Arcanum Class Pack v2.3

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loimprevisto
Thalore
Posts: 131
Joined: Sun Apr 21, 2013 8:27 am

Re: Arcanum Class Pack beta

#16 Post by loimprevisto »

Code: Select all

error = "Lua Error: /engine/interface/ActorTalents.lua:173: /engine/interface/ActorTalents.lua:151: /data-arcanum/damage_types.lua:233: attempt to index local 'target' (a nil value)\
stack traceback:\
\9/data-arcanum/damage_types.lua:233: in function 'projector'\
\9/engine/interface/ActorProject.lua:198: in function 'project'\
\9/data-arcanum/talents/spells/morph.lua:149: in function 'damtype'\
\9/engine/interface/ActorProject.lua:197: in function 'project'\
\9/data-arcanum/talents/spells/morph.lua:145: in function </data-arcanum/talents/spells/morph.lua:143>\
\9[C]: in function 'xpcall'\
\9/engine/interface/ActorTalents.lua:146: in function </engine/interface/ActorTalents.lua:134>\
  At [C]:-1 \
  At [C]:-1 error\
  At /engine/interface/ActorTalents.lua:173 useTalent\
  At /mod/ai//tactical.lua:366 runAI\
  At /mod/ai//tactical.lua:392 doAI\
  At /mod/class/NPC.lua:61 act\
  At /engine/GameEnergyBased.lua:131 tickLevel\
  At /engine/GameEnergyBased.lua:62 tick\
  At /engine/GameTurnBased.lua:46 tick\
  At /mod/class/Game.lua:1042 "
I found a game breaker... unfortunately I found it on level 50 of the ID :(

This error pops up continuously, faster than I can dismiss it.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack beta

#17 Post by HousePet »

Wow, that is a (relatively) old bug.
My feedback meter decays into coding. Give me feedback and I make mods.

pheonix89
Halfling
Posts: 118
Joined: Mon Mar 05, 2012 10:35 pm

Re: Arcanum Class Pack beta

#18 Post by pheonix89 »

Was it really necessary to nerf alchemists so hard? Channel Staff is functionally their auto-attack, so putting it in a locked tree is really annoying, ESPECIALLY since escorts give the one from normal alchemists so you can't use that to get in early, and the angolwen shop sells the base game version so you get it at a reduced mastery. Add in locking infusions, and anything that resists fire is an absolute pita to fight at low levels. It takes till level 8 for non-cornac alchies to be able to fight the red crystals with anything resembling safety. All they have that can hurt the things is the golem and liquify.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack beta

#19 Post by HousePet »

Liquify is quite awesome though...
My feedback meter decays into coding. Give me feedback and I make mods.

pheonix89
Halfling
Posts: 118
Joined: Mon Mar 05, 2012 10:35 pm

Re: Arcanum Class Pack beta

#20 Post by pheonix89 »

HousePet wrote:Liquify is quite awesome though...
Yeah, but it has a six turn cooldown. Shaloren alchies are screwed if they don't bug out of their start dungeon, because they have no hope of getting a second ability that can hurt the red crystals in it. Poison bomb is bugged and needs level 4 and liquify has way too long a cooldown to be your only attack against the red crystals.

Seriously, try a shaloren alchie. The caves are trivial in the normal game and hell with your alchies.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack beta

#21 Post by HousePet »

I think a significant part of the problem is the nastiness of the caves as a starting area.

Still, how often do you get attacked by multiple red crystals?
Liquify + Golem should be able to deal with 2 crystals.
If there are three crystals, you should be running anyway.
Channel Staff doesn't do much damage at low level. You may as well run up to enemies and smack them.
My feedback meter decays into coding. Give me feedback and I make mods.

lilywhite
Low Yeek
Posts: 6
Joined: Sat Apr 20, 2013 10:36 am

Re: Arcanum Class Pack beta

#22 Post by lilywhite »

do you have any plans to update this to fix the poison bomb/firestorm damage type lua errors/bugs?

I'd like to change the Alchemist class to include just the energy alchemy, staff magic/combat trees in addition to the potioncraft skill by itself. (maybe included in the energy alchemy tree or something).

could you explain how to do that to me or would it be a fairly complex procedure?

pheonix89
Halfling
Posts: 118
Joined: Mon Mar 05, 2012 10:35 pm

Re: Arcanum Class Pack beta

#23 Post by pheonix89 »

HousePet wrote:I think a significant part of the problem is the nastiness of the caves as a starting area.

Still, how often do you get attacked by multiple red crystals?
Liquify + Golem should be able to deal with 2 crystals.
If there are three crystals, you should be running anyway.
Channel Staff doesn't do much damage at low level. You may as well run up to enemies and smack them.
Yeah, it does shit damage at low levels, but it gives you STANDOFF damage.

Edit: I think my real problem is that the class feels really different early on without Channel Staff. With Advanced Golemancy and Infusions, which are both really big deals, competing for the first cat point its hard to justify spending the the first or second cat point on staff-magic.

Perhaps you should have your staff-magic available at Angolwen and via escort the way the normal one is?

