Arcanum Class Pack v2.3

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HousePet
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Re: Arcanum Class Pack v1.7.0

#271 Post by HousePet »

I really need the error message. Somewhere in Angolwen doesn't narrow it down much. :x

Also, I forgot to mention that this update is incompatible with my Druid addon.
I'll be updating it next to fix things.

Wardstones are not shields, so you can't use any shield attacks with them. Also, you can only Ward against one damage type at a time, its nowhere near as good as Boneshield.
My feedback meter decays into coding. Give me feedback and I make mods.

nukularpower
Halfling
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Joined: Tue Nov 06, 2012 5:37 am

Re: Arcanum Class Pack v1.7.0

#272 Post by nukularpower »

I mean, I'll try and get the error later, but given that it happens with no other addons, with any archmage that starts in Angolwen, it seems pretty easy to replicate... Or is it just me having the issue? Steam version of the game, if that matters.

HousePet
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Re: Arcanum Class Pack v1.7.0

#273 Post by HousePet »

Oddly enough, I was starting archmage characters in Angolwen to test this, and I didn't have any problems.
My feedback meter decays into coding. Give me feedback and I make mods.

nukularpower
Halfling
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Joined: Tue Nov 06, 2012 5:37 am

Re: Arcanum Class Pack v1.7.0

#274 Post by nukularpower »

I'm guessing you didnt try it with Shalore then, which I did mention twice :P

Error from the log:
Static generator using file /data/maps/towns/angolwen.lua
[STATIC MAP] size 50 50
Lua Error: /engine/interface/ActorTalents.lua:327: attempt to index local 't' (a nil value)
At [C]:-1 __index
At /engine/interface/ActorTalents.lua:327 learnTalent
At /mod/class/Actor.lua:3425 learnTalent
At /mod/class/interface/ActorInscriptions.lua:103 setInscription
At /mod/resolvers.lua:585
At /engine/Entity.lua:563 resolve
At /engine/Zone.lua:452 finishEntity
At /engine/Zone.lua:423 makeEntityByName
At /engine/generator/map/Static.lua:257 generate
At /engine/Zone.lua:854 newLevel
At /engine/Zone.lua:801 getLevel
At /mod/class/Game.lua:822 changeLevelReal
At /mod/class/Game.lua:702 changeLevel
At /mod/class/Game.lua:250 at_end
At /mod/dialogs/Birther.lua:303 fct
At /mod/dialogs/Birther.lua:188 fct
At /engine/ui/Dialog.lua:113 fct
At /engine/ui/Button.lua:62 fct
At /engine/Mouse.lua:52 receiveMouse
At /engine/Mouse.lua:90 delegate
At /engine/ui/Dialog.lua:533 mouseEvent
At /engine/ui/Dialog.lua:312 fct
At /engine/Mouse.lua:52

edit: As far as the Ward thing goes, I dunno, will have to try it and see. On one hand, it does only block one type of damage, but on the other, Boneshield gets wasted quite often blocking incidental weapon damage bonuses and so on, so that could be helpful too. The only reason I never used Wards more is that it's both rather hard to get and a pain to use, but even then wards have saved me quite a few times. Guess it depends on how much you improved it.

HousePet
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Re: Arcanum Class Pack v1.7.1

#275 Post by HousePet »

Patched: Now with 50% less known bugs.
My feedback meter decays into coding. Give me feedback and I make mods.

nukularpower
Halfling
Posts: 82
Joined: Tue Nov 06, 2012 5:37 am

Re: Arcanum Class Pack v1.7.1

#276 Post by nukularpower »

One more: Get this lua error when either a Magic Missile rune kills something, or you kill it with something else before it hits - the missile just sits there and spams this error every turn until you walk into it. Which, for the record, is extremely easy to do even when you aren't intending it, not sure if that's... well, intended, but mobs are constantly killing themselves with it.

Lua Error: /data-arcanum/inscriptions.lua:86: attempt to index local 'target' (a nil value)
At [C]:-1 __index
At /data-arcanum/inscriptions.lua:86 damtype
At /engine/interface/ActorProject.lua:375 projectDoAct
At /engine/interface/ActorProject.lua:463 projectDoStop
At /engine/Projectile.lua:221 act
At /engine/GameEnergyBased.lua:126 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1141
---------------- Stack Dump ------------
Last edited by nukularpower on Sun Feb 02, 2014 6:47 pm, edited 2 times in total.

