Doomed/Darkness Tweaks

A place to post your add ons and ideas for them

Moderator: Moderator

Message
Author
Amakthel
Wayist
Posts: 22
Joined: Tue Mar 07, 2017 6:42 am

Re: Doomed/Darkness Tweaks

#16 Post by Amakthel »

Version 1.0.3, Harvesting Intensifies:

Creeping Darkness has had its radius decreased, and the number of dark pools set to fill a percentage of the area based on talent level and mindpower, and no longer synergizes with Madness. Dark Tendrils now gives you a second tendril at raw talent level 5. The Inner Darkness tree has been rearranged to the following order: Grudge, Step(now Veil Walk), Heartless, Dark Blood, based on the way people were investing points into it in the vault. In addition, Veil Walk is now instant if you step into the darkness, and inflicts the veil-touched debuff on enemies that you switch with. The veil-touched debuff is similar to Noctophobia from HousePet's afflicted rework, with the numbers tweaked. It cuts mind save, fear immunity, and dark resist. The Fears tree now comes unlocked, and has been altered to be like the version of Fears in HousePet's afflicted rework, with Master of Fear renamed to Tyrant so that the icons load correctly. The fear effects themselves I have altered based on complaints I got off of the forums (damaging fears were unable to crit) and things I noticed myself in the code (several of the fears were locked such that they could not inflict brainlock??).

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

Re: Doomed/Darkness Tweaks

#17 Post by kemott11 »

Do you think you could also rework Gestures a bit so they can be a viable damaging choice in comparison to Psiblades? Or maybe rework them totally and make them ranged, I think it would make sense considering it's gestures and not physical contact. I always felt about them something more like Sith abilities and don't see the logic of requiring melee range.

I think if they worked like a short range attack (maybe 7?) they could be made more interesting with effects like pinning/domination and other mind boggling stuff. And would justify their lower damage potential compared to psiblades. The gesture of guarding could also be enhanced to block ranged attacks, sweeping those arrows away.

noppa354
Wayist
Posts: 25
Joined: Tue Jul 23, 2013 9:33 pm

Re: Doomed/Darkness Tweaks

#18 Post by noppa354 »

Somehow I applied fears to a sandworm burrower, causing this error to appear every turn:

Code: Select all

Lua Error: /data/timed_effects/mental.lua:1222: 'for' limit must be a number
	At [C]:-1 
	At /data/timed_effects/mental.lua:1222 on_timeout
	At /engine/interface/ActorTemporaryEffects.lua:85 timedEffects
	At /mod/class/NPC.lua:324 timedEffects
	At /mod/class/Actor.lua:573 actBase
	At /engine/GameEnergyBased.lua:119 tickLevel
	At /engine/GameEnergyBased.lua:64 tick
	At /engine/GameTurnBased.lua:51 tick
	At /mod/class/Game.lua:1386 
and also causing the duration of all effects other than Tormented (which stays at 9) to keep decreasing into the negatives rather than be removed

Amakthel
Wayist
Posts: 22
Joined: Tue Mar 07, 2017 6:42 am

Re: Doomed/Darkness Tweaks

#19 Post by Amakthel »

Dagnabbit.

Version 1.0.4: Fears have been fixed so that you can no longer inflict them on allies, which should remove the bug entirely, but just in case, heighten fear will now also reset talents that somehow manage to get far into the negatives, hopefully resolving the effect naturally. Gestures have also been altered so as to require empty hands (how can you gesture with your hands full of gemstone?) and significantly buffed to the point of potentially being broken, in the hopes of being any sort of alternative to psiblades. I'll probably have to tune them back in a later version, and I might add range the way kemott11 suggested, but right now I want to see if it's even possible for an empty-hand-based bump damage tree to stand up to psiblades.

Amakthel
Wayist
Posts: 22
Joined: Tue Mar 07, 2017 6:42 am

Re: Doomed/Darkness Tweaks

#20 Post by Amakthel »

Things I'm currently thinking about with gestures, instead of just cranking them up: Adding various debuffs (pinning and domination were mentioned), adding range (probably not 7, but maybe 4?), altering them to replace individual unarmed attacks with gesture attacks instead of replacing your melee attack entirely. This would enable you to mix and match weapons with open-handed gestures, which would be sweet. Coding in special talents specifically for gesture/psiblades overlap, to encourage a potential one-handed psiblade style. Personally, that also sounds absolutely badass. In that vein, there should be far more reasons to run gestures empty-handed.
Possibly projectile deflection, or a force-choke style targeted/sustained ability that only works with empty hands. Increased gesture strength with empty hands, rather than simply requiring empty hands. Coding gestures to, at a certain level of tree investment (15?) allow you to focus psionic energy through your bare hands, enabling you to use say, Leaves Tide or Nature's Equilibrium with your hands, but preventing you from using psiblades themselves. Making a hidden talent tree that provides various utility abilities that is only revealed/unlocked if you pull off some particular trick with your bare-handed gestures(i have no idea how to code this and it would probably take me a few days/a week to figure out via code diving, but it could be super cool).

