Acid Trees for Archmage

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

Re: Acid Trees for Archmage

#16 Post by astralInferno »

oh thank you! I'm glad you enjoy it :D

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

Re: Acid Trees for Archmage

#17 Post by astralInferno »

astralInferno wrote: Thu Sep 02, 2021 8:55 pm
Mr Frog wrote: Thu Sep 02, 2021 3:29 am q: is this set up to work with Thaumaturgist (wide beam, multicaster, etc.)
Absolutely not. This is the first time I've thought about this addon since I made it, long before thaumaturge existed. xD
Wouldn't take That much effort, I thiiink...

Make Acid Splash and Torrent widebeamable, add Dissolution Cascade, Torrent of Vitriol and Burning Geyser to Multicaster, make Catalyze and Ultimate Catalyst work with thaum damage...
...maybe.
I didnt make Torrent a widebeam, because every other element only has one widebeam. I didnt add torrent to multicaster, because using a beam to cast a beam feels wrong. Otherwise, this is done now. Yaaaaay

Mr Frog
Thalore
Posts: 144
Joined: Wed Mar 25, 2020 4:28 am

Re: Acid Trees for Archmage

#18 Post by Mr Frog »

astralInferno wrote: Tue Mar 22, 2022 9:32 pm
astralInferno wrote: Thu Sep 02, 2021 8:55 pm
Mr Frog wrote: Thu Sep 02, 2021 3:29 am q: is this set up to work with Thaumaturgist (wide beam, multicaster, etc.)
Absolutely not. This is the first time I've thought about this addon since I made it, long before thaumaturge existed. xD
Wouldn't take That much effort, I thiiink...

Make Acid Splash and Torrent widebeamable, add Dissolution Cascade, Torrent of Vitriol and Burning Geyser to Multicaster, make Catalyze and Ultimate Catalyst work with thaum damage...
...maybe.
I didnt make Torrent a widebeam, because every other element only has one widebeam. I didnt add torrent to multicaster, because using a beam to cast a beam feels wrong. Otherwise, this is done now. Yaaaaay
:pray: :heart: the addons goddess has blessed us at last

Syovere
Cornac
Posts: 41
Joined: Mon Nov 09, 2020 1:30 am

Re: Acid Trees for Archmage

#19 Post by Syovere »

Just wanted to say I'm still loving this. Very nice area coverage and some pretty handy support effects, but tricky to rely on as sole damage. Though, Burning Prison (Elementist, Acid/Cold) seems really potent thanks to the total iceblock penetration.

Also, if you wanted to make an acid mage NPC type to spawn in Angolwen, I've been using the title Alkahest (after the mythical universal solvent sought by alchemists) for mine as an equivalent to Tempest, Pyromancer, etc. Not sure if that's even a thing you can do, but throwing the idea out there.

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

Re: Acid Trees for Archmage

#20 Post by astralInferno »

oh, that's a really cool name idea! Unfortunately I'm unlikely to do it unless I see a good tile for it.

Zizzo
Sher'Tul Godslayer
Posts: 2517
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
Contact:

Re: Acid Trees for Archmage

#21 Post by Zizzo »

Because I needed an excuse to start a new character… 8) Found a small bug: data/talents/acid.lua line 19, in Acid Splash's .target() method:

Code: Select all

else local tg = {type="bolt", range=self:getTalentRange(t), talent=t, display = {particle=bolt_acid, trail=acidtrail}, friendlyfire=false,}
"bolt_acid" and "acidtrail" need to be in quotes here; as it is, you're assigning nil to the display fields, making Acid Splash's projectile invisible. Which was really disconcerting in the Abashed Expanse, as you can imagine… :wink:
"Blessed are the yeeks, for they shall inherit Arda..."

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

Re: Acid Trees for Archmage

#22 Post by astralInferno »

WHOOPS.

As thanks for diagnosing it and telling me how to fix it, I've uploaded the new version already. :) I even tested it and it sure did seem to be visible now.
(I also changed the addon to say "for version 1.7" so people stop looking at it and going "wow does that still work?")

smithfield
Halfling
Posts: 111
Joined: Wed May 23, 2012 1:19 am

Re: Acid Trees for Archmage

#23 Post by smithfield »

Thank you for this tree.
Mb add some sound triggers to the Acid Splash?

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