Artificer Class

A place to post your add ons and ideas for them

Moderator: Moderator

Message
Author
VanceVasser
Low Yeek
Posts: 8
Joined: Tue Jul 21, 2020 11:03 pm

Artificer Class

#1 Post by VanceVasser »

Found here: https://te4.org/games/addons/tome/artificer-nacht

Artificer is a versatile class that specialize in items.
They are able to craft items and use them in ways that other classes cannot.

Beware: Although powerful later on, artificers have a weak early game and require a good deal of item management to succeed. This class may not be for everyone.
Requires Embers of Rage DLC

There are still a few small to do add for the class (mainly adding some more augments and creating artifact egos for dlc artifacts), but it is in a fully playable state.

Please provide any and all feedback! I love feedback!

CHANGELOG:
1.0.4
* Fixed error with Prothotipe's Prismatic Eye and the stat mult from Gem Component causing an error
* Nerfed protection from magic augment's damage reduction (0.2-0.5) -> (0.15-0.35)

1.0.3
* Added new augments: of protection from melee (body), of protection from ranged (body), of protection from magic (body), of electrocution (wand), of algidity (ring)
* Components now display their affinity in their name
* Items with augments now display their augment level in their description
* Fixed crash on load when loading rings/robes with no name
* Fixed refractory augment shadows inheriting some stats from temporary effects (most notably the movement speed from effects such as movement infusions)
* Fixed typo in Power Ward description
* Fixed wrong variables in fusion function for item and component
* Fixed Umbraphage's artifact component to work correctly with all item types
* Fixed "tool" affinity not matching up to anything (it now matches up to anything that goes in the tool slot)
* Fixed displaying fake use power for lucky component (Prox's Lucky Halfling Foot artifact component)
* Fixed munching augment starting with full power (it's supposed to start with 0, as it "eats" terrain to fuel its power)
* Fixed crash when generating the components list for a fixed art when Ashes of Urh'Rok or Forbidden Cults DLC is not installed

1.0.2
* Added prefixes for some effect names that were missing them, hopefully preventing conflicts with those effect names
* Added artifact egos for a few Embers of Rage artifacts, as well as Hand of the World-Shaper (which had been missed). Also fixed artifact component for Telos's Staff (Bottom Half).
* Fixed Power Strike only applying status effects to the first enemy struck for a given combination of damage types
* Power Strike's active now also applies multiple damage types/status effects when used with a ranged attack (though it still only uses the ammo's power source for the active)
* Fixed vile-blooded augment error when selecting an empty square as the target
* Added new augment: inconsequential (belt)

1.0.1
* Instead of one random attack charm, Artificers now start with a wand of conjuration, totem of healing, wand of shielding, and torque of gale force. For antimagic characters, the two wands will be replaced with a torque of mindblast and a totem of thorny skin.
* Artificers now also start with 8 of each tier 1 crafting material.
* Fixed crafting interface crash when trying to add a component with +range to an item that does not have range.
* Fixed Power Strike with a ranged weapon taking two turns instead of one.
* Gem components can now be extracted from items with Dismantle Item. Note that you still cannot extract gems added to items with the Stone Alchemy talent Imbue Item with Dismantle Item (as the gem egos added by Imbue Item don't have the necessary field).
* Gem components can now be used as materials for augments
* When crafting an item that you do not have the respective Augment talent for, there will now be a "View Augments" option that allows you to view the augments for that item. This is to help players plan out in advance by viewing available augments and their materials/requirements before putting talent points into the necessary Augment talent.

1.0.0
* Initial Release
Last edited by VanceVasser on Sun May 14, 2023 4:25 pm, edited 4 times in total.

nsrr
Sher'Tul
Posts: 1126
Joined: Mon Sep 21, 2015 8:45 pm
Location: Middle of Nowhere

Re: Artificer Class

#2 Post by nsrr »

First impression is that this is a very interesting and ambitious class that is probably absurdly powerful later on. The whole concept of breaking down items into components and then crafting your own items is really cool.

In actual experience, the early game is really brutal, and I haven't really made it past that yet. So far I've tried a couple of approaches: one focused on weapons and armor and the other focused purely on charms. Weapons/armor is probably a bit stronger because you are not limited by the long cooldown on charms and the rng of drops is a bit more forgiving because weapons are a lot more common as drops than tools. Charms are good and if you get lucky enough to have a few damaging tools by level 5 you can do alright, but getting there is slow and dangerous and if rng is not in your favor you might be stuck with just your starting tool.