Arcvasti
Wyrmic
Posts: 269
Joined: Sat Apr 29, 2017 9:39 pm

Re: Doomed/Darkness Tweaks

#21 Post by Arcvasti »

Honestly, the best way would probably just be to make Gesture of Power's bonuses not pathetic and make Gesture of Guarding scale harder with no weapons. If you're doing bigger changes, then maybe consider a class tree that has active abilities involving Gestures. Doomed is super short on class categories anyways and Gestures are already thematic for them.

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

Re: Doomed/Darkness Tweaks

#22 Post by astralInferno »

When I wrote tome fanfic I had a character who used gestures and psiblades together. Had them orbiting around her like a really, really terrifying wreath...

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Doomed/Darkness Tweaks

#23 Post by HousePet »

Unfortunately I lost most of my Gestures redesign, but I can outline the basic concepts.
It is loosely based on the concept of using Mudra to focus your mind. https://en.wikipedia.org/wiki/Mudra
It was planned as a generic psionic category and would function as an alternative to mindstones (which are a bit ubiquitous to any mindpower using class, and has some thematic issues for undead/corrupted users since its a wild-gift category).

Instead of just being a simple sustain that replaces your basic attacks, what it did was allow you to make a Sign with each free hand.
You would have a range of Signs available depending on your classes power source. eg. Different options for Afflicted vs Psionic vs Wilder, plus extra options for joining Zigur.
Each sign would have its own damage type, combat effects and passive bonuses similar to a greater ego, but more powerful (to counteract the bonuses lost be leaving slots empty).

For the categories, I'm going mostly from memory here, so it won't be as well thought out as it was.
There was the generic Signs Mastery category, which focused on boosting the raw damage from bump attacks, the power of bonuses, some extra mindpower/defence and a couple of defence/utility talents.
Then there was a class Gesture Combat category and possibly an Advanced Gesture Combat (since I probably had enough ideas for more than one category...).
Signs Mastery was something like:
Focus Stance: sustain. Replaces your standard attack with a Gesture attack that does mind damage based on your mindpower instead of weapon damage. On hit damage and other effects still apply. Grants Set Signs. Which allow you to chose which Signs you are using. Investment in this talent increases the base damage of your Gesture attacks.
Gesture of Power: hybrid. Passively increases your mindpower. Can be activated to restore resources of whatever type your class uses.
Gesture of Guarding: hybrid. Passively increases your defence. Can be activated for a Block like effect.
Sign Mastery: passive. Increases the power of the bonuses from Signs. At raw talent level 5 it allows you to hold an extra Sign in your mind.
For Gesture Combat, I don't have anything written at all. But these were basically the interesting attack talents.
Thrusting Gesture: active. Projects an attack in a short range beam, knocking back anyone in the way.
Sweeping Gesture: active. Hits the target and one enemy on either side with a Gesture attack and disarms them.
My feedback meter decays into coding. Give me feedback and I make mods.

Amakthel
Wayist
Posts: 22
Joined: Tue Mar 07, 2017 6:42 am

Re: Doomed/Darkness Tweaks

#24 Post by Amakthel »

I cut off part of my left thumb, and also the Gesture code is woven directly into Combat.lua and other various basic parts of class/, so I'm probably going to take a while making any new additions. Sorry about that.

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

Re: Doomed/Darkness Tweaks

#25 Post by sajberhippien »

Amakthel wrote:I cut off part of my left thumb, and also the Gesture code is woven directly into Combat.lua and other various basic parts of class/, so I'm probably going to take a while making any new additions. Sorry about that.
Sorry to hear about your thumb, that really sucks. Hope your long-term ability loss is neglible. Take care.

Amakthel
Wayist
Posts: 22
Joined: Tue Mar 07, 2017 6:42 am

Re: Doomed/Darkness Tweaks

#26 Post by Amakthel »

Fixed Fears(again) and Nice Gestures: gestures have been made a little less ridiculous, and fears would just... not do anything, silently, a lot of the time. That shouldn't happen anymore. Also, my thumb grew back, and I can type again. Please tear this release apart!

PseudoLoneWolf
Wyrmic
Posts: 257
Joined: Tue Jan 03, 2017 7:12 pm

Re: Doomed/Darkness Tweaks

#27 Post by PseudoLoneWolf »

HousePet wrote:Unfortunately I lost most of my Gestures redesign, but I can outline the basic concepts.
I just wanted to say, this sounds awesome and I'm totally into it. Hence, why I was inspired to add onto this.

What if there was a whole tree dedicated to alternate signs? The regular Gestures tree works about like it does already, but a second, default unlocked tree ("Compelling Gestures") gives us alternate Gestures. It begins with only

Gesture Mastery - passive. Increases the power of the bonuses from Gestures. At talent level 5 (not raw!) it allows you to hold an extra Gesture in your mind. At talent level 7 it allows for another, extra Gesture to be maintained. When multiple melee Gestures are maintained, they cycle in sequence from the first one sustained to the last, and then begins again.

