astralInferno's Celestial Oddities (Class Pack)

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DAllan7m
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Re: astralInferno's Celestial Oddities (Class Pack)

#121 Post by DAllan7m »

There 2 minor problems in Firmamancer's talent Diastrous Judgement and the first one is a typo in its name ;)
The second one is incorrect damage numbers in talent's tooltip, they shown as ~10 times less than they are in reality. Or in Prayer's tooltip.

...and i have a little problem with the class in general. If you put points in Sunlight, Rainfall, Misty-night, Heavens, Gale, Drought, Calm, Thunderstorm, Divine and Adept, you will have a problem "Too Many Buttons" :lol: And sustains, with all this Chants, Hymns and Words...
...I should probably tell that English is not my native language, shouldn't I? And sometimes I just do dumb :P

astralInferno
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Re: astralInferno's Celestial Oddities (Class Pack)

#122 Post by astralInferno »

I've made a note of the typos and of the tooltip error, I'll fix them as soon as I can put out a new version. No promises that'll be soon.

As for the second part... don't put points in that many categories, then! xD
You're not really expected to use sunlight AND rainfall AND misty night, and you're not expected to use gale AND drought AND heavens; the expectation is that you take basic trees that combine to make the advanced tree you want.

As for the sustains, personally I just pick the one I want from each set, and take the others off the taskbar entirely.

Glad you're enjoying enough to comment!

DAllan7m
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Re: astralInferno's Celestial Oddities (Class Pack)

#123 Post by DAllan7m »

Yeah, I figured out that this should be the case and I was going to take just Thunderstorm initially, to fight fire with fire and mad lighting mage with lighting 8)
Urkis killed too many of my runs recently, so I may have a grudge :lol:

The plan was to just put a point in each open Oncoming Disaster generator and focus only on cold and lighting but I got a sight of Long Summers in Calm, and thought why not.
Picking Aura of the Dawn at that point was just logical.

And then I thought: "Hmm. I have cold/lighting sustain and light/cold one. Why not to pick a light/lighting for complete the set? I will be spreading my points too thin but Adept exist".
And with Adept there really no point in not taking every talent that is even remotely useful.

Oh, should I mention that I saved a lost tinkerer? And found Brass Goggles later? Effective talent level 3 with just one point in Physics and Chemistry... :wink:

Returning to error reports: Disastrous Drought from Patience in its tooltip says that its range just melee/personal even through its starts with range 5 and scales with talent level.
And again Patience showing correct information.

update: ...good thing that I have Assert Divinity. And note to self: don't drop Disastrous Tornado onto Searing horror and co :oops:

update2: well, this is a weird one. Prodigy Range Amplification Device doesn't work for Disastrous Drought. Eh, probably because it thinks that its a melee/personal range talent :)
...I should probably tell that English is not my native language, shouldn't I? And sometimes I just do dumb :P

astralInferno
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Re: astralInferno's Celestial Oddities (Class Pack)

#124 Post by astralInferno »

Ahh, I've been there! But when you take that many categories, you kind of have to deal with Too Many Buttons. :)

Disastrous Tornado is very powerful, but very dangerous! =D

turns out the code for Disastrous Drought has the field 'getRange' instead of the field 'range'. Tooltips only know to look for 'range', and Range Amplification Device only effects things using self:gettalentrange, which only works with range. So technically not the same reason, but with roots in the same mistake. Easy to fix next time I get the chance.

DAllan7m
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Re: astralInferno's Celestial Oddities (Class Pack)

#125 Post by DAllan7m »

Didn't expect to get a error report for Firmamancer while playing Sawbutcher, but here we are:

Code: Select all

[use_tactical AI] === Action Selected:	53205	Mayadheta the skeleton magus	attack	 talent:T_INFERNO_OMEN
##Use Talent Lua Error##	T_INFERNO_OMEN	Actor:	53205	Mayadheta the skeleton magus
FROM 	/mod/addons/cults/superload/engine/dialogs/ShowErrorStack.lua	loading previous!


ERROR:
Game version: tome-1.7.4
Addons: classshining-1.7.0[X], quantum-slider-1.7.4[X], cleaner-descriptions-1.7.0[X], hotkey_no_scroll-1.7.0[X], ashes-urhrok-1.7.4[O], celestialoddities-1.7.0[X], arcanum-1.7.3[X], prophecy_manage-1.7.0[X], zomnibus-1.7.4[X], voidscholar_class-1.7.0[X], classhekatonkheire-1.7.0[X], items-vault-1.7.0[O], neka_qol07-1.0.0[X!], unsuseff-1.7.2[X], more1hstaves-1.7.2[X], cults-1.7.4[O], select-your-escorts-1.7.0[X], mclass_faetouched-1.7.0[X], inv_tiers-1.7.2[X], evoker-1.7.2[X], orcs-1.7.4[O], possessors-1.7.4[O], midnight-1.6.7[X!], neka_vis_effect_fork_qdacidfix-1.7.4[X], verdant-1.7.2[X]