I think a couple of changes to ease the early game would a long way toward making the class easier to get into. Starting with a sling and shot in addition to the hammer could help a bit by giving you some ranged damage that's not limited by a long cooldown or rng. I think it would also be totally fair to start them with a broader selection of tools, since they are artificers, after all. Tools kind of take the place of active talents for the class, to a large extent, and having to brute force your way to the point where you can have more than one at a time is pretty painful, and when you get there but have nothing to actually put in the slots due to bad luck, it's even worse. I'd love to start with a conjuration wand, shielding wand, healing totem and gale force torque. You'd still only be able to use one a time up until level 4, which is fine, but then you'd have some basic tools to fill in your bandolier once you unlock it, and I think that'd really help to get past the hump where rare enemies start to appear but all of your gear and crafting abilities (not to mention stocks of materials and components) are still pretty meager. Another thing that might help would be if it were possible to add components to white items as a form of crafting to ease the material limitations a bit, since the returns on dismantling are pretty low compared to the cost of making an item.

Great work, really cool! Can't wait to give it a few more goes and hopefully get a run off the ground to see what they can reay do :D

nsrr
Sher'Tul
Posts: 1126
Joined: Mon Sep 21, 2015 8:45 pm
Location: Middle of Nowhere

Re: Artificer Class

#3 Post by nsrr »

I managed to get a Dwarf up to level 10 without dying at all, so I'm making some progress now. I attribute most of the success of the run so far to the fact that I found 2 conjuration wands and a decent set of arrows all before rares started spawning. Between the the tools and the arrows I had enough damage to take down most rares in four turns or so from relative safety. I also prioritized armor more the damage reduction in the armor crafting tree, and I think that helped a bit, too.

I did run into a couple of issues, though, so I think I'm going to pause the run for now. One was an error that occured when I attempted to add a ranger's component to a set of arrows (I had unlocked the cross-affinity component use by this point). An error popped saying it attempted arithmetic on a nil field, range.

Code: Select all

Lua Error: /data/general/objects/egos/ranged.lua:55: attempt to perform arithmetic on field 'range' (a nil value)
	At [C]:-1 __add
	At /data/general/objects/egos/ranged.lua:55 
	At /engine/Entity.lua:766 resolve
	At /engine/Object.lua:44 resolve
	At /engine/Zone.lua:546 applyEgo
	At /mod/addons/artificer-nacht/superload/mod/class/Object.lua:847 applyComponentEgo
	At /mod/addons/artificer-nacht/superload/mod/class/Party.lua:111 generateCraftedItem
	At /mod/dialogs/ArtificerCraftItem.lua:396 generateCraftedItem
	At /mod/dialogs/ArtificerCraftItem.lua:391 generateComponentList
	At /mod/dialogs/ArtificerCraftItem.lua:208 attachComponent
	At /mod/dialogs/ArtificerCraftItem.lua:132 fct
	At /engine/ui/ListColumns.lua:463 onUse
	At /engine/ui/ListColumns.lua:135 fct
	At /engine/Mouse.lua:71 receiveMouse
	At /engine/Mouse.lua:111 delegate
	At /engine/ui/Dialog.lua:817 mouseEvent
	At /engine/ui/Dialog.lua:510 fct
	At /engine/Mouse.lua:71 
The other issue is with Power Strike. When used with a ranged weapon, that talent will take 2 turns. The problem is that archeryAquireTarget takes a turn by default (don't ask me why), so one turn is used getting the target and another turn is used when the talent returns true. Fortunately, you can just add "no_energy = true" to the parameters of your archeryAquireTarget call and that will take care of it.

Thanks for your work creating this class, it's a really cool concept, and I look forward to playing it more :D

VanceVasser
Low Yeek
Posts: 8
Joined: Tue Jul 21, 2020 11:03 pm

Re: Artificer Class

#4 Post by VanceVasser »

Thanks for the feedback! Glad to see people are enjoying it so far!
In actual experience, the early game is really brutal, and I haven't really made it past that yet. So far I've tried a couple of approaches: one focused on weapons and armor and the other focused purely on charms. Weapons/armor is probably a bit stronger because you are not limited by the long cooldown on charms and the rng of drops is a bit more forgiving because weapons are a lot more common as drops than tools. Charms are good and if you get lucky enough to have a few damaging tools by level 5 you can do alright, but getting there is slow and dangerous and if rng is not in your favor you might be stuck with just your starting tool.