HousePet
Perspiring Physicist
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Re: Arcanum Class Pack v1.7.1

#277 Post by HousePet »

Oh, interesting.
My feedback meter decays into coding. Give me feedback and I make mods.

nukularpower
Halfling
Posts: 82
Joined: Tue Nov 06, 2012 5:37 am

Re: Arcanum Class Pack v1.7.1

#278 Post by nukularpower »

Any word on a fix for that above error? Would like to play with the new version, but it's pretty game-breaking, since many mobs seem to spawn with magic missile runes, kill themselves, and then start spamming that error too far away to close the popups and walk into it.

HousePet
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Re: Arcanum Class Pack v1.7.1

#279 Post by HousePet »

Well why didn't you say it was game breaking???
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
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Re: Arcanum Class Pack v1.7.2

#280 Post by HousePet »

Patched.
Fixed Magic Missile and restored the new rune talent icons.
My feedback meter decays into coding. Give me feedback and I make mods.

nukularpower
Halfling
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Re: Arcanum Class Pack v1.7.2

#281 Post by nukularpower »

Thanks :)

Orangeflame
Thalore
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Re: Arcanum Class Pack v1.7.2

#282 Post by Orangeflame »

Would it be possible/feasible to put infinite scaling into effect for Arcanum talents?
(If there already is so, disregard the rest of this post entirely, as I am playing with an older version)

Now that I've put a winner into the ID, I've noticed that the only randbosses I fear are the ones with Arcanum talents...
To name a couple,

Sever Magic:
Past talent level 10 or so, this just entirely wipes out all my magical effects. The long silence could be dealt with via a wild infusion, but good luck counting on Relentless Pursuit or Timeless (and a frozen spear rune is right out :)).

Spellblaze:
A randboss had this at around talent level 20. 18 explosions of ~500 arcane and ~500 fire damage. Thank you cauterize.
When in trouble / or in doubt / run in circles / scream and shout.

HousePet
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Re: Arcanum Class Pack v1.7.2

#283 Post by HousePet »

What? You mean you don't like to be nuked by mages?
I'm gradually updating those.
I haven't completely learned the new functions, so its going slow so I don't have to redo all the scaling again when I get it wrong.
My feedback meter decays into coding. Give me feedback and I make mods.

Crim, The Red Thunder
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Re: Arcanum Class Pack v1.7.2

#284 Post by Crim, The Red Thunder »

Orangeflame wrote:Sever Magic:
Past talent level 10 or so, this just entirely wipes out all my magical effects. The long silence could be dealt with via a wild infusion, but good luck counting on Relentless Pursuit or Timeless (and a frozen spear rune is right out :)).

Spellblaze:
A randboss had this at around talent level 20. 18 explosions of ~500 arcane and ~500 fire damage. Thank you cauterize.
This only proves that I'm right, and Arcanists are THE way to go for a long-haul ID character. Must Try harder.

Also, spellblaze isn't friendly fire, were you lucky enough to have that nuke the boss with you? Seems like that would be a big thing with enemy AI, not being able to predict it's random range well.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
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Orangeflame
Thalore
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Re: Arcanum Class Pack v1.7.2

#285 Post by Orangeflame »

Oh, it also had almost 500% global speed, but I was saved by the combined effect of confusion and Lua errors :?
It would try to use mind spike, shield overload, or something else that for some reason wouldn't work and eventually waste most of its turns.

Yeah, more errors, but they mostly aren't game-breaking, and keep in mind I'm using an older version - you may have fixed some of these already!

Mind spike - doesn't give a Lua error, but does absolutely nothing: it takes no time to use, doesn't use any resources, and does nothing.

Shield overload - It just gave a lua error spam and then did something else/failed to use because of confusion.

Phantasmal Mirror - Thankfully the randboss didn't have this, because this one isn't quite game-ending, but close. It makes the caster invulnerable (!) to most spells (ie. Invoke Darkness, but not Impending Doom). It also gives a lua error upon 'protecting' from an attack. For some reason, AI spellcasting allies (ie. liches) would cause a lua spam when attacking an enemy with this, and would disappear in one turn. If I come across another randboss with this, I'll try to screencapture the error in question.
When in trouble / or in doubt / run in circles / scream and shout.

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