astralInferno's Celestial Oddities (Class Pack)
Moderator: Moderator
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- Uruivellas
- Posts: 834
- Joined: Mon Jan 27, 2014 10:40 am
Re: astralInferno's Celestial Oddities (Class Pack)
So I've got good news and bad news.
The bad news is that I don't have the energy for bug testing, so if you were looking forward to playing Trench Strider, Firmamancer, Stargazer, or Primal Chosen... well, I hope you do, and if any errors come up bring them to me and I will gladly fix them!
The GOOD news is that I DID bug test radiant. (and the skills for the Anorithil, which got some refactoring.)
The biggest hurt by this is Firmamancer, which needs some major changes now negative energy regens to full, and the Firmament tree was a mistake.
...the other bad news is that I forgot to check the To Do list.
Anyway.
1.1.6
-Fixed fold entropy which might've been doing the wrong damage type?
-Minor tooltip grammar fixes for Final Chapter and Lethal performance
-Second Sun no longer double-dips crits, and damage nerfed because it double dips inc-dam. Tooltip now says this, and accounts for blight damage bonuses.
-Second Sun no longer infinite range?
-fixed alpha hand/omega hand cooldown?
-buffed sickly radiance since virulent disease was buffed. its now virulent disease for light.
-Actually thats dumb. it now directly requires and calls virulent disease, for light.
-It now needs to scale, so Terribly Glory's effect got rolled into it.
-Terrible Glory is now a Disperse Magic clone, since the whole "dispel stuff has a new framework update your addons!!" thing made me realise I never use this important game mechanic. This is kinda boring and I want to improve it later, but I also want to post this addon.
-fixed rounding error in Light of Orion. Probably a nerf so I boosted the values slightly to make up for it.
-Wow the canon sunlight talents got a HUGE facelift, huh? Removed most of my messing with them. Sunburst is now sunlight 4 as in canon. Sun flare is now in Blaze, and does fire damage. Firebeam is still moved to blaze 1, but is otherwise unchanged.
-Solarbeam buffed in several ways.
-Improved futureproofing/compatibility of Hymns change.
-Fixed Divine Fire's description discrepancy - now does fire damage.
-now starts with a point in virulent disease, since sickly radiance now requires it
-fixed missing particle for star seeping
-Second Sun compatible with widebeams
-Second Sun no longer friendly fire's, I think
-Reactor description now accounts for shield power.
-Reactor nerfed: now goes on cooldown if you have no shield.
-Exclusion Zone also nerfed: look, I havent made it HARD to shit out disease procs, but passively doing it twice a turn in an aoe is one step too easy, mmkay?
Enjoy being nuclear birbs again.
The bad news is that I don't have the energy for bug testing, so if you were looking forward to playing Trench Strider, Firmamancer, Stargazer, or Primal Chosen... well, I hope you do, and if any errors come up bring them to me and I will gladly fix them!
The GOOD news is that I DID bug test radiant. (and the skills for the Anorithil, which got some refactoring.)
The biggest hurt by this is Firmamancer, which needs some major changes now negative energy regens to full, and the Firmament tree was a mistake.
...the other bad news is that I forgot to check the To Do list.
Anyway.
1.1.6
-Fixed fold entropy which might've been doing the wrong damage type?
-Minor tooltip grammar fixes for Final Chapter and Lethal performance
-Second Sun no longer double-dips crits, and damage nerfed because it double dips inc-dam. Tooltip now says this, and accounts for blight damage bonuses.
-Second Sun no longer infinite range?
-fixed alpha hand/omega hand cooldown?
-buffed sickly radiance since virulent disease was buffed. its now virulent disease for light.
-Actually thats dumb. it now directly requires and calls virulent disease, for light.
-It now needs to scale, so Terribly Glory's effect got rolled into it.
-Terrible Glory is now a Disperse Magic clone, since the whole "dispel stuff has a new framework update your addons!!" thing made me realise I never use this important game mechanic. This is kinda boring and I want to improve it later, but I also want to post this addon.
-fixed rounding error in Light of Orion. Probably a nerf so I boosted the values slightly to make up for it.
-Wow the canon sunlight talents got a HUGE facelift, huh? Removed most of my messing with them. Sunburst is now sunlight 4 as in canon. Sun flare is now in Blaze, and does fire damage. Firebeam is still moved to blaze 1, but is otherwise unchanged.
-Solarbeam buffed in several ways.
-Improved futureproofing/compatibility of Hymns change.
-Fixed Divine Fire's description discrepancy - now does fire damage.
-now starts with a point in virulent disease, since sickly radiance now requires it
-fixed missing particle for star seeping
-Second Sun compatible with widebeams
-Second Sun no longer friendly fire's, I think
-Reactor description now accounts for shield power.
-Reactor nerfed: now goes on cooldown if you have no shield.
-Exclusion Zone also nerfed: look, I havent made it HARD to shit out disease procs, but passively doing it twice a turn in an aoe is one step too easy, mmkay?
Enjoy being nuclear birbs again.
Re: astralInferno's Celestial Oddities (Class Pack)
Well, as the one who requested it, I feel like it's my duty to help with testing.
Nalore Trench Strider, no errors so far and everything seems to be working right. Character link, so you can see which talents I've been using.