I think a couple of changes to ease the early game would a long way toward making the class easier to get into. Starting with a sling and shot in addition to the hammer could help a bit by giving you some ranged damage that's not limited by a long cooldown or rng. I think it would also be totally fair to start them with a broader selection of tools, since they are artificers, after all. Tools kind of take the place of active talents for the class, to a large extent, and having to brute force your way to the point where you can have more than one at a time is pretty painful, and when you get there but have nothing to actually put in the slots due to bad luck, it's even worse. I'd love to start with a conjuration wand, shielding wand, healing totem and gale force torque. You'd still only be able to use one a time up until level 4, which is fine, but then you'd have some basic tools to fill in your bandolier once you unlock it, and I think that'd really help to get past the hump where rare enemies start to appear but all of your gear and crafting abilities (not to mention stocks of materials and components) are still pretty meager.
That's a good idea (with replacing the wands with some equivalent if you are a krog of course). I am also considering starting the player off with a portion of tier 1 crafting materials to help get them going.
I managed to get a Dwarf up to level 10 without dying at all, so I'm making some progress now. I attribute most of the success of the run so far to the fact that I found 2 conjuration wands and a decent set of arrows all before rares started spawning. Between the the tools and the arrows I had enough damage to take down most rares in four turns or so from relative safety. I also prioritized armor more the damage reduction in the armor crafting tree, and I think that helped a bit, too.
Yeah, in my test runs I found that prioritizing massive armor and grabbing at least one point in Fortification helped out a lot.
I did run into a couple of issues, though, so I think I'm going to pause the run for now. One was an error that occured when I attempted to add a ranger's component to a set of arrows (I had unlocked the cross-affinity component use by this point). An error popped saying it attempted arithmetic on a nil field, range.
The other issue is with Power Strike. When used with a ranged weapon, that talent will take 2 turns. The problem is that archeryAquireTarget takes a turn by default (don't ask me why), so one turn is used getting the target and another turn is used when the talent returns true. Fortunately, you can just add "no_energy = true" to the parameters of your archeryAquireTarget call and that will take care of it.
Whoops, I'll get those fixed! Thanks for the report!

gooder1029
Cornac
Posts: 40
Joined: Wed Nov 03, 2021 1:35 pm

Re: Artificer Class

#5 Post by gooder1029 »

Hi, I tested the latest version of your mod 1.0.1 and encountered the following error message

Code: Select all

ERROR:
Game version: tome-1.7.4
Addons: golem_speed-1.7.0[X], zomnibus-i18n-zh_han-1.7.0[X], nekomancer-1.5.10[X!], audiomancy-1.7.4[X], ghost-1.2.3[X!], ashes-urhrok-1.7.4[O], voidscholar_class-1.7.0[X], force_tinker_cave-1.7.0[X], classastromancer-1.7.0[X], Better-sounds-mod-1.7.4[X], exoticstatshare-1.7.0[X], cults-1.7.4[O], anguish-1.4.8[X!], GQ-items-vault-1.6.7[X!], nalorenrace-1.7.4[X], tentaclegnome-1.7.2[X], darkvision_fix-1.7.0[X], deathknight-1.7.4[X], point-credits-1.7.2[X], archmageacid-1.7.0[X], lumberjack_map-1.7.0[X], mrfrog_vfx-1.7.0[X], better-swl-1.5.10[X!], quantum-slider-1.7.4[X], plusseeds-1.6.7[X!], darkercolors-1.7.4[X], midnight-1.6.7[X!], nullpackreloaded-1.7.4[X], more1hstaves-1.7.2[X], faster-1.7.3[X], zomnibus_lite-1.7.4[X], master-spell-merchants-1.7.5[X!], evoker-1.7.2[X], possessors-1.7.4[O], highwightrace-1.7.4[X], knifeharrier-1.7.0[X], universalraces-1.5.10[X!], neka_qol07-1.0.0[X!], fine_tune_mindstars-1.7.4[X], discordantenemies-1.6.7[X!], stoneshaper-1.5.0[X!], DeathknightPatch-1.7.0[X], incantor_of_flame-1.7.4[X], tougher_escorts-1.7.4[X], alch_notify-1.7.0[X], easy_map_v2-1.6.0[X!], PlenumTooltipCustom-1.7.4[X], qlass-pack-1.7.4[X], kryl_map-1.7.0[X], frost_invoker-1.7.0[X], bil_fix-1.7.0[X], neka_qol03-1.4.8[X!], classhekatonkheire-1.7.0[X], crossbowsfork-1.3.3[X!], staffbonksound-1.7.2[X], skirm_revamp-1.7.1[X], nsrr_exotics-1.4.8[X!], bombardier-1.7.4[X], calligrapher-1.7.4[X], modify_prodigies-1.7.4[X], yeeks_forever-1.7.2[X], kryl_map_bamboo-1.7.0[X], improved_combat_text_v2e-1.6.0[X!], alchrevision-1.6.4[X!], improved_enemy_ui-1.7.4[X], xornModded-1.2.5[X!], auto-talent-gambits-1.7.4[X], necro_neglife-1.7.2[X], font_merchant-1.7.0[X], illim-1.2.3[X!], orcs-1.7.4[O], celestialoddities-1.7.0[X], seal_portal-1.7.0[X], neka_therianthropy_summoner_for_current_tome-1.7.4[X], items-vault-1.7.0[O], merchant_map-1.7.0[X], starting_equipment-1.7.4[X], qt-improved-recall-1.7.4[X], infernoracepack-1.7.0[X], ignore_rc_locks-1.7.0[X], no_ruined_dungeon_puzzle-1.7.4[X], loot-1.7.4[X], hedgeknight_reborn-1.3.1[X!], mannendakesescorts-1.7.4[X], nekomata-1.5.10[X!], neka_qol05-1.0.0[X!], summoner-rework-1.7.4[X], ring-soul-1.7.2[X], EarlyBoostRedux-1.7.0[X], stone_rework-1.7.0[X], neka_vis_effect_fork_qdacidfix-1.7.4[X], expandedshops-1.7.4[X], artificer-nacht-1.7.4[X], another-wardens-call-fix-1.7.0[X], mclass_faetouched-1.7.0[X], earthmage-1.7.2[X], quality_of_life_pack-1.7.4[X], nullnewgems-1.5.10[X!], tinkering-1.7.0[X], skele_revamp-1.7.0[X], draconian-tweak-1.7.2[X], ragemage-1.7.0[X]

