Arcanum Class Pack v2.3

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

Re: Arcanum Class Pack v2.2.3

#676 Post by sepik121 »

How compatible is this pack with the new update to ToME? I've got it disabled for now (disabled a lot since the update), but does this work with the new one?

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

Re: Arcanum Class Pack v2.2.3

#677 Post by HousePet »

I just updated it, so I hope it works.
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: Arcanum Class Pack v2.2.3

#678 Post by sepik121 »

Awesome. I'll check in a bit here. I'm gonna start a brand new character overall and just roll with the update. I'll let you know how it goes!

also any idea on how long it'll take for your other mods to get updated? I think i've subscribed to most of them lol

edit: nevermind, I see midnight has already been updated. thanks for your hard work!

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

Re: Arcanum Class Pack v2.2.3

#679 Post by kemott11 »

Whirlwind axe doesn't show up on character doll as ghoul (but does on dwarf for example)

HousePet
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Re: Arcanum Class Pack v2.2.3

#680 Post by HousePet »

How bizarre.
I've done nothing to make those show, so I have no idea why it would work in one case and not another.
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: Arcanum Class Pack v2.2.3

#681 Post by kemott11 »

Same thing with Drake's Bane apparently, so it's not Arcanum but 1.5 I guess.

HousePet
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Re: Arcanum Class Pack v2.2.3

#682 Post by HousePet »

Patched a staff problem.
My feedback meter decays into coding. Give me feedback and I make mods.

Hellcommander
Archmage
Posts: 362
Joined: Tue Nov 09, 2010 7:43 pm

Re: Arcanum Class Pack v2.2.3

#683 Post by Hellcommander »

Housepet I found a really weird bug on animating unique weapons:I used animate weapon on a skullcleaver axe it stays the axe til it dies/runs out of duration and turns to falcon's eye mindstar
it refuses to drop the item it was this is the error that causes the issue:

Code: Select all

Refusing to drop animated Skullcleaver (120% power, 4 apr) artifact Skullcleaver with chance 75
Loading tile from tileset	/data/gfx/shockbolt/object/artifact/serpents_glare.png
Added unique	mod.class.Object/Falcon's Eye	::	1
Removed unique	mod.class.Object/Skullcleaver	::	nil

HousePet
Perspiring Physicist
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Re: Arcanum Class Pack v2.2.3

#684 Post by HousePet »

That is hilarious.
And since I just copied the Cursed Sentry code, probably happens with that too.
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: Arcanum Class Pack v2.2.3

#685 Post by Thexare »

I tried to take the Crystal Heart out of my robe to put it in my new robe, and instead I got the Crystal Focus out of it. Which doesn't work so well.

Stunt said it's an Arcanum issue.

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

Re: Arcanum Class Pack v2.2.3

#686 Post by HousePet »

Can't be an Arcanum issue, that feature was added to the base game.
But there was a bug that has been fixed.
You may have been carrying a faulty version of the Heart.
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: Arcanum Class Pack v2.2.3

#687 Post by Thexare »

Hm. It was from my Vault, but I don't think I got it that long ago. I'll have to find a new one (I've had godawful luck with the thing though) and test again.

Reidan
Higher
Posts: 77
Joined: Sat Oct 20, 2012 7:47 pm

Re: Arcanum Class Pack v2.2.3

#688 Post by Reidan »

not sure if this is a bug or intended but inscription mastery seems to make regeneration infusions heal the same total amount over a longer duration, so potentially weaker in some cases

HousePet
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Re: Arcanum Class Pack v2.2.3

#689 Post by HousePet »

That seems like a bug to me.
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: Arcanum Class Pack v2.2.3

#690 Post by sajberhippien »

Hi. First off, I gotta say I love this class pack, and I love a lot of the restructuring of talents it does. I do have a suggestion. Have you considered changing a bit of the starting equipment for the Enchanter? As is right now, it's the hands-down hardest class I've ever played in terms of early game. Even on normal, I have to do the first few levels on each dungeon before facing the bosses, and float points back and forth in various ways, and it's not hard in the challenging way but rather the frustrating one.

I think this is due to it's quite unique early-game limitations; it's very frail, with low HP and no starting armor. It's quite immobile, having no mobility talent until level 3 and then it's a slow one. It's too weak to go into melee, but has no early way to improve it's vision.

Swapping around starting equipment would probably alleviate a lot of this; for example, replacing the starting robe with leather armor and a hat, changing the healing infusion to a shielding rune (they have a level 4 shield-boosting talent, but no inherent shield at that point, so it's nice in that manner as well), or providing an alternative weapon setup with mace + wardstone.

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