There's some awkward overlap between the race and class regarding exotic weapons but, eh.
Nalore Trench Strider, no errors so far and everything seems to be working right. Character link, so you can see which talents I've been using.
There's some awkward overlap between the race and class regarding exotic weapons but, eh.
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- Uruivellas
- Posts: 834
- Joined: Mon Jan 27, 2014 10:40 am
Re: astralInferno's Celestial Oddities (Class Pack)
Good to hear! 
There's no particular reason anything should break, just... a lot of little things change, yeah?
Might be worth coding an interaction for Nalore Trench Striders to make the exotic overlap less painful, since they're such a good lore fit...

There's no particular reason anything should break, just... a lot of little things change, yeah?
Might be worth coding an interaction for Nalore Trench Striders to make the exotic overlap less painful, since they're such a good lore fit...
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- Uruivellas
- Posts: 834
- Joined: Mon Jan 27, 2014 10:40 am
Re: astralInferno's Celestial Oddities (Class Pack)
1.1.7
-fixed stun error in Wintertide? (untested)
-clarified talent description in unnatural vitality (this works)
-buffed solar flares (by removing the increase on self-damage with increased level) - it already scales with your maximum health, so this is unnecessary. improved tooltip also.
-fixed Nuclear Fusion, Sudden Purge, and Directed Meltdown being incapable of diseasing, oops. (I didnt test basically any of this I'm sorry if you wanted tested code wait for a dlc to drop)
-changed claws of night to always do a % of weapon damage, with the % scaling with level/spellpower
-slight buff to sweeping dusk, made it usable on targets in walls.
-All Good Things (Celestial/Twilight's Aura) needs a math.floor on its reduction. (might've been in 1.6)
-Altered Hunting Black Blood radius and fixed its tooltip.
-Messed with Irradiate, hopefully stopping the weird luminescence interactions.
-Put another decimal place in Radiant's Pulsing Aura description. (the tooltip changes are basically the only things here I did test)
its my bedtime. have fun
-fixed stun error in Wintertide? (untested)
-clarified talent description in unnatural vitality (this works)
-buffed solar flares (by removing the increase on self-damage with increased level) - it already scales with your maximum health, so this is unnecessary. improved tooltip also.
-fixed Nuclear Fusion, Sudden Purge, and Directed Meltdown being incapable of diseasing, oops. (I didnt test basically any of this I'm sorry if you wanted tested code wait for a dlc to drop)
-changed claws of night to always do a % of weapon damage, with the % scaling with level/spellpower
-slight buff to sweeping dusk, made it usable on targets in walls.
-All Good Things (Celestial/Twilight's Aura) needs a math.floor on its reduction. (might've been in 1.6)
-Altered Hunting Black Blood radius and fixed its tooltip.
-Messed with Irradiate, hopefully stopping the weird luminescence interactions.
-Put another decimal place in Radiant's Pulsing Aura description. (the tooltip changes are basically the only things here I did test)
its my bedtime. have fun
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- Yeek
- Posts: 10
- Joined: Sat Apr 27, 2019 12:15 pm
Re: astralInferno's Celestial Oddities (Class Pack)
Hi. Big fan. Especially because of stargazer.
Polarisation talent needs to be changed since degeneration is no longer a thing. Maybe it can become a sustain which costs positive and negative and adds regen to both and to paradox.
Also consider adding spacetime weaving as locked category. Works both thematically as well as mechanically.
Polarisation talent needs to be changed since degeneration is no longer a thing. Maybe it can become a sustain which costs positive and negative and adds regen to both and to paradox.
Also consider adding spacetime weaving as locked category. Works both thematically as well as mechanically.
Re: astralInferno's Celestial Oddities (Class Pack)
I'm not sure if this one actually is fixable and it's pretty minor regardless, but here it is anyway. As noted here, in the outlined blue box, when you don't have a Positive Energy resource bar on your Trench Strider, you just get "nan" for the damage Nova would do.
Also, to make this something more productive, I've been getting stamina choked on my Trench Strider in longer fights. Short of investment in Combat Veteran, which requires a cat point and isn't a particularly strong tree, there are no options for stamina regen. This might be by design or I might be doing it wrong, but thought I'd raise the point.
Edit: Literally not even a minute after I posted that, I got an actual error! As far as I can tell, this happened when Drown killed a Blue Ooze. Interestingly, the only line in the error log window in-game was the first line with "bad argument" on it, the rest only showed in the actual log.
Also, to make this something more productive, I've been getting stamina choked on my Trench Strider in longer fights. Short of investment in Combat Veteran, which requires a cat point and isn't a particularly strong tree, there are no options for stamina regen. This might be by design or I might be doing it wrong, but thought I'd raise the point.
Edit: Literally not even a minute after I posted that, I got an actual error! As far as I can tell, this happened when Drown killed a Blue Ooze. Interestingly, the only line in the error log window in-game was the first line with "bad argument" on it, the rest only showed in the actual log.
Code: Select all
[LOG] #UID:6624:0##fbd578#Melari Nightspear#LAST# hits Blue ooze for #1133F3#28 cold#LAST#, #GREY#24 darkness#LAST#, #WHITE#55 physical#LAST# (#RED##{bold}#106#LAST##{normal}# total damage).