Lua Error: /engine/interface/ActorTemporaryEffects.lua:59: effect already exists with id EFF_DISTRACTED
  At [C]:-1 
  At [C]:-1 assert
  At /engine/interface/ActorTemporaryEffects.lua:59 newEffect
  At /engine/interface/ActorTemporaryEffects.lua:34 newEffect
  At /data-artificer-nacht/timed_effects.lua:479 f
  At /engine/interface/ActorTemporaryEffects.lua:39 loadDefinition
  At /hooks/artificer-nacht/load.lua:27 
  At [string "return function(l, self, data) local ok=false..."]:1 triggerHook
  At /mod/load.lua:267 
  At [C]:-1 require
  At /engine/Module.lua:161 load
  At /engine/Module.lua:1084 instanciate
  At /engine/utils.lua:2999 showMainMenu
  At /engine/init.lua:207 
  At [C]:-1 dofile
  At /loader/init.lua:217 

nsrr
Sher'Tul
Posts: 1126
Joined: Mon Sep 21, 2015 8:45 pm
Location: Middle of Nowhere

Re: Artificer Class

#6 Post by nsrr »

Looks like the ranged weapon issue with Power Strike was taken care of, thanks!

I started a new run with the updated version and I'd have to say that those extra starting tools really make things a lot smoother, thanks for taking the suggestion :)

I'm getting a bit deeper into the class now, and wow, augments are blowing me away a little bit :D I was curious how a class with so few active talents would get by, but now I see that I need not have worried. Not only do augments take care of that (and the bandolier, too, of course) but they also provide some really interesting item powers and effects, a lot of them being pretty unique, which is awesome! Augments really bring the class together. Honestly, I would absolutely love this class as a base game addition to the Adventurer meta-class (in my opinion it would be too powerful and too complex to be in any other meta-class, and it really has that Build-Your-Own feeling that I think fits into Adventurer perfectly, though I completely understanding not wanting the class tucked into a locked metaclass as an addon, and rogue fits well enough).

I think I've encountered another issue with Power Strike. When used with a melee weapon that is only Crafted by a Master (no other power sources), the attack does not appear to afflict Stun as the talent description implies it should. It's possible there's just not log for the resist and I've been very unlucky, but my Clouting mace seems to be stunning just fine, so I suspect that is not the issue. I've used the ability many times and haven't seen a single stun with it.

Keep up the great work!

VanceVasser
Low Yeek
Posts: 8
Joined: Tue Jul 21, 2020 11:03 pm

Re: Artificer Class

#7 Post by VanceVasser »

Hi, I tested the latest version of your mod 1.0.1 and encountered the following error message
Thanks for the report! I'll get those effect names properly prefixed for the next version to hopefully avoid conflicts like that
Honestly, I would absolutely love this class as a base game addition to the Adventurer meta-class (in my opinion it would be too powerful and too complex to be in any other meta-class, and it really has that Build-Your-Own feeling that I think fits into Adventurer perfectly, though I completely understanding not wanting the class tucked into a locked metaclass as an addon, and rogue fits well enough).
I originally was considering making it an Adventurer, but I ended up going with Rogue because it seemed like the better fit. Adventurer to me says "uses talents from every class", which isn't really the case here, and some of the vanilla Cunning talents like Trapping and Artifice are pretty item-crafty.
I think I've encountered another issue with Power Strike. When used with a melee weapon that is only Crafted by a Master (no other power sources), the attack does not appear to afflict Stun as the talent description implies it should. It's possible there's just not log for the resist and I've been very unlucky, but my Clouting mace seems to be stunning just fine, so I suspect that is not the issue. I've used the ability many times and haven't seen a single stun with it.
Hm, I haven't been able to duplicate this one yet. Have you been able to get the other power source effects from Power Strike (arcane shock/crippling poison/confusion/etc.)?

