[1.7.6] Pepper Pack v0.1.16: Roll it Over

A place to post your add ons and ideas for them

Moderator: Moderator

Message
Author
Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

Re: [1.2.5/1.3.0] Pepper Pack v0.1a: Drop It

#16 Post by Peppersauce »

New version: 0.1a
- lowered stamina costs all around
- singswords don't drop naturally anymore
- bard's melee skills now work with both rapiers and daggers
- you don't need previous songs to learn a new one, level and stat requirements still apply
- Staccato's weapon switch has been improved: better chance and duration, lower cooldown
- harps of bashing can use nulltweaks' generic weapon mastery if it's enabled
- Can't Touch This now guarantees quips with Switch Place
- some tweaks for 1.3

Items in stores will come next update, don't worry

Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

Re: [1.2.5/1.3.0] Pepper Pack v0.1.1: An Ogrey Mess

#17 Post by Peppersauce »

New(er) version, "An Ogrey Mess" (v0.1.1)
- the starting class point from Dazzling Light is in Sling Mastery now
- switched Bust Out and Roll In
- new items can be found in stores now, harps are in charm and digger/light stores (those are a thing in 1.3.0), singing swords are in sword stores and rapiers and whips are there too, but will be moved to dagger stores in the near future (if tome agrees with that, that is. this doesn't apply if you run gray's pack, in that case rapiers will stay in sword stores)
- weapons now explicitly tell whether they're bardic or not
- swordbreakers, ritual blades, throwing knives and singing swords are considered bardic weapons now (do note that you still need an harp to use bardic combat and dashing swordsman skills, so singing swords are only usable by ogres with those)
- singing swords are back in, thank ogres for that I guess
- added rapier tiles for ogres
Last edited by Peppersauce on Sun Feb 08, 2015 1:36 am, edited 1 time in total.

loewenheim
Low Yeek
Posts: 5
Joined: Wed Jan 28, 2015 6:15 pm

Re: [1.2.5/1.3.0] Pepper Pack v0.1.1: An Ogrey Mess

#18 Post by loewenheim »

After the update, when I try to start a new game, the progress bar just hangs at 100% and nothing further happens. The log shows a lua error:

Code: Select all

Lua Error: /data-pepper-pack/general/stores/basic-more.lua:19: attempt to index field 'LITEDIGSTORE' (a nil value)
	At [C]:-1 __index
	At /data-pepper-pack/general/stores/basic-more.lua:19 f
	At /engine/Entity.lua:987 loadList
	At /hooks/pepper-pack/load.lua:215 
	At [string "return function(l, self, data) local ok=false..."]:1 triggerHook
	At /engine/Entity.lua:991 loadList
	At /mod/class/Store.lua:29 
	At /mod/load.lua:328 
	At [C]:-1 require
	At /engine/Module.lua:158 load
	At /engine/Module.lua:921 instanciate
	At /engine/utils.lua:2235 showMainMenu
	At /engine/init.lua:156 
	At [C]:-1 dofile
	At /loader/init.lua:196

Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

Re: [1.2.5/1.3.0] Pepper Pack v0.1.1: An Ogrey Mess

#19 Post by Peppersauce »

Well... gee... my bad. You know that digger/light store I mentioned earlier? Here I was wondering how I missed that before (it's in Derth) and now it turns out it's a 1.3.0 thing. Just goes to show how bad of a thing is testing in a beta version, huh. :lol:

Uploaded a fix, it should work alright now. (there's also some bugfixes to errors nobody mentioned yet :D )

loewenheim
Low Yeek
Posts: 5
Joined: Wed Jan 28, 2015 6:15 pm

Re: [1.2.5/1.3.0] Pepper Pack v0.1.1: An Ogrey Mess

#20 Post by loewenheim »

Thanks, it works now. Incidentally, what is a "silent talent"?

Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

Re: [1.2.5/1.3.0] Pepper Pack v0.1.1: An Ogrey Mess

#21 Post by Peppersauce »

Silent talents are a special mechanic bards have, if your Silent Combat is high enough and you can't use a Bardic Combat or Tuneslinger skill for any reason (say, you're silenced, out of melody or you're using a shield/dagger instead of an harp) you'll be using the silent version of those talents. Those are generally weaker versions of the normal talents and they use more stamina than normal but they'll only use stamina.

erinye2000
Wayist
Posts: 17
Joined: Thu Jan 03, 2013 12:17 am

Re: [1.2.5/1.3.0] Pepper Pack v0.1.1: An Ogrey Mess

#22 Post by erinye2000 »

Hi!

Just to say that I love the different ways this bard class can be played.

A minor thing, it seems that belt ego in your addons are the same than robe ego. Quite sure it is not wanted.

Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

Re: [1.2.5/1.3.0] Pepper Pack v0.1.1: An Ogrey Mess

#23 Post by Peppersauce »

Well spotted! I actually found that out a couple of days ago myself but I've decided to not fix it right away as I'm hoping to push another update in a couple of days and... let's be honest, you're better off with robe egos. :mrgreen:

Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

[1.2.5] Pepper Pack v0.1.2: Day Tripper

#24 Post by Peppersauce »

Changelog (v0.1.2)
- removed Mobility, added Wanderer, a generic defensive tree (it *might* need some rebalancing) that scales on Cun and Luck and is focused around making light armor worth using (its skills, except for the first one, only work with light/no armor)
- custom Harp and Singing Sword tiles are in thanks to rexorcorum (got tiles for other items too but they will have to wait a bit)
- belts had robe egos (fixed)
- made Pluck Strings and Vanish instant cast
- Vanish's movement speed boost now breaks after actions as advertised
- String Shots' last shot now comes at talent level 5 (at 4 points in practice)
- Bust Out now casts Abrupt Intro instead of Chain Melody (to accomodate the fact that it has lower requirements than before)
- Earworm's explosion damage cannot harm you or friendlies anymore (unless you're dead during the explosion)
- Performer sustains now get forcibly disabled (as advertised) if you get silenced, lowered their cooldown across the board to not be a total jerk about it
- Staccato's quick switching effect can't be triggered if you can quick switch already (from equipped items, for instance)
- Added 2 quips for ogre characters/enemies, thanks to whoever came up with those (Calodine and jcc... I think?)
- general bugfixing
- no more bad overloads, just bad superloads now

rexorcorum
Graphical God
Posts: 482
Joined: Wed Jan 05, 2011 8:05 am
Location: There and Back again

Re: [1.2.5] Pepper Pack v0.1.2: Day Tripper

#25 Post by rexorcorum »

Image

;)
Last edited by rexorcorum on Thu Mar 02, 2017 11:42 am, edited 1 time in total.
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

Re: [1.2.5] Pepper Pack v0.1.2: Day Tripper

#26 Post by Peppersauce »

Not *that* soon tho :wink:

erinye2000
Wayist
Posts: 17
Joined: Thu Jan 03, 2013 12:17 am

Re: [1.2.5] Pepper Pack v0.1.2: Day Tripper

#27 Post by erinye2000 »

Hi again!

Just played a pure caster roguelike nightmare toon on the 1.3.

2 Things:

-Vanish doesn't grant any speed bonus and do give invisibility right there in instant speed. The reduce damage part seems to be ignored also (im not 100% sure about this last part)

-the active part of the second talent of the wanderer tree need to be toned down seriously. I was having it a level 1, and it was giving me 60 armor and defense for 5 turns, just pop up a few healing infusions and you get a solid tank in there, the class is losing there is biggest flaw. It needs one!!!

Overall, still enjoying it.

Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

Re: [1.2.5] Pepper Pack v0.1.2: Day Tripper

#28 Post by Peppersauce »

Alright, I fixed Vanish along some other oversights. I already nerfed Tonic Chord and Streetwise a bit (not uploading anything atm) but I want to make sure I make Streetwise balanced next update, so I'd need to know exactly what I'm working with. Could you tell me the value of your best heal, your healing modifier, your Cunning, the percentage value of your Streetwise and your level?

Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

Re: [1.2.5] Pepper Pack v0.1.2: Day Tripper

#29 Post by Peppersauce »

Just posting here to say that the 1.2.5 version of this addon is not compatible with 1.3.0 due to the Temporal Warden changes. Good news is I had a 1.3.0 version prepared since beta 1. There's still some kinks to be worked out and some things I want to check out before releasing it to avoid... you know, all those "whoops, fixing it next time" moments. Moreover, as you can imagine, the new version won't be compatible with 1.2.5. Expect a new release in a couple of days... provided everything goes smooth. (spoiler alert: that won't be the case :lol: )

Btw, sorry it took so long to come back to this addon but it's been a rough month. It's all over now tho. :D

EDIT: Yeeeeah, nevermind...

Deis
Wayist
Posts: 18
Joined: Sat Nov 08, 2014 11:15 am

Re: [1.2.5] Pepper Pack v0.1.2: Day Tripper

#30 Post by Deis »

I think the unique holding this weapon was rotting titan. When I got the Blighted Maul and when I try to mouse over it I keep getting this error.

Love this mod so far too. Haven't managed to get to the east with a bard yet, but I love the playstyle and skills.

Code: Select all

Lua Error: /data/general/objects/boss-artifacts-far-east.lua:479: attempt to index local 'who' (a nil value)
	At [C]:-1 __index
	At /data/general/objects/boss-artifacts-far-east.lua:479 message
	At /mod/addons/pepper-pack/superload/mod/class/Object.lua:374 compare_list
	At /mod/addons/pepper-pack/superload/mod/class/Object.lua:402 desc_combat
	At /mod/addons/pepper-pack/superload/mod/class/Object.lua:1065 getTextualDesc
	At /mod/class/Object.lua:1849 getDesc
	At /mod/dialogs/ShowEquipInven.lua:51 on_select
	At /mod/dialogs/ShowEquipInven.lua:227 select
	At /mod/dialogs/ShowEquipInven.lua:62 on_select
	At /engine/ui/EquipDoll.lua:127 on_focus_change
	At /engine/ui/Focusable.lua:34 setFocus
	At /engine/ui/UIGroup.lua:39 setInnerFocus
	At /engine/ui/EquipDoll.lua:93 mouseEvent
	At /engine/ui/EquipDoll.lua:55 fct
	At /engine/Mouse.lua:76 receiveMouseMotion
	At /engine/Mouse.lua:96 delegate
	At /engine/ui/Dialog.lua:602 mouseEvent
	At /engine/ui/Dialog.lua:343 fct
	At /engine/Mouse.lua:76 
EDIT: I equipped the maul anyways, but I think trying it out ruined this character. I used reckless strike a few times while this was equipped and now I take massive damage whenever I hit any enemies. My fault though for playing with fire.
Last edited by Deis on Wed May 20, 2015 6:34 pm, edited 1 time in total.

Post Reply