[LOG] #{bold}##UID:6624:0##fbd578#Melari Nightspear#LAST# killed Blue ooze!#{normal}#
[Actor:move] 310571 blue ooze (forced) move from nil nil to 31 46
[LOG] Blue ooze splits in two!
Lua Error: /engine/utils.lua:2787: bad argument #3 to 'line_base' (number expected, got nil)
At [C]:-1
At [C]:-1 line_base
At /engine/utils.lua:2787 lineFOV
At /engine/interface/ActorProject.lua:70 project
At /data-celestialoddities/effects.lua:590 on_timeout
At /engine/interface/ActorTemporaryEffects.lua:96 timedEffects
At /mod/class/NPC.lua:304 timedEffects
At /mod/class/Actor.lua:621 actBase
At /engine/GameEnergyBased.lua:119 tickLevel
At /engine/GameEnergyBased.lua:64 tick
At /engine/GameTurnBased.lua:51 tick
At /mod/class/Game.lua:1559
---------------- Stack Dump ----------------
--------------- Stack Dump Finished ---------------
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- Uruivellas
- Posts: 834
- Joined: Mon Jan 27, 2014 10:40 am
Re: astralInferno's Celestial Oddities (Class Pack)
Note that Stargazer is originally not my work, and most of its talents are from Embers of Rage. It needs some heavy work to make sense now degeneration doesn't work, but I am very likely to try and hack it into still generating only one way. Might @ Darkgod himself to talk about it, if I can't just hack it into functionality.phoenixred80 wrote:Hi. Big fan. Especially because of stargazer.
Polarisation talent needs to be changed since degeneration is no longer a thing. Maybe it can become a sustain which costs positive and negative and adds regen to both and to paradox.
Also consider adding spacetime weaving as locked category. Works both thematically as well as mechanically.
Hey, thanks for the reports! I've put some extra code into Nova; it will now show "0" if you dont have any positive energy. This isn't ideal, but NaN looks like an error, so this is at least a step up.Syovere wrote:I'm not sure if this one actually is fixable and it's pretty minor regardless, but here it is anyway. As noted here, in the outlined blue box, when you don't have a Positive Energy resource bar on your Trench Strider, you just get "nan" for the damage Nova would do.
Also, to make this something more productive, I've been getting stamina choked on my Trench Strider in longer fights. Short of investment in Combat Veteran, which requires a cat point and isn't a particularly strong tree, there are no options for stamina regen. This might be by design or I might be doing it wrong, but thought I'd raise the point.
Edit: Literally not even a minute after I posted that, I got an actual error! As far as I can tell, this happened when Drown killed a Blue Ooze. Interestingly, the only line in the error log window in-game was the first line with "bad argument" on it, the rest only showed in the actual log.
Code: Select all
[LOG] #UID:6624:0##fbd578#Melari Nightspear#LAST# hits Blue ooze for #1133F3#28 cold#LAST#, #GREY#24 darkness#LAST#, #WHITE#55 physical#LAST# (#RED##{bold}#106#LAST##{normal}# total damage). [LOG] #{bold}##UID:6624:0##fbd578#Melari Nightspear#LAST# killed Blue ooze!#{normal}# [Actor:move] 310571 blue ooze (forced) move from nil nil to 31 46 [LOG] Blue ooze splits in two! Lua Error: /engine/utils.lua:2787: bad argument #3 to 'line_base' (number expected, got nil) At [C]:-1 At [C]:-1 line_base At /engine/utils.lua:2787 lineFOV At /engine/interface/ActorProject.lua:70 project At /data-celestialoddities/effects.lua:590 on_timeout At /engine/interface/ActorTemporaryEffects.lua:96 timedEffects At /mod/class/NPC.lua:304 timedEffects At /mod/class/Actor.lua:621 actBase At /engine/GameEnergyBased.lua:119 tickLevel At /engine/GameEnergyBased.lua:64 tick At /engine/GameTurnBased.lua:51 tick At /mod/class/Game.lua:1559 ---------------- Stack Dump ---------------- --------------- Stack Dump Finished ---------------
My current working copy of the addon makes combat veteran unlocked (and with a sensible mastery value). I don't know what I was thinking when I made this. Trench Strider is owed a major update if/when I'm ever up to that kind of project, and I'll make sure to include some stamina gen if I do.

The Drown error throws me for a bit of a loop. I have a fairly baseless hunch that it might be trying to split an ooze that's already dead, or some such, so I've put in that, and a couple more safety checks into the talent. If you find any further information on that error, I'd be curious to hear it.
Hope you're having fun!