nsrr
Sher'Tul
Posts: 1126
Joined: Mon Sep 21, 2015 8:45 pm
Location: Middle of Nowhere

Re: Artificer Class

#8 Post by nsrr »

I checked a few other effects with some fixedarts I had on hand and they seemed to work properly. I lost the run now, so I can't test more, but if I notice anything in the future, I'll let you know. The weapon was one I had crafted myself, if that makes a difference. Also, while testing it out more I noticed that Power Strike would also hit with a shield if I had one equipped, and that didn't seem to proc any effects, either. The shield had psionic and nature power, but I didn't notice either of the corresponding effects. It was also one I had crafted myself (by this point I basically only had fixedarts and items I crafted myself).

Also, I have another bug to report: the use power from the Vile-Blooded component will toss an error if you target a tile without an actor on it. Trying out an arcane/magic focused build this time :D

VanceVasser
Low Yeek
Posts: 8
Joined: Tue Jul 21, 2020 11:03 pm

Re: Artificer Class

#9 Post by VanceVasser »

I haven't been able to duplicate the power strike bug even with a crafted item. I'll do a once over of the code for the talent and see if there is anything that could explain it, but otherwise I'll just have to keep my eyes peeled for it.

Whoops, I'll get the vile-blooded thing fixed. Thanks for the report!

EDIT: Nevermind, I just reproduced the power strike bug. I still don't know what causes it, and it seems to only happen sometimes, but I'll look into it further.

gooder1029
Cornac
Posts: 40
Joined: Wed Nov 03, 2021 1:35 pm

Re: Artificer Class

#10 Post by gooder1029 »

Hi, I tested the latest version of your mod 1.0.2 and encountered the following error message on the other notebook.

Code: Select all

ERROR:
Game version: tome-1.7.4
Addons: golem_speed-1.7.0[X], zomnibus-i18n-zh_han-1.7.0[X], nekomancer-1.5.10[X!], audiomancy-1.7.4[X], ghost-1.2.3[X!], ashes-urhrok-1.7.4[O], voidscholar_class-1.7.0[X], force_tinker_cave-1.7.0[X], classastromancer-1.7.0[X], Better-sounds-mod-1.7.4[X], exoticstatshare-1.7.0[X], cults-1.7.4[O], anguish-1.4.8[X!], GQ-items-vault-1.6.7[X!], nalorenrace-1.7.4[X], tentaclegnome-1.7.2[X], darkvision_fix-1.7.0[X], deathknight-1.7.4[X], point-credits-1.7.2[X], archmageacid-1.7.0[X], lumberjack_map-1.7.0[X], mrfrog_vfx-1.7.0[X], better-swl-1.5.10[X!], neka_qol07-1.0.0[X!], plusseeds-1.6.7[X!], possessors-1.7.4[O], fine_tune_mindstars-1.7.4[X], midnight-1.6.7[X!], nullpackreloaded-1.7.4[X], faster-1.7.3[X], neka_qol05-1.0.0[X!], zomnibus_lite-1.7.4[X], master-spell-merchants-1.7.5[X!], evoker-1.7.2[X], knifeharrier-1.7.0[X], highwightrace-1.7.4[X], starting_equipment-1.7.4[X], universalraces-1.5.10[X!], incantor_of_flame-1.7.4[X], more1hstaves-1.7.2[X], discordantenemies-1.6.7[X!], 10lite-lanterns-1.7.4[X], DeathknightPatch-1.7.0[X], PlenumTooltipCustom-1.7.4[X], loot-1.7.4[X], alch_notify-1.7.0[X], easy_map_v2-1.6.0[X!], nsrr_exotics-1.4.8[X!], qlass-pack-1.7.4[X], kryl_map-1.7.0[X], frost_invoker-1.7.0[X], bil_fix-1.7.0[X], neka_qol03-1.4.8[X!], classhekatonkheire-1.7.0[X], crossbowsfork-1.3.3[X!], stoneshaper-1.5.0[X!], staffbonksound-1.7.2[X], skirm_revamp-1.7.1[X], bombardier-1.7.4[X], modify_prodigies-1.7.4[X], calligrapher-1.7.4[X], yeeks_forever-1.7.2[X], kryl_map_bamboo-1.7.0[X], improved_combat_text_v2e-1.6.0[X!], alchrevision-1.6.4[X!], improved_enemy_ui-1.7.4[X], xornModded-1.2.5[X!], auto-talent-gambits-1.7.4[X], necro_neglife-1.7.2[X], font_merchant-1.7.0[X], illim-1.2.3[X!], orcs-1.7.4[O], celestialoddities-1.7.0[X], seal_portal-1.7.0[X], neka_therianthropy_summoner_for_current_tome-1.7.4[X], tinkering-1.7.0[X], merchant_map-1.7.0[X], darkercolors-1.7.4[X], qt-improved-recall-1.7.4[X], infernoracepack-1.7.0[X], ignore_rc_locks-1.7.0[X], EarlyBoostRedux-1.7.0[X], nullnewgems-1.5.10[X!], hedgeknight_reborn-1.3.1[X!], mannendakesescorts-1.7.4[X], nekomata-1.5.10[X!], tougher_escorts-1.7.4[X], summoner-rework-1.7.4[X], ring-soul-1.7.2[X], items-vault-1.7.0[O], stone_rework-1.7.0[X], neka_vis_effect_fork_qdacidfix-1.7.4[X], expandedshops-1.7.4[X], artificer-nacht-1.7.4[X], another-wardens-call-fix-1.7.0[X], mclass_faetouched-1.7.0[X], earthmage-1.7.2[X], quality_of_life_pack-1.7.4[X], quantum-slider-1.7.4[X], no_ruined_dungeon_puzzle-1.7.4[X], skele_revamp-1.7.0[X], draconian-tweak-1.7.2[X], ragemage-1.7.0[X]

