[1.4.4] Eternal Darkness - A Full Necromancer Rework v2.21

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Razakai
Uruivellas
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Re: [1.1.6] Eternal Darkness - A Full Necromancer Rework v1.

#31 Post by Razakai »

Doctornull wrote:Quote this to see how links work.
Oops, got the b and the url the wrong way round. Anyway, another quick release as I just noticed Cold Flames - Detonate doesn't work

http://te4.org/node/3832

seepage87
Posts: 1
Joined: Tue May 20, 2014 11:52 pm

Re: [1.1.6] Eternal Darkness - A Full Necromancer Rework v1.

#32 Post by seepage87 »

Hello!

Loving the addon, but it may be causing my game to halt. I keep getting a pure black screen every time I play a necro with your addon in the middle of my game (usually about when I get to level 8). I'll be fighting then everything will turn black except the cursor will still be visible and responsive. I can alt+tab out of the game but need to force shut down the program.

I've disabled almost all other addons, though I'm playing a dark faerie from the faerie race addon. Wish I could give more help, but I don't get any explicit lua errors or anything.

Thanks, and keep up the good work!

Razakai
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Re: [1.1.6] Eternal Darkness - A Full Necromancer Rework v1.

#33 Post by Razakai »

seepage87 wrote:Hello!

Loving the addon, but it may be causing my game to halt. I keep getting a pure black screen every time I play a necro with your addon in the middle of my game (usually about when I get to level 8). I'll be fighting then everything will turn black except the cursor will still be visible and responsive. I can alt+tab out of the game but need to force shut down the program.

I've disabled almost all other addons, though I'm playing a dark faerie from the faerie race addon. Wish I could give more help, but I don't get any explicit lua errors or anything.

Thanks, and keep up the good work!
I've not heard of this bug or experienced it myself, so I think it's probably some sort of interaction between ED and the faerie race. Is there anything in your te4 log file? Sometimes I've found that after a crash like that, the log will have a bunch of lua errors.

The Revanchist
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Re: [1.1.6] Eternal Darkness - A Full Necromancer Rework v1.

#34 Post by The Revanchist »

This may be deliberate, but the Vampirism talents seem to have their format off.

The third talent only requires having a single talent in the tree, as opposed to the standard progression.
I can't recall offhand, but I believe it still requires the full eight levels.

Razakai
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Re: [1.1.6] Eternal Darkness - A Full Necromancer Rework v1.

#35 Post by Razakai »

The Revanchist wrote:This may be deliberate, but the Vampirism talents seem to have their format off.

The third talent only requires having a single talent in the tree, as opposed to the standard progression.
I can't recall offhand, but I believe it still requires the full eight levels.
Well spotted, I'll fix that in the next release. I plan on adding quite a few changes so unless someone finds a major bug, I'll put it as part of a bigger release later in the week.

DAllan7m
Wayist
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Re: [1.1.6] Eternal Darkness - A Full Necromancer Rework v1.

#36 Post by DAllan7m »

4th talent in Spell/Grave "Hungering Cold" have radius of cone set to 0 on all levels in description. I am not tested it on all levels in game but on level 1 its true. It's making my cold necro sad :) By the way any reason why this character and this character only has massive slowdown after some time playing? Waiting few seconds to open inventory or choose item in it is really not enjoyable :( I don't use any addons except this, vault and stonewarden. Oh, and i download your addon from steam, may be there not the last version?
P.S. My english is terrible. I know. Sorry :P
...I should probably tell that English is not my native language, shouldn't I? And sometimes I just do dumb :P

Razakai
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Re: [1.1.6] Eternal Darkness - A Full Necromancer Rework v1.

#37 Post by Razakai »

DAllan7m wrote:4th talent in Spell/Grave "Hungering Cold" have radius of cone set to 0 on all levels in description. I am not tested it on all levels in game but on level 1 its true. It's making my cold necro sad :) By the way any reason why this character and this character only has massive slowdown after some time playing? Waiting few seconds to open inventory or choose item in it is really not enjoyable :( I don't use any addons except this, vault and stonewarden. Oh, and i download your addon from steam, may be there not the last version?
P.S. My english is terrible. I know. Sorry :P
Odd, I thought it worked for me. I'll take a look at it tonight and release a fix.
As for the slowdown, I'm afraid I haven't experienced it myself or heard any other reports about it. Could you link me to your character sheet? Perhaps there is a certain combination of abilities causing a perfomance issue.
Also, is there any specific times you suffer the slowdown, perhaps in certain areas or on using/learning certain spells?