Game version (character creation): tome-1.7.4
Lua Error: /engine/interface/ActorTalents.lua:351: /engine/interface/ActorTalents.lua:324: /engine/interface/ActorTalents.lua:190: ...aloddities/talents/celestial/firmamancer/dark-clouds.lua:140: attempt to get length of local 'oldtgts' (a number value)
stack traceback:
	...aloddities/talents/celestial/firmamancer/dark-clouds.lua:140: in function <...aloddities/talents/celestial/firmamancer/dark-clouds.lua:116>
	[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/ActorTalents.lua:351 
  At /mod/ai//improved_tactical.lua:1081 
  At /mod/class/interface/ActorAI.lua:73 runAI
  At /mod/ai//improved_tactical.lua:1142 
  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:1582 
And this one when I tried Diastrous Omen for myself on clean new game (Yes, another one with typo in its name. Add Diastrous Thunderstrike to the list):

Code: Select all

ERROR:
Game version: tome-1.7.4
Addons: celestialoddities-1.7.0[X], ashes-urhrok-1.7.4[O], addon-dev-1.7.4[O], orcs-1.7.4[O], items-vault-1.7.0[O], possessors-1.7.4[O], remote-designer-1.0.0[O!], cults-1.7.4[O]

Game version (character creation): tome-1.7.4
Lua Error: /engine/interface/ActorTalents.lua:351: /engine/interface/ActorTalents.lua:324: /engine/interface/ActorTalents.lua:190: ...aloddities/talents/celestial/firmamancer/dark-clouds.lua:140: attempt to get length of local 'oldtgts' (a number value)
stack traceback:
	...aloddities/talents/celestial/firmamancer/dark-clouds.lua:140: in function <...aloddities/talents/celestial/firmamancer/dark-clouds.lua:116>
	[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/ActorTalents.lua:351 useTalent
  At /engine/interface/PlayerHotkeys.lua:179 
  At /engine/interface/PlayerHotkeys.lua:162 activateHotkey
  At /engine/HotkeysIconsDisplay.lua:392 onMouse
  At /mod/class/uiset/Minimalist.lua:1815 fct
  At /engine/Mouse.lua:71 
P.S. And my Firmamancer, that was Adept in Too Many Trees died. He was oneshoted by some rare in Ruined Dungeon. I should have put Shielding Rune on auto-cast :(
Oh well. RIP NR_FirmamancerTry_N1, I will not forget you :D And depending on how my Sawbutcher go, it will be time for NR_FirmamancerTry_N2! That Celestial / Apocalypse tree looks quite interesting ;)

P.P.S. Forget to add: when this happened damage was dealt turn ticked but no resources was spent. That rare npc-Firmamancer almost killed my Sawbutcher! Good thing that he decided to do something else when I spend last of my heals :lol:
...I should probably tell that English is not my native language, shouldn't I? And sometimes I just do dumb :P

astralInferno
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Re: astralInferno's Celestial Oddities (Class Pack)

#126 Post by astralInferno »

hm hm hm... ah, I see the problem. Should be pretty easily solved, fortunately.

The exact timing of the error is that it will hit each of its chosen targets ONCE, and then bug out when it tries to reset the target table and choose someone to hit a second time. This does mean it can only hit you for 100% damage, and not hit you 5 times for a total of 200%, but that's not much comfort when it can do it every turn instead of once every four turns or so.
My apologies for the inconvenience, and I'm sorry to hear about your dead adept!

Good luck ascending to a new form and destroying all in your path with the burning rain of the red star =D

Rukaneo
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Re: astralInferno's Celestial Oddities (Class Pack)

#127 Post by Rukaneo »


astralInferno
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Re: astralInferno's Celestial Oddities (Class Pack)

#128 Post by astralInferno »

1.2.5
-Firmamancer

-nerfed open the heavens (reduced neg gain (15*(level+1) reduced to 10*(level+1) and dropped disaster stacks from 10 to 3)
-nerfed dynamo (3 stacks>2 stacks, 1 less neg regen)
-Judgement now correctly sources its tooltip from prayer
-Fixed name typos in Disastrous Omen, Thunderbolt, and Judgement.
-Drought now uses gettalentrange and will work with the range extendy thingy.
-Nerfed early damage of all disasters and late damage of most disasters just a bit.
-Firmamancer/Radiant (But Really Just Solarbeam)
-added a Solarbeam interaction for Shining One fans
-solarbeam now returns its damage. I dont know if this matters but it's neater this way.
-Trench Strider
-Lowered base heal of replenishing tides (9>4). significantly increased max heal. (20% spellpower>50%)
-It also now mentions its spellpower scaling in its tooltip.