Lua Error: /hooks/artificer-nacht/load.lua:160: bad argument #1 to 'find' (string expected, got nil)
  At [C]:-1 
  At [C]:-1 find
  At /hooks/artificer-nacht/load.lua:160 
  At [string "return function(l, self, data) local ok=false..."]:1 triggerHook
  At /engine/Entity.lua:1265 loadList
  At /engine/Zone.lua:360 getEgosList
  At /engine/Zone.lua:344 generateEgoEntities
  At /engine/Zone.lua:240 computeRarities
  At /engine/Zone.lua:1067 newLevel
  At /engine/Zone.lua:991 getLevel
  At /mod/class/Game.lua:1177 changeLevelReal
  At /mod/addons/cults/superload/mod/class/Game.lua:45 base_changeLevelReal
  At ...y_summoner_for_current_tome/superload/mod/class/Game.lua:116 changeLevelReal
  At /mod/class/Game.lua:976 base_changeLevel
  At /mod/addons/zomnibus_lite/superload/mod/class/Game.lua:110 changeLevel
  At /mod/class/Game.lua:310 at_end
  At /mod/dialogs/Birther.lua:370 fct
  At /mod/dialogs/Birther.lua:229 checkfct
  At /mod/dialogs/Birther.lua:253 checkNew
  At /mod/dialogs/Birther.lua:305 atEnd
  At /mod/dialogs/Birther.lua:90 fct
  At /engine/ui/Button.lua:63 fct
  At /engine/Mouse.lua:71 receiveMouse
  At /engine/Mouse.lua:111 delegate
  At /engine/ui/Dialog.lua:817 mouseEvent
  At /engine/ui/Dialog.lua:510 fct
  At /engine/Mouse.lua:71 

Erenion
Archmage
Posts: 319
Joined: Mon Feb 13, 2017 4:43 pm

Re: Artificer Class

#11 Post by Erenion »

Very minor typo that I just found while taking a look at the class:
In the Power Ward talent, under "damage types by power source", mastercrafted refers to a weapon, despite this being the armour talent.

EDIT: Will keep updating this post with bugs that I find while testing artefact components.
- Bug: the Umbraphage component really does not like being added anywhere other than a lantern.
Breaking Projection since 1.5

VanceVasser
Low Yeek
Posts: 8
Joined: Tue Jul 21, 2020 11:03 pm

Re: Artificer Class

#12 Post by VanceVasser »

Hi, I tested the latest version of your mod 1.0.2 and encountered the following error message on the other notebook.
Looks like one of your other addons has a ring with no name in it; I'll add a check for that to fix the incompatibility.
Very minor typo that I just found while taking a look at the class:
In the Power Ward talent, under "damage types by power source", mastercrafted refers to a weapon, despite this being the armour talent.
Whoops, fixing. Thanks!
Will keep updating this post with bugs that I find while testing artefact components.
Much appreciated! There are a lot of artifact components, so it is hard to thoroughly test them all by myself. Also please do let me know if there are any you think are too strong or too weak.
- Bug: the Umbraphage component really does not like being added anywhere other than a lantern.
Will take a look. I might just have to make it strict affinity.