But particular classes and actions unlock more Gestures in the tree. Some quick, shitty examples:

Gesture of Domination (Cursed) - can apply Domination on melee attack, bonus mind damage. Domination melee attack is not triggered, only the Domination effect.
Gesture of Doom (Doomed) - has a chance to call a nearby Shadow to Blindside the opponent you hit as a free action on melee hit.
Gesture of the Deep Mind (Solipsist) - Has a chance to lower the enemy's Mind Save for a few turns when struck. When this happens, restores your Psi by a small amount. (Kind of a "brain drain" theme)
Gesture of the Wilds (Wilder) - Deals nature damage, restores (lowers) EQ on hit, and has a chance to slow enemies
Gesture of Cleansing (Zigur) - deals manaburn damage.
Gesture of Dreaming (Dogroth Caldera) - has a chance to put enemy to sleep
Gesture of Stone (Harkor'Zun) - deals phys damage, has a chance to stun, daze or pin. Scales off higher of mindpower or physpower.
Gesture of Death (Lichform? Or the Last Hope Graveyard) - deals darkness and cold damage, scales with spellpower rather than mindpower
Gesture of Time (Temporal Rift) - deals Temporal damage, scales with spellpower, has a chance to slow
Gesture of the Burning Hells (random reward from demon statues) - deals Demonfire damage, scales with spellpower
Gesture of the Sun (trainable in Sunwall) - Deals Light damage, scales with Spellpower. Chance to Blind.
Gesture of Decay (Fall of Zigur) - Deals Blight damage, chance to disease. Scales with Spellpower.
Gesture of the Hidden Fist (Arena of Blood) - Acts like a regular bog-standard Gesture but has a (very small) chance to trigger another free gesture bump upon hitting. (like the Recursion ego). This will trigger your next Gesture in sequence. Scales on the higher of your Mindpower or Phys power.

Obviously, there's a whole assload of Gestures here, and they should not all be available to every character (and depending on character strength and area spawns, it may not be even possible to get all of these on every character - that's intended). In fact, I was considering making each one a chance to learn, but that just seems annoying. Mind classes won't have much use for the Spellpower gestures and caster classes won't have much use for the mindpower ones, but this makes Gestures more of an all-around skill for anyone. Mages need good mental control as well, you know. Some Mudra might do them some good.
Let slip the toast of war.

marshmallowpeep
Higher
Posts: 79
Joined: Wed Mar 12, 2014 10:30 am

Re: Doomed/Darkness Tweaks

#28 Post by marshmallowpeep »

For some reason this addon breaks Burning Hex.

Code: Select all

##Use Talent Lua Error##	T_BURNING_HEX	Actor:	358687	Xabrethra the broken golem
Lua Error: /engine/interface/ActorTalents.lua:322: /engine/interface/ActorTalents.lua:295: /engine/interface/ActorTalents.lua:162: /engine/interface/ActorTemporaryEffects.lua:113: attempt to index local 'ed' (a nil value)
stack traceback:
	/engine/interface/ActorTemporaryEffects.lua:113: in function 'setEffect'
	/data/talents/corruptions/hexes.lua:81: in function 'damtype'
	/engine/interface/ActorProject.lua:218: in function 'project'
	/data/talents/corruptions/hexes.lua:78: in function </data/talents/corruptions/hexes.lua:74>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:160: in function </engine/interface/ActorTalents.lua:149>
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/ActorTalents.lua:322 useTalent
	At /mod/ai//tactical.lua:418 runAI
	At /mod/ai//tactical.lua:446 doAI
	At /mod/class/NPC.lua:75 act
	At /engine/GameEnergyBased.lua:129 tickLevel
	At /engine/GameEnergyBased.lua:64 tick
	At /engine/GameTurnBased.lua:51 tick
	At /mod/class/Game.lua:1489 
Got this one later, too.

Code: Select all

#UID:388375:0#Tormentor hits Something for #YELLOW#33 mind#LAST# damage.
Lua Error: /data/timed_effects/mental.lua:1222: 'for' limit must be a number
	At [C]:-1 
	At /data/timed_effects/mental.lua:1222 on_timeout
	At /engine/interface/ActorTemporaryEffects.lua:85 timedEffects
	At /mod/class/NPC.lua:325 timedEffects
	At /mod/class/Actor.lua:576 actBase
	At /engine/GameEnergyBased.lua:119 tickLevel
	At /engine/GameEnergyBased.lua:64 tick
	At /engine/GameTurnBased.lua:51 tick
	At /mod/class/Game.lua:1489 

minmay
Wyrmic
Posts: 286
Joined: Fri Sep 07, 2012 1:34 am
Contact:

Re: Doomed/Darkness Tweaks

#29 Post by minmay »

It overloads the entire data/timed_effects/mental.lua file for some reason, so it breaks a lot of mental effects.

Amakthel
Wayist
Posts: 22
Joined: Tue Mar 07, 2017 6:42 am

Re: Doomed/Darkness Tweaks

#30 Post by Amakthel »

The reason is a silly one; the base fear effects don't work with the fear tree I harvested from HousePet's code, and neither do the fear effects I got from his code, so i had to rewrite them, but I don't actually know how to superload, which is probably the more direct and effective way of overwriting the game's original fear effects without hitting every other mental effect in the game. Tormented is the most broken, actually, so i'm working on that right now.

Post Reply