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- Archmage
- Posts: 362
- Joined: Tue Nov 09, 2010 7:43 pm
Re: astralInferno's Celestial Oddities (Class Pack)
Gettting a error similar to this
whenever a ai uses the hymns from this mod (be there rares(and other types) and adventurer party membersLua Error: /engine/interface/ActorTalents.lua:351: /engine/interface/ActorTalents.lua:324: /engine/interface/ActorTalents.lua:227: ...stialoddities/talents/celestial/firmamancer/basehymn.lua:25: attempt to call field 'evade' (a nil value)
stack traceback:
...stialoddities/talents/celestial/firmamancer/basehymn.lua:25: in function <...stialoddities/talents/celestial/firmamancer/basehymn.lua:20>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:224: in function </engine/interface/ActorTalents.lua:210>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:351 useTalent
At /engine/ai//talented.lua:96
At /mod/class/interface/ActorAI.lua:73 runAI
At /mod/ai//improved_talented.lua:55
At /mod/class/interface/ActorAI.lua:73 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:1559 base_tick
At /mod/addons/turn_separators_v2/superload/mod/class/Game.lua:45 base_tick
At ...ons/improved_combat_text_v2/superload/mod/class/Game.lua:61
---------------- Stack Dump ----------------
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- Archmage
- Posts: 362
- Joined: Tue Nov 09, 2010 7:43 pm
Re: astralInferno's Celestial Oddities (Class Pack)
Found issue with Spatial Prism brings this when it is used on a projectile (in this case the target projectile is Galactic Pulse)
[
[
Code: Select all
[LOG] Mirror Image (Evorek the Spell-slinger) casts #{bold}##PURPLE#Spatial Prism.#{normal}##LAST#
##Use Talent Lua Error## T_SPATIAL_PRISM Actor: 83034 Mirror Image (Evorek the Spell-slinger)
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:351: in function 'originalUseTalent'
...addons/auto-talent-gambits/superload/mod/class/Actor.lua:1920: in function 'useTalent'
/engine/interface/ActorTalents.lua:442: in function 'forceUseTalent'
/mod/class/Actor.lua:6547: in function 'base_forceUseTalent'
/mod/addons/zomnibus/superload/mod/class/Actor.lua:264: in function 'forceUseTalent'
/mod/class/OrcCampaign.lua:317: in function </mod/class/OrcCampaign.lua:311>
[string "return function(l, self, data) local ok=false..."]:1: in function 'triggerHook'
/mod/class/Actor.lua:6444: in function 'postUseTalent'
/mod/addons/player-aioo/superload/mod/class/Player.lua:224: in function 'postUseTalent'
/engine/interface/ActorTalents.lua:197: in function </engine/interface/ActorTalents.lua:173>
Lua Error: /engine/interface/GameTargeting.lua:137: /engine/interface/ActorTalents.lua:351: /engine/interface/ActorTalents.lua:324: /engine/interface/ActorTalents.lua:190: /data-orcs/talents/celestial/reflection.lua:272: attempt to index local 'proj' (a nil value)
stack traceback:
/data-orcs/talents/celestial/reflection.lua:272: in function </data-orcs/talents/celestial/reflection.lua:265>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:186: in function </engine/interface/ActorTalents.lua:173>
At [C]:-1
At [C]:-1 error
At /engine/interface/GameTargeting.lua:137 fct
At /engine/interface/GameTargeting.lua:143 targetMode
At /engine/interface/GameTargeting.lua:282 targetMouse
At /mod/class/Game.lua:2620 fct
At /engine/Mouse.lua:71
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- Uruivellas
- Posts: 834
- Joined: Mon Jan 27, 2014 10:40 am
Re: astralInferno's Celestial Oddities (Class Pack)
So I've taken a look at Spatial Prism, and found that it's missing a couple of basic safeties, like "if proj". It also doesn't have a tactical table, so NPCs don't know how to use it.
I can fix this specific error I think - it might not function in that "you can clone galactic pulse", but it should function in "won't lua error."
...actually, did you have a Mirror Sellf clone out? If so, I wonder if the clone tried to target the same projectile, and failed because it had already moved on..?
As for the Hymns bug, my current working version has entirely different Hymns code. With any luck, that bug will be shunted into a parallel timeline.
With the Empyreal, I'm starting to wonder if I should set it as unplayable. I'm not skilled enough with the code to actually fix most of its bugs and problems, and it gets more outdated by the patch. I'm guessing people would rather keep the parts of the class that Do still work, though.
I can fix this specific error I think - it might not function in that "you can clone galactic pulse", but it should function in "won't lua error."
...actually, did you have a Mirror Sellf clone out? If so, I wonder if the clone tried to target the same projectile, and failed because it had already moved on..?
As for the Hymns bug, my current working version has entirely different Hymns code. With any luck, that bug will be shunted into a parallel timeline.

With the Empyreal, I'm starting to wonder if I should set it as unplayable. I'm not skilled enough with the code to actually fix most of its bugs and problems, and it gets more outdated by the patch. I'm guessing people would rather keep the parts of the class that Do still work, though.
