astralInferno's Celestial Oddities (Class Pack)

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

#136 Post by Syovere »

Ooh, that kind of temporal fuckery is always fun. Reminds me of my old concept for a temporal/steam class, the Anachronist. Their big attacks involved summoning guns from the future.

No pressure, but I hope you're able to figure more of your idea out.

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

#137 Post by astralInferno »

Thanks! The Anachronist ALSO sounds incredibly cool.

The concept for the sword isn't mine, though - it's the talent tree that inspired the class; the Final Moment tree from the Martyr mod. :)

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

#138 Post by astralInferno »

1.3.0
-buffed Moonlit prowess for absolutely no reason except "felt like it"
-added Pitch Black (housepet's midnight - celestial/umbra) compatibility to Firmamancer and to a talent on the new class as a treat for adventurers. If you see any other celestial Darkness Damage map effects I've added, point them out to me.
-Nerfed damage of The Heavens Fall and all Disaster spells by roughly a third when used by nonplayers. They also need more 50% stacks to cast a Disaster.
-Having more methods to generate Oncoming Disaster stacks now increases the number of stacks needed to cast, by 1 per method. Stack cost is unchanged if you have two stack-generating methods.
-added the same wolf tile options for Primal Chosen that I did for the Lunar race - claws of night can change your tile into a wolf permanently when used, temporarily when used, never at all, or temporarily when used and also it trans your gender for the duration.
-by using it while the gender option is active, and then swapping it to any other option before the effect ends, you can trans your character's gender permanently. (Swapping to during-buff or never will see you revert to your original tile, in the new gender; swapping to always will mean you stay in the altered tile/gender.)
-fixed a typo/copypaste error in a damage type used by primal chosen. unsure if this was actually breaking anything. thanks, Natural_20!
-improvements to some previously destructive changes made to the spin fate tree. they're now less destructive on average.
-made the primal chosen striking/grappling stance changes no longer destructive
-now uses the Super-Lock system I introduced in my racepack - if a class can't be enabled due to requiring an addon/DLC that you don't have, it will appear locked on the birther screen, even if you have ignore r/c locks, and tell you what you need.

-added the Bloodtide Cultist, a new defiler/celestial combination dedicated to the red star that is Uhr'rok.

it's 6am yall. I THINK I bugtested 'most everything the Cultist has?
...I'm not sure I remembered to actually bugtest the spin fate stuff and other things in that changelog. Whoops.
I'll drop a writeup for the Cultist tomorrow. They require Ashes!
This update also adds a new (old) corruption tree, Corruption/Herald, to all four basegame/dlc defiler classes. It has hardcoded interactions with all four of them, with Bloodtide Cultist, and with Radiant, although there's no proper way to get it on Radiant (yet).
Enjoy! And if/when you find a terrible bug, HMU and I'll fix it asap.

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

#139 Post by FreePaperclips »

Firmamancer's Sunlight tree seems to be truncated. I'm not seeing anything after Searing Light.

Save here: https://drive.google.com/file/d/1PQGw69 ... drive_link

Edit(s): when a Blood Tide Cultist removed the first point of Blade of the Red Star, the tome window started flickering.
When using Bleak Star Barrier I got a lua error. Log here: https://drive.google.com/file/d/1X0W994 ... drive_link

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

#140 Post by astralInferno »

Working on fixes for 2/3 of these bugs rn.
As for "the game breaks when you unlearn blade of the red star", my answer is "then, don't do that." A lot of the class relies upon it for core functions. I'll try to make it less necessary if I can, but I'm not actually sure if my method for doing so works.

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

#141 Post by FreePaperclips »

"my answer is "then, don't do that." A lot of the class relies upon it for core functions." Makes sense to me. By the way, I'm probably just not seeing it, but how does a BTC increase armor hardiness without heavy/light armor training?

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

#142 Post by astralInferno »

...not sure!
(Upcoming patch should also fix the problem with Blood-red-blade unlearning, but Ill leave it as no_unlearn_last anyway)

...armor hardiness is a good question. You can always go learn combat training in last hope, but you shouldn't Have to when I gave mastery talents, armor proficiency, and accuracy in the class...

Honestly, they might need another generic tree focusing on being tanky. My testing has felt squishier than I intended.