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack beta

#24 Post by HousePet »

I always have plans to fix things. :P

lilywhite: I think it would be easier to use the Adventurer class.
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack

#25 Post by HousePet »

Okay, Working on an update for this addon now.

Suggestions for talent tweaks and new artifacts very welcome. :)
My feedback meter decays into coding. Give me feedback and I make mods.

Sradac
Sher'Tul
Posts: 1081
Joined: Fri Sep 21, 2007 3:18 am
Location: Angolwen

Re: Arcanum Class Pack

#26 Post by Sradac »

Yonk -> instant cast :wink:

Enchanter still feels kinda gimped to me and im not sure why.

Maybe give them a really advanced tree for ultra-enhancements of items, to the point of sentience?

Tree: (I dont have names for anything right now)

1. You chuck a gem (not an alchemist bomb) to become a remote scout. This is basically Arcane Eye but it requires LoS. Maybe a longer duration to compensate.

2. Same deal as Cured Sentry. Animate a weapon to follow you around and chop stuff up. If you use a staff, maybe make it have Channel Staff equivalent to your Channel Staff level?

3. Enchant a Wand to become a sentient guardian. It will follow you around and use whatever talent it had. You can animate 1/1/2/2/3 wands at a time. Wands are quite fragile, and can not leave the floor they were created on. Because...you know...magic??

4. Ensorcelled Defender (Hey I thought of a name!)
Basically the same as Cursed Sentry, except this requires you to choose 1: a shield from your inventory and 2: a 1 handed weapon.
Magically create a guardian out of gear found on the battlefield. This Defender will follow you around.
This is basically golem-lite. Not as hardy as a golem, and it dosent level up. No dedicated talents. However, since this is nothing more than a floating shield / sword, it is quite difficult for enemies to land a blow. High defense and / or evasion. Maybe replicate a Doomed shadow but make it a bit more beefy?

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack

#27 Post by HousePet »

I suppose some sort of Inanimation category could be interesting for Enchanter. Getting it to mesh with the other categories would be weird.
My feedback meter decays into coding. Give me feedback and I make mods.

pheonix89
Halfling
Posts: 118
Joined: Mon Mar 05, 2012 10:35 pm

Re: Arcanum Class Pack

#28 Post by pheonix89 »

Agreed with giving yonk instant cast.

Have alchemists start with either staff-magic or infusions unlocked.

Advanced Alchemist class tree revolving around manipulating rocks and metals? Not in the wierd imbue + grab-bag way that stone alchemy does, but more in the vein of FullMetal Alchemist. Honestly, anything in that show that the human, Amestian characters pull and doesn't require a philosopher's stone is good inspiration for alchemist skills.

1st skill - Impaling Earth. beam attack, medium-high mana cost, medium-high damage. Doesn't work in water or space/vaccum. Physical damage, unless target is standing on lava/ice/other ground associated with a damage type, then does that damage type. Causes bleed, damage type changes change status caused. Lava - burn, ice - freeze, that kinda thing.

2nd skill - Recompose Metal. Passive effect - minor buff on golem. Active effect - target metal item is improved - think those mindslayer skills that can improve items.

3rd skill - Railgun. Fires a bit of metal or rock as a physical damage bolt. Allows equipping of sling ammo. If sling ammo is equipped, railgun does improved damage, the bolt moves faster, and gains special effects based on the ammo.

4th skill - Got good ideas, honestly. I was thinking have it create a power-armor esque suit based on the golem that provides serious defense ala massive armor? As a sustain? As an item creation effect? Would it be able to copy the abilities off another chest-peice? I don't know. Maybe it would just be a passive that lets you wear heavy and massive armour at reduced fatigue penalties, but with some cost? Maybe it gives a portion of the passive buffs you give the golem as you use the same knowledge on the armor?

Sradac
Sher'Tul
Posts: 1081
Joined: Fri Sep 21, 2007 3:18 am
Location: Angolwen

Re: Arcanum Class Pack

#29 Post by Sradac »

The fourth one could be a super powerful permanent series of buffs to the golem, because you bound your brothers Soul into the suit so he wasnt lost forever!!!

...oh, wait...maybe not that close to Fullmetal ;) (Love fullmetal)

But thinking along the lines of what the Fullmetal Alchemist could do, maybe create a field of Massive Spikes?
Lasts for 3/5/7/10/14 turns. Each turn, 1/2/3/4/5 random spots within the radius (radius 3?) has a massive, jagged metal spike shoot forth from the ground. This causes great damage, bleeding, and knockback.

So behavior wise, similar to Creeping Dark or the necromancers Cold Flames (cant remember the talents name) where each turn a new tile(s) gets the effect, but this wouldnt be a lasting field effect, just a one time massive punch to whatever is on the tile (Including YOU!)

edit -- Railgun reminds me of Sandblast from DCSS. Which is good. Magic in DCSS is very good.

Hellcommander
Archmage
Posts: 362
Joined: Tue Nov 09, 2010 7:43 pm

Re: Arcanum Class Pack

#30 Post by Hellcommander »

Currently firestorm is bugged on the enchanter. As long as the effects going on the errors pop up about some change to the superload that effects the tree its on. The fire storm does not stay centered on the character either. This i tested on my ghoul enchanter I'm playing as one of my characters.

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