Re: astralInferno's Celestial Oddities (Class Pack)
Not an error, but a bug: Wintertide/Tsunami doesn't deal cold/darkness damage as advertised, but instead deals physical damage. I believe this is just a typo in the damage type:
Code: Select all
--(From Wintertide/Tsunami:)
action = function(self, t)
local tg = self:getTalentTarget(t)
local x, y, target = self:getTarget(tg)
if not target or not self:canProject(tg, x, y) then return nil end
local hit = self:attackTarget(target, DamageType.INFERNO_DEPTH, self:combatTalentWeaponDamage(t, 1.5, 2), true)
-- Try to knockback !
if hit then
target:setEffect(target.EFF_WET, 5, {})
if target:checkHit(self:combatSpellpower(), target:combatSpellResist(), 0, 95, 5 - self:getTalentLevel(t) / 2) and target:canBe("knockback") then
target:knockback(self.x, self.y, 4)
target:crossTierEffect(target.EFF_OFFBALANCE, self:combatPhysicalpower())
else
game.logSeen(target, "%s resists the knockback!", target.name:capitalize())
end
end
return true
end,
Code: Select all
--(From Depths/Pressure, which works correctly:)
action = function(self, t)
local tg = self:getTalentTarget(t)
local x, y, target = self:getTarget(tg)
if not target or not self:canProject(tg, x, y) then return nil end
self:attackTarget(target, DamageType.INFERNO_DEPTHS, self:combatTalentWeaponDamage(t, 0.1, 0.60), true)
self:attackTarget(target, DamageType.INFERNO_DEPTHS, self:combatTalentWeaponDamage(t, 0.1, 0.60), true)
self:attackTarget(target, DamageType.INFERNO_DEPTHS, self:combatTalentWeaponDamage(t, 0.1, 0.60), true)
self:attackTarget(target, DamageType.INFERNO_DEPTHS, self:combatTalentWeaponDamage(t, 0.1, 0.60), true)
return true
end,
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- Uruivellas
- Posts: 834
- Joined: Mon Jan 27, 2014 10:40 am
Re: astralInferno's Celestial Oddities (Class Pack)
whoooops! fixed in my master version, should be out soon (tm)!
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- Uruivellas
- Posts: 834
- Joined: Mon Jan 27, 2014 10:40 am
Re: astralInferno's Celestial Oddities (Class Pack)
four days is soon right
1.0.8
--trench strider
-fixed typo in trench strider giving 1.32 mastery in combat veteran. also made it unlocked. considered removing it, but meh.
-added a couple of safeties to the trench strider Drown talent
-mild improvement to their Nova talent in cases with no positive energy
-bigger improvement to Nova talent. still didnt work.
-Major Trench Strider change: Moonlit Prowess reworked entirely, now a core offensive talent that rewards alternating spell and weapon attacks with up to 50% bonus damage.
-Went through all trench strider talents to ensure that this works the way it ought to. Adventurers and basegame talents you're on your own, but it should work decently.
-so many of these talents are just mildly edited from basegame I feel sick
-fixed tsunami to do cold/darkness
--primal chosen
-Buff Written in Stars to add spin fate stacks at 3, not 4
--radiant
-To prevent trap bugs, the superload applying Sunburn/Luminescence now checks if the src can know talents.
-Since Radiant gets the category Radiance unlocked, the talent Radiance can now be learned at level 1. the rest of the category remains high level.
-made Searing Light have a cooldown of 3. this is also a firmamancer buff.
-swapped sudden purge/solar flares (Volatility)
-buffed solar flares
-Nerfed Sickness slightly, but buffed second talent with passive vim gain. then buffed the threshold part, since it has antisynergy with the extra max life in t1.
-Added active vim gain to Awful Radiance to make it less filler.
-severely nerfed Reactor's first talent by making it shut down if you lose your shield
-buffed other reactor talents. they now Dont shut down when the main one does, and are valid as long as any shield has the required value.
-made terrible glory hit passively in an aoe. this is a new kind of OP but it's much truer to the concept, and its one less unnecessary button.
--besides it might hit mooks. they have corrupted negation if they really need to target it.
--firmamancer
-(the real meat of this patch)
-Overhauled Firmamancer build up and 'reward' spells. They now use a charge system, and the resulting spells hit as hard as three regular spells.
-these spells will benefit from crit chance/damage as a direct damage increase, to avoid big rng there. they will always trigger on-spellcrit effects.
-They're also renamed; Disastrous Tornado, Disastrous Drought, Disastrous Thunderstrike. Also check out advanced categories.
-Open the Heavens also generates these charges, as its role was always "cast big spell Now"
-buffed blinding presence's proc chance by 10% and +8%/level, and its blind chance by a base 10%, and its stealth by... changing the formula. should be more, anyway.
-buffed Reckoning daze chance too. all the daze chances here were based on spell/air, which is why they benefit from Tempest, but it also means they were balanced around tempest.
-nerfed forecast cooldown reduction, but reduced cooldowns across the board
-nerfed forecast bonus and ret damage on final talent, what was I thinking?
-moved levitation from final forecast talent to second to encourage leveling it, despite being aware that only I care about levitating
-levitating is COOL, guys, this is an RPG and I wanna levitate
-changed words of the storm deactivate from cooldown reduction to an auto-crit on next spell.
-bit the bullet. Drench now reduces all-resist. I could tenuously claim that 7/12 elements was valid, but void scholar exists and that makes 8. nature, acid, blight and mind can count themselves lucky.
-later, I also changed drench to randomly affect nearby foes. instant aoe effects are kinda silly; its a sustain now.
-unlocked chants for similar reason : don't want to incentivise them to only use trees for damage types that forecast and hymns buff. sunlight and drought are just as good.
-Removed the beam on To Those Who Wait. This class has too many redundant attack talents. This also gave me some power budget to prodigiously buff the bonuses you get for waiting.
-code improvements to stream of life. also, it can now only crit once per turn. apologies to anyone who'd used it as a corona engine.