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

#143 Post by FreePaperclips »

You actually can't learn combat mastery in Last Hope; it was the first thing I tried. You can still learn shoot and how to use ranged weapons, but not the generic Combat-Training tree.

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

#144 Post by astralInferno »

...that's very strange. I can do it on my version. One of us must have a mod that's either preventing or allowing it.

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

#145 Post by astralInferno »

1.3.1
-Fixed sunlight and blaze being messed up. (The blaze file was originally loaded after the changes to sunlight, and was coded appropriately - but at some point it was changed to load Before them, causing it to fix blaze properly but completely bork up sunlight. My first fix borked up blaze instead.)
-Blade of the Red Star is now no_unlearn_last. there are a lot of things that use "do you know Blade of the Red Star" as their check for 'are you a bloodtide cultist', and a lot of these things complain loudly if it changes while you're on the levelup screen.
-I changed the way this works, it Should now be much safer. It's staying as no_unlearn_last, though.
-Fixed a Bleakstar Barrier bug. I'm kinda mad about this one, I feel like I already fixed this 2394 times.
-Fixed a typo in Icy Retaliation causing it to shoot asterisks instead of icicles. This was originally reported in uhhhhh 2021.
-Fixed Demonstep (Fearscape 1) missing its prereqs.
-Blighted Summoning effects are now listed in the prodigy.
-Some other talents had more paragraph breaks inserted in their info. Sorry.
-Nerfed Umbral knifework slightly - shield hits mean you hit more often, after all.
-The boosted version of alley grab now has lower damage but hits with weapon+shield.
-Herald talents now list their damage type in their description.
-Your summons should do you half damage.I tested this briefly and it seems to work. Bonus: it doesnt affect healing from demonfire.
-Bleakstar Barrier shouldnt proc on you or your summons.
-My brain is turning to goo so I'm patching now. There may be more fixes and minor changes I've forgotten.

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

#146 Post by astralInferno »

1.3.2
-talent req changes actually work now. I checked.

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

#147 Post by astralInferno »

1.3.3
-fixes a mistake in voracious blade causing it to error with a shield. I really hope this is the last time I fix this same prereq code I swear.
(This is the only ERROR fixed by this patch - if you dont want to update for whatever reason and werent planning to use Wrath, it should be ok.)

-removes blighted summoning wretchling's ability to disarm you with acid breath, also makes their acid breath scale with better of mental/spell stats
-added description strings for 'secret' Herald interaction.
-nerfed affinity on the two blessings - max 75%>max 60%, and the passive amount is dropped to max at 15%.
-gave them a particle effect. this is a placeholder one that I could do quickly for this patch, I want to get a more appropriate one later.
-changed affinity on Herald to a new mechanic; they drain damage of those types, store it, and release it as a shield when it hits a sufficient quantity.
-all of this is because the healtanking was too good, especially with summons. unfortunately I also made your summons' demonfire heal you for half after all. Sorry.

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

#148 Post by cundel »

Hi,

It seems like this mod won't load without Embers of Rage active, as it crashes when trying to load the stargazer:
cap.png
cap.png (233.33 KiB) Viewed 52428 times
The mod seems to work when I enabled EoR, however. Is it possible to make the non-EoR classes available when EoR is not active?
Thanks!

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

#149 Post by astralInferno »

very loud swearing noises
I'll fix that asap.

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

#150 Post by astralInferno »

1.3.4
-fixed loading without ashes...
-OH DEAR. Fixed a mistake in the 1.3.0 QOL feature for Primal Chosen that would I think cause it to break your Undead Heritage config setting when used. Please check these options if you've used either recently.
-fearscape now correctly has the "minimum level 10" flag that I made an addon to remove from the game. I technically didn't test this one, which means it probably didnt work, but... it's so simple. surely it worked.
-fearscape tiles cannot overwrite stairs, I hope
-summoned demons now do reduced demonfire healing as well; I forgot that most of their healing was that rather than shadowflame. last patch only affected shadowflame whoops.
-added a game option that allows you to change fearscape superposition into a map effect like inferno.

Note that this is enabled by default - if you think the cooler version of fearscape superposition is worth the game hanging, you'll have to change that.

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