DAllan7m
Wayist
Posts: 27
Joined: Wed May 28, 2014 7:29 pm

Re: [1.1.6] Eternal Darkness - A Full Necromancer Rework v1.

#38 Post by DAllan7m »

http://te4.org/characters/113336/tome/f ... e03ba66705
at some point i took points in Hungering Cold, but withdrew it after quick test.

I can't quite remember had i this problem before or not, but right now every my action take 3 sec or more. Even opening menu. So ~3 sec to use shield + ~3 sec to choose spell to cast + 3 sec to point where to fire + 3 sec waiting 1 turn so all foes could die + ~3 sec on every move... Sandworm lair took 1,5 hour to just find and kill Sandworm Queen. Not fun. And don't forget about items managment that pretty slow as well.
...I should probably tell that English is not my native language, shouldn't I? And sometimes I just do dumb :P

Razakai
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Re: [1.1.6] Eternal Darkness - A Full Necromancer Rework v1.

#39 Post by Razakai »

http://te4.org/node/3854

v1.3
- Hungering Cold now uses the correct radius
- Exsanguinate requires points in Crimson Barrier to learn
- Increased the damage slightly on Cold Flames, Drain Life and Exsanguinate

DAllan, I'm afraid I couldn't see any reason for the slowdown. I recommend reinstalling ToME with the latest version of the addon, and if it persists let me know again.

Orangeflame
Thalore
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Re: [1.1.6] Eternal Darkness - A Full Necromancer Rework v1.

#40 Post by Orangeflame »

I've got a few errors with an older version of this addon (0.3, IIRC). If these have been fixed since then, my apologies in advance.
http://te4.org/characters/62972/tome/ef ... 2d5253a161

One: For some reason, I am unable to summon liches now, though I was able to earlier in the game. I think it has to do with the Dark Empathy talent. When the RNG tries to bless me with one, I get this error instead:
tome-1.1.5-1401570647.png
tome-1.1.5-1401570647.png (193.29 KiB) Viewed 9898 times
Two: Some traps, namely freezing ones, pop up an error looking for a talent. Sorry, don't have a screencap.
Three: The Shades tree wants generic points for some skills.
When in trouble / or in doubt / run in circles / scream and shout.

Razakai
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Re: [1.1.6] Eternal Darkness - A Full Necromancer Rework v1.

#41 Post by Razakai »

Orangeflame wrote:I've got a few errors with an older version of this addon (0.3, IIRC). If these have been fixed since then, my apologies in advance.
http://te4.org/characters/62972/tome/ef ... 2d5253a161

One: For some reason, I am unable to summon liches now, though I was able to earlier in the game. I think it has to do with the Dark Empathy talent. When the RNG tries to bless me with one, I get this error instead:
tome-1.1.5-1401570647.png
Two: Some traps, namely freezing ones, pop up an error looking for a talent. Sorry, don't have a screencap.
Three: The Shades tree wants generic points for some skills.
I just booted up ToME to check these errors myself.

1 - Seems the spell crit bonus that Liches get given when they are created breaks the calculation due to it being a table value. There's probably a more elegant way to fix it, but for now I'll just replace their bonus crit with a flat value.
2 - I spawned a Cold Flames trap and it looks fine. Could you confirm it was one of those? Back in 0.3 I did some odd stuff with Cold Flames whereas now I've left the talent unchanged and replaced it instead, so it should be fine with the new version.
3 - You're right, I forgot that Shades was a generic tree in an alpha version and that never got noticed. I'll fix that next version.

I'll release a new version that will at least have bug fixes tomorrow. I don't think it will break anything with save games unless you've learned Cold Flames due to that talent being replaced, so you ought to be good to update it.

Also, would you (and anyone else) mind offering some feedback on the gameplay side of the addon? What skills you enjoyed, what ones you didn't like the look of and so on. I plan on releasing 2.0 in the next week or so and want to do some rebalancing.

DAllan7m
Wayist
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Joined: Wed May 28, 2014 7:29 pm

Re: [1.1.6] Eternal Darkness - A Full Necromancer Rework v1.

#42 Post by DAllan7m »

Is it intentions, that detonating Cold Flames near yourself is damaging even