-Firmament rework. Category now called misty night to better fit weather theme.
-Stargaze now confuses instead of pinning. Renamed Cloud Thoughts.
-Null and Void is now the second talent. Renamed Alone in the Mists.
-Distance and Perspective deprecated.
-New talent: Draining Fog, a ground effect that can confuse and wet targets.
-New talent: Shadow in the Mist, a passive crit buff that spawns fog tiles when you crit.
-stole the damage effect from Scarlet Wind. gave it to galactic debris, since it has meteors literally orbiting you and makes more sense.
-gave galactic debris's incoming detrimental effects reduction to Scarlet Wind. renamed Scarlet Wind to Careless Wind. It's still a not-at-all-veiled tribute to Adorjan.
-Hunger and Exhaustion (Drought) deprecated.
-New Drought talent: Desiccate, a PBAoE that wets and burns targets by drawing the moisture from them. If they're already wet or burning, this applies the old Hunger effect -reduced resists and damage.
-New drought talent: Brush Fire. Chance each turn to set random nearby area on fire.
-Reckoning (Heavens) deprecated.
-new heavens talent: Indignation, taking the name that previous belonged to Disastrous Thunderstrike. A simple on demand crit chance/damage boost.
-Laughing Gust deprecated. Its spot as the reward spell for Gale was given to Hurricane's Opened Eye, now called Disastrous Tornado.
-New Gale talent: Freedom Lets Go; on crit, you dispel a random nearby foe's beneficial effect/sustain, and remove a bad one from you.
-Rainbow (Calm) now applies wet. A few other talents got this rider, too.
-Long Summers (Calm) no longer gives a big negative energy pool buff. Instead, it reduces the needed stacks to cast Disaster spells.
-Celestial/Storm torn apart and reconcepted due to an overabundnace of Physical damage in high categories. It's now Celestial/Dark Clouds, an omen-themed category dealing lightning and darkness damage.
-Exodus deprecated as boring. Slicing Maelstrom deprecated for being identical to core game maelstrom but arcane.
-(So, all high categories except Calm - which makes them easier to cast - now come with a Disaster spell, and a way to make stacks. The idea here is that the three base methods - cast, move, wait - are mutually incompatible, but the high methods are things that can happen simultaneously, or even passively.)
-With that in mind, Dark Clouds begins with Warning, giving you stacks/energy on-crit. the disaster is Disastrous Omen, which strikes random foes in sight. It can hit the same target multiple times, but extra hits do 1/4 damage.
-Uneasy Skies is unchanged. So is Splintered Gale, apart from now being dark and not phys. Actually I should probably rename that. Sorry, Adorjan.
-Splintered Gale renamed to Oncoming Night.
-New Dark Clouds talent: Bleak Warning. Knockback nearby foes, resisted with fear, and gain a resists pen bonus if it hits something, representing your insight into their weaknesses.
-Arctic Gale becomes Disastrous Blizzard. The generator passive is "on taking %d%% of your health in a hit", named Vengeance.
-Avalanche deprecated. It felt uninspired even when I made it.
-New Blizzard talent: Icy Retaliation; launch icicles at nearby foes the first time you're hurt each turn. Pretty high damage for what it is.
-Frozen Lightning extra super mega deprecated, holy shit.
-Storm Singing and Electric Crescendo moved to 2/3. Storm Singing now procs on cold damage, as your only lighning damage comes from Disasters.
-Disaster is Disastrous Storm, a big nova. The generator is the simplest - Chorus grants a stack each turn.
-obviously the meteorology DIsaster is Disastrous Meteor. I messed with the meteor function to let me affect both lava duration and damage, so that's fun.
-Generator passive is based on how much danger you're in, aka how outnumbered you are.
-The awesome name "The Heavens Fall" was given to Heavenly Bombardment.
-Celestial Bullet yaaaaawn deprecated.
-New talent: Petrified Immolation. Gives you 50% all resist and damage-smearing into burn for 5 turns.
-new talent categories: Celestial/Divine and Celestial/Apocalypse!
-(Listen. LISTEN. I know they have too many trees. I should never have made Drought in the first place. but now it and firmament exist, I gotta design around them, and since I already have the "high trees combine two lesser trees" thing going, I gotta keep doing that, and that means I need to try and keep the elements balanced, which meant I needed a fire tree and a light tree, and I couldnt just make fire/light that'd be boring, so here we are.)
-With Divine, you can:
--Pray to an unknown benefactor to gain random effects while gaining stacks
--Spend stacks to generate a massive beam of light and lightning
--Empower yourself with spell cooldown and global speed
--Assert Divinity, healing, cleansing, and becoming invulnerable for a turn, but also rendering yourself incapable of acting for a turn.
-With Apocalypse, you can:
--Gain stacks by killing weak foes and injuring strong foes. (I tested this a BIT but not for every possible level of foe)
--Spend stacks to acquire the power of shadowflame, allowing you to fight with fiery claws
--Burn all those that attack you, while becoming near-fireproof yourself
--Destroy all in your vision with a single blast of power
1.0.8
--trench strider
-fixed typo in trench strider giving 1.32 mastery in combat veteran. also made it unlocked. considered removing it, but meh.
