849 changeLevel
At /mod/class/Game.lua:2013
At /engine/KeyBind.lua:242