Zizzo
Sher'Tul Godslayer
Posts: 2521
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
Contact:

Re: Artificer Class

#13 Post by Zizzo »

Very interesting class; reminiscent of T2's Alchemist class. Still trying to figure out a point plan build… :? Ran into the following error when trying to use the Fuse Items talent on an item and a component:

Code: Select all

error = "Game version: tome-1.7.4\
Addons: bald_fix-1.7.0[X], no_rare_spawn-1.0.4[O!], particle_cleanup-1.7.0[X], retro_kit-1.6.0[X!], tinkerlasthope-tinker-1.5.5[X!], rod_dissip-1.7.0[X], auto_notes-1.7.0[X], nur_kit-1.7.0[X], kryl_map-1.7.0[X], bunny_savior-1.7.0[X], tinkering-1.7.0[X], force_tinker_cave-1.7.0[X], later_gunsnake-1.7.0[X], transmo_tab-1.7.0[X], deportal_sanctum-1.3.0[X!], worm_b_gone-1.3.0[X!], schematic_transmo-1.6.6[X!], dr_inscr_4-1.7.0[X], no_graves-1.3.0[X!], disable_sawbutchers-1.4.5[X!], lore_order_v2-1.7.0[X], artificer-nacht-1.7.4[X], cosmetic-shimmer-pyro-1.6.0[O!], ambush_escape-1.7.0[X], no_escort-1.3.0[X!], fu_ass_lord-1.3.0[X!], orcs-1.7.4[O], zomnibus-1.7.4[X], penta_crypt-1.7.0[X], neka_qol01a-1.0.0[X!], cloud_flasher-1.7.0[X], items-vault-1.7.0[O], utility_supplies-1.7.0[X], nonpcaggro-1.0.5[X!], anno_hotkey-1.7.0[X], tip_talent-1.7.0[X], lite_in_stores-1.7.0[X], no_pride_randboss-1.3.0[X!], merchant_map-1.7.0[X], neg_eff_fix-1.7.0[X], rage_quit-1.7.0[X], sanctum_50-1.1.0[X!], lumberjack_map-1.7.0[X], less_weird-1.7.0[X], seal_portal-1.7.0[X]\
\
Game version (character creation): tome-1.7.4\
Lua Error: /mod/addons/artificer-nacht/superload/mod/class/Object.lua:2800: attempt to index global 'one' (a nil value)\
  At [C]:-1 __index\
  At /mod/addons/artificer-nacht/superload/mod/class/Object.lua:2800 fuseWith\
  At ...artificer-nacht/talents/cunning/experimental-imbuing.lua:149 action\
  At /mod/dialogs/ShowInventory.lua:95 use\
  At /mod/dialogs/ShowInventory.lua:40 fct\
  At /engine/ui/Inventory.lua:136 fct\
  At /engine/ui/ListColumns.lua:463 onUse\
  At /engine/ui/ListColumns.lua:145 \
  At /engine/KeyBind.lua:231 receiveKey\
  At /engine/ui/Dialog.lua:825 keyEvent\
  At /engine/ui/Dialog.lua:512 "
seen = true
reported = false
Preliminary investigation suggests a copy/paste error, of the sort that I am, alas, prone to myself; :oops: the 'one' and 'two' variables on line 2800 are probably meant to be fuseItemComp()'s 'item' and 'comp' parameters.

And a small suggestion, while I'm here: I think it would be useful for components to mention their affinity in their name, similar to how demon seeds' names include their attachment slot.
"Blessed are the yeeks, for they shall inherit Arda..."

Zizzo
Sher'Tul Godslayer
Posts: 2521
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
Contact:

Re: Artificer Class

#14 Post by Zizzo »

Found another one, trying to open the use-item dialog on Surefire:

Code: Select all

error = "Game version: tome-1.7.4\
Addons: bald_fix-1.7.0[X], no_rare_spawn-1.0.4[O!], particle_cleanup-1.7.0[X], retro_kit-1.6.0[X!], tinkerlasthope-tinker-1.5.5[X!], rod_dissip-1.7.0[X], auto_notes-1.7.0[X], nur_kit-1.7.0[X], kryl_map-1.7.0[X], bunny_savior-1.7.0[X], tinkering-1.7.0[X], force_tinker_cave-1.7.0[X], later_gunsnake-1.7.0[X], transmo_tab-1.7.0[X], deportal_sanctum-1.3.0[X!], worm_b_gone-1.3.0[X!], schematic_transmo-1.6.6[X!], dr_inscr_4-1.7.0[X], no_graves-1.3.0[X!], disable_sawbutchers-1.4.5[X!], lore_order_v2-1.7.0[X], artificer-nacht-1.7.4[X], cosmetic-shimmer-pyro-1.6.0[O!], ambush_escape-1.7.0[X], no_escort-1.3.0[X!], fu_ass_lord-1.3.0[X!], orcs-1.7.4[O], zomnibus-1.7.4[X], penta_crypt-1.7.0[X], neka_qol01a-1.0.0[X!], cloud_flasher-1.7.0[X], items-vault-1.7.0[O], utility_supplies-1.7.0[X], nonpcaggro-1.0.5[X!], anno_hotkey-1.7.0[X], tip_talent-1.7.0[X], lite_in_stores-1.7.0[X], no_pride_randboss-1.3.0[X!], merchant_map-1.7.0[X], neg_eff_fix-1.7.0[X], rage_quit-1.7.0[X], sanctum_50-1.1.0[X!], lumberjack_map-1.7.0[X], less_weird-1.7.0[X], seal_portal-1.7.0[X]\
\
Game version (character creation): tome-1.7.4\
Lua Error: /data-artificer-nacht/general/objects/egos_artifact.lua:6083: table index is nil\
  At [C]:-1 __newindex\
  At /data-artificer-nacht/general/objects/egos_artifact.lua:6083 f\
  At /engine/Entity.lua:1261 loadList\
  At /engine/Zone.lua:360 getEgosList\
  At ...artificer-nacht/talents/cunning/experimental-imbuing.lua:212 \
  At /engine/interface/ActorTalents.lua:1222 callTalent\
  At /data-artificer-nacht/talents/cunning/components.lua:67 \
  At /engine/interface/ActorTalents.lua:1222 callTalent\
  At /hooks/artificer-nacht/load.lua:39 \
  At [string \"return function(l, self, data) local ok=false...\"]:1 triggerHook\
  At /mod/dialogs/UseItemDialog.lua:184 super_generateList\
  At .../addons/zomnibus/superload/mod/dialogs/UseItemDialog.lua:45 generateList\
  At /mod/dialogs/UseItemDialog.lua:39 super_init\
  At .../addons/zomnibus/superload/mod/dialogs/UseItemDialog.lua:27 init\
  At /engine/class.lua:147 new\
  At /mod/class/Game.lua:2314 action\
  At /mod/dialogs/ShowEquipInven.lua:245 use\
  At /mod/dialogs/ShowEquipInven.lua:94 fct\
  At /engine/ui/Inventory.lua:136 fct\
  At /engine/ui/ListColumns.lua:463 onUse\
  At /engine/ui/ListColumns.lua:145 \
  At /engine/KeyBind.lua:231 receiveKey\
  At /engine/ui/Dialog.lua:825 keyEvent\
  At /engine/ui/Dialog.lua:512 "
seen = true
reported = false
[sound F/X: sourcd diving Ah, yes, those talents are Ashes-specific, and my character doesn't have the Ashes DLC enabled. You'll probably need to wrap that ego newEntity{} definition in an "if Talents.T_DRAINING_ASSAULT" or similar check.
"Blessed are the yeeks, for they shall inherit Arda..."

VanceVasser
Low Yeek
Posts: 8
Joined: Tue Jul 21, 2020 11:03 pm

Re: Artificer Class

#15 Post by VanceVasser »

Ran into the following error when trying to use the Fuse Items talent on an item and a component:

Preliminary investigation suggests a copy/paste error, of the sort that I am, alas, prone to myself; :oops: the 'one' and 'two' variables on line 2800 are probably meant to be fuseItemComp()'s 'item' and 'comp' parameters.
Ah, yep, that's a copy-paste error. Fixing.
And a small suggestion, while I'm here: I think it would be useful for components to mention their affinity in their name, similar to how demon seeds' names include their attachment slot.
Good idea! I'll add that.
Found another one, trying to open the use-item dialog on Surefire:

Ah, yes, those talents are Ashes-specific, and my character doesn't have the Ashes DLC enabled. You'll probably need to wrap that ego newEntity{} definition in an "if Talents.T_DRAINING_ASSAULT" or similar check.
Whoops, yep I'll fix that. Fortunately the dlc artifact egos are all grouped together, so I can just wrap those groups in one single "if mod.class.<x>DLC" call

Thanks for the reports! I should be releasing the next version shortly, unless anything comes up

Post Reply