-added a couple of safeties to the trench strider Drown talent
-mild improvement to their Nova talent in cases with no positive energy
-bigger improvement to Nova talent. still didnt work.
-Major Trench Strider change: Moonlit Prowess reworked entirely, now a core offensive talent that rewards alternating spell and weapon attacks with up to 50% bonus damage.
-Went through all trench strider talents to ensure that this works the way it ought to. Adventurers and basegame talents you're on your own, but it should work decently.
-so many of these talents are just mildly edited from basegame I feel sick
-fixed tsunami to do cold/darkness
--primal chosen
-Buff Written in Stars to add spin fate stacks at 3, not 4
--radiant
-To prevent trap bugs, the superload applying Sunburn/Luminescence now checks if the src can know talents.
-Since Radiant gets the category Radiance unlocked, the talent Radiance can now be learned at level 1. the rest of the category remains high level.
-made Searing Light have a cooldown of 3. this is also a firmamancer buff.
-swapped sudden purge/solar flares (Volatility)
-buffed solar flares
-Nerfed Sickness slightly, but buffed second talent with passive vim gain. then buffed the threshold part, since it has antisynergy with the extra max life in t1.
-Added active vim gain to Awful Radiance to make it less filler.
-severely nerfed Reactor's first talent by making it shut down if you lose your shield
-buffed other reactor talents. they now Dont shut down when the main one does, and are valid as long as any shield has the required value.
-made terrible glory hit passively in an aoe. this is a new kind of OP but it's much truer to the concept, and its one less unnecessary button.
--besides it might hit mooks. they have corrupted negation if they really need to target it.
--firmamancer
-(the real meat of this patch)
-Overhauled Firmamancer build up and 'reward' spells. They now use a charge system, and the resulting spells hit as hard as three regular spells.
-these spells will benefit from crit chance/damage as a direct damage increase, to avoid big rng there. they will always trigger on-spellcrit effects.
-They're also renamed; Disastrous Tornado, Disastrous Drought, Disastrous Thunderstrike. Also check out advanced categories.
-Open the Heavens also generates these charges, as its role was always "cast big spell Now"
-buffed blinding presence's proc chance by 10% and +8%/level, and its blind chance by a base 10%, and its stealth by... changing the formula. should be more, anyway.
-buffed Reckoning daze chance too. all the daze chances here were based on spell/air, which is why they benefit from Tempest, but it also means they were balanced around tempest.
-nerfed forecast cooldown reduction, but reduced cooldowns across the board
-nerfed forecast bonus and ret damage on final talent, what was I thinking?
-moved levitation from final forecast talent to second to encourage leveling it, despite being aware that only I care about levitating
-levitating is COOL, guys, this is an RPG and I wanna levitate
-changed words of the storm deactivate from cooldown reduction to an auto-crit on next spell.
-bit the bullet. Drench now reduces all-resist. I could tenuously claim that 7/12 elements was valid, but void scholar exists and that makes 8. nature, acid, blight and mind can count themselves lucky.
-later, I also changed drench to randomly affect nearby foes. instant aoe effects are kinda silly; its a sustain now.
-unlocked chants for similar reason : don't want to incentivise them to only use trees for damage types that forecast and hymns buff. sunlight and drought are just as good.
-Removed the beam on To Those Who Wait. This class has too many redundant attack talents. This also gave me some power budget to prodigiously buff the bonuses you get for waiting.
-code improvements to stream of life. also, it can now only crit once per turn. apologies to anyone who'd used it as a corona engine.
-Firmament rework. Category now called misty night to better fit weather theme.
-Stargaze now confuses instead of pinning. Renamed Cloud Thoughts.
-Null and Void is now the second talent. Renamed Alone in the Mists.
-Distance and Perspective deprecated.
-New talent: Draining Fog, a ground effect that can confuse and wet targets.
-New talent: Shadow in the Mist, a passive crit buff that spawns fog tiles when you crit.
-stole the damage effect from Scarlet Wind. gave it to galactic debris, since it has meteors literally orbiting you and makes more sense.
-gave galactic debris's incoming detrimental effects reduction to Scarlet Wind. renamed Scarlet Wind to Careless Wind. It's still a not-at-all-veiled tribute to Adorjan.
-Hunger and Exhaustion (Drought) deprecated.
-New Drought talent: Desiccate, a PBAoE that wets and burns targets by drawing the moisture from them. If they're already wet or burning, this applies the old Hunger effect -reduced resists and damage.
-New drought talent: Brush Fire. Chance each turn to set random nearby area on fire.
-Reckoning (Heavens) deprecated.
-new heavens talent: Indignation, taking the name that previous belonged to Disastrous Thunderstrike. A simple on demand crit chance/damage boost.
-Laughing Gust deprecated. Its spot as the reward spell for Gale was given to Hurricane's Opened Eye, now called Disastrous Tornado.
-New Gale talent: Freedom Lets Go; on crit, you dispel a random nearby foe's beneficial effect/sustain, and remove a bad one from you.
-Rainbow (Calm) now applies wet. A few other talents got this rider, too.
-Long Summers (Calm) no longer gives a big negative energy pool buff. Instead, it reduces the needed stacks to cast Disaster spells.