have fun! I'll be back in like two years probably!

cundel
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Re: astralInferno's Celestial Oddities (Class Pack)

#129 Post by cundel »

Weird error report on Trench Strider. Seems to have something to do with Drown, and only happens when it hits oozes (I think?). Then this error pops out every turn:

Code: Select all

Lua Error: /engine/utils.lua:2833: bad argument #3 to 'line_base' (number expected, got nil)
	At [C]:-1 
	At [C]:-1 line_base
	At /engine/utils.lua:2833 lineFOV
	At /engine/interface/ActorProject.lua:70 project
	At /data-celestialoddities/effects.lua:818 on_timeout
	At /engine/interface/ActorTemporaryEffects.lua:97 timedEffects
	At /mod/class/NPC.lua:304 timedEffects
	At /mod/class/Actor.lua:633 actBase
	At /engine/GameEnergyBased.lua:119 tickLevel
	At /engine/GameEnergyBased.lua:64 tick
	At /engine/GameTurnBased.lua:51 tick
	At /mod/class/Game.lua:1582

astralInferno
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Re: astralInferno's Celestial Oddities (Class Pack)

#130 Post by astralInferno »

I couldn't reproduce this bug myself - I made a trench strider and went to sludgenest, walked around the level drowning things for a bit - so I'm slightly at a loss. I improved the code for drown in a couple of places, so this might fix it?
Were you the trench strider, or was there a trench strider rare/randboss among the oozes? Because I think it might bug out if a trench strider with Drown dies; this new patch should fix that if so.

cundel
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Re: astralInferno's Celestial Oddities (Class Pack)

#131 Post by cundel »

Got the update and went back to sludgenest, and the error no longer pops up for me, so looks like it's fixed. Thanks!
I was playing the Trench Strider.
P.S. Adept + Drown + Frost Lord's Chain is stupidly fun in the late game - 20% chance to freeze everything in range 5 every turn. :lol:

Natural 20
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Re: astralInferno's Celestial Oddities (Class Pack)

#132 Post by Natural 20 »

As an adventurer, volatilty tree's Sudden purge pops error every time I hover the cursor over it, regardless of whether I've unlocked the category or not.
Also, putting point in and out of the category and hovering over sudden purge while doing so gives 1000 levels to it (??).
Rinse and repeat, you get 10000 level sudden purge (???).
Combined with Shining one addon, my reflections were blasting anything they see with 3k damage sudden purge hits. :lol:

-‐---------------------------‐--------------------------------

Regarding the post on Recaiden's evolution addon, awesome!
Guess I just have to hope Recaiden would approve of it and I go town with even more folds (and more with those Warp-rider archer clones :lol: )

-‐---------------------------‐--------------------------------

On a side note, can we look forward to a light-temporal based fold now? :mrgreen:
Something like fold fortune (temporal), photon (light-temporal), and sunlight (light) along with light based Assume the mantle effects, as Chosen evolution, perhaps? :P

Anyways, it's nice to have you back in addon-developing. :D

astralInferno
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Re: astralInferno's Celestial Oddities (Class Pack)

#133 Post by astralInferno »

Are you 100% sure you're on the latest version of the addon? My Changelog says I fixed that bug on 1.2.4 (two versions ago), and I loaded up an adventurer to check and it seemed to work fine, even with unlearning it or the category.

If Rec says no, it'd be very easy to make an addon to force them to be compatible. :wink:

as for light/temporal... I'm not entirely sure what that would mean, honestly. xD I could see it happening one day, as I'm a big fan of the Folds, but I'm not entirely sure what class would blend those two, and it doesn't fit anything I have planned for the immediate future, unless I try to shoehorn it into Avenger...
...
I might be able to shoehorn it into Avenger. :P

Natural 20
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Re: astralInferno's Celestial Oddities (Class Pack)

#134 Post by Natural 20 »

Weird... I was pretty sure I had the latest patch since it was subscribed through steam, but guess I turned off the auto-update while fiddling with addon list... My bad on not checking whether I've got the latest version or not. :oops:

--------------------------------------------------------------------------------------------------------

Regarding Avenger, I''ve got no idea what the class does, but you had me sold on the word 'fold'. :lol:

astralInferno
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Re: astralInferno's Celestial Oddities (Class Pack)

#135 Post by astralInferno »

no worries, I've done stupider by far. xD

The Avenger is a questionably sane cross between a Temporal Warden, my Harrier, and recaiden's Martyr. They use unarmed attacks and throwing knives to build up their insanity, and then cut down their foes with a sword that doesn't yet (and may never) exist. I only have a vague sketch of them in my head, but they're named after a Light-based d&d class, so i could see making them a light/temporal combo. ;P

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