-Celestial/Storm torn apart and reconcepted due to an overabundnace of Physical damage in high categories. It's now Celestial/Dark Clouds, an omen-themed category dealing lightning and darkness damage.
-Exodus deprecated as boring. Slicing Maelstrom deprecated for being identical to core game maelstrom but arcane.
-(So, all high categories except Calm - which makes them easier to cast - now come with a Disaster spell, and a way to make stacks. The idea here is that the three base methods - cast, move, wait - are mutually incompatible, but the high methods are things that can happen simultaneously, or even passively.)
-With that in mind, Dark Clouds begins with Warning, giving you stacks/energy on-crit. the disaster is Disastrous Omen, which strikes random foes in sight. It can hit the same target multiple times, but extra hits do 1/4 damage.
-Uneasy Skies is unchanged. So is Splintered Gale, apart from now being dark and not phys. Actually I should probably rename that. Sorry, Adorjan.
-Splintered Gale renamed to Oncoming Night.

-New Dark Clouds talent: Bleak Warning. Knockback nearby foes, resisted with fear, and gain a resists pen bonus if it hits something, representing your insight into their weaknesses.
-Arctic Gale becomes Disastrous Blizzard. The generator passive is "on taking %d%% of your health in a hit", named Vengeance.
-Avalanche deprecated. It felt uninspired even when I made it.
-New Blizzard talent: Icy Retaliation; launch icicles at nearby foes the first time you're hurt each turn. Pretty high damage for what it is.
-Frozen Lightning extra super mega deprecated, holy shit.
-Storm Singing and Electric Crescendo moved to 2/3. Storm Singing now procs on cold damage, as your only lighning damage comes from Disasters.
-Disaster is Disastrous Storm, a big nova. The generator is the simplest - Chorus grants a stack each turn.
-obviously the meteorology DIsaster is Disastrous Meteor. I messed with the meteor function to let me affect both lava duration and damage, so that's fun.
-Generator passive is based on how much danger you're in, aka how outnumbered you are.
-The awesome name "The Heavens Fall" was given to Heavenly Bombardment.
-Celestial Bullet yaaaaawn deprecated.
-New talent: Petrified Immolation. Gives you 50% all resist and damage-smearing into burn for 5 turns.
-new talent categories: Celestial/Divine and Celestial/Apocalypse!
-(Listen. LISTEN. I know they have too many trees. I should never have made Drought in the first place. but now it and firmament exist, I gotta design around them, and since I already have the "high trees combine two lesser trees" thing going, I gotta keep doing that, and that means I need to try and keep the elements balanced, which meant I needed a fire tree and a light tree, and I couldnt just make fire/light that'd be boring, so here we are.)
-With Divine, you can:
--Pray to an unknown benefactor to gain random effects while gaining stacks
--Spend stacks to generate a massive beam of light and lightning
--Empower yourself with spell cooldown and global speed
--Assert Divinity, healing, cleansing, and becoming invulnerable for a turn, but also rendering yourself incapable of acting for a turn.
-With Apocalypse, you can:
--Gain stacks by killing weak foes and injuring strong foes. (I tested this a BIT but not for every possible level of foe)
--Spend stacks to acquire the power of shadowflame, allowing you to fight with fiery claws
--Burn all those that attack you, while becoming near-fireproof yourself
--Destroy all in your vision with a single blast of power
Re: astralInferno's Celestial Oddities (Class Pack)
Wasn't there a Tornado tree for Firmamancer, lightning/physical? I started a three-element build with Cornac before I realized I forgot to copy the update I downloaded whoops and after I fixed the screwup (and started a new char, don't worry) it looks like I'm missing one of the advanced trees I was going to be using. And I don't see anything in the update notes about it.
Maybe I'm just losing it.
Also, Freedom Lets Go has a typo in the description, "bt" where it should be "by".
Maybe I'm just losing it.
Also, Freedom Lets Go has a typo in the description, "bt" where it should be "by".
-
- Uruivellas
- Posts: 834
- Joined: Mon Jan 27, 2014 10:40 am
Re: astralInferno's Celestial Oddities (Class Pack)
ah, you got - by the update, my friend.
There was a lightning/physical tree called Storm. (Called Storm in the code, its possible I'd renamed it to Tornado to make it distinct from Thunderstorm.)
However, as well as there also being a Thunderstorm tree, there was also a fire/physical and a cold/physical, and only one other lightning tree. Thus, I had three physical trees, two lightning trees, and one light tree. And no darkness trees.
Here's the table from my notes!

So Storm got reworked into Dark Clouds, which is Darkness/Lightning. And I think this was a great decision.
But it does kinda screw your planned character build. Sorry about that.
(Thanks for the typo alert, I've added it to my notes.
)
There was a lightning/physical tree called Storm. (Called Storm in the code, its possible I'd renamed it to Tornado to make it distinct from Thunderstorm.)
However, as well as there also being a Thunderstorm tree, there was also a fire/physical and a cold/physical, and only one other lightning tree. Thus, I had three physical trees, two lightning trees, and one light tree. And no darkness trees.
Here's the table from my notes!

So Storm got reworked into Dark Clouds, which is Darkness/Lightning. And I think this was a great decision.
But it does kinda screw your planned character build. Sorry about that.

(Thanks for the typo alert, I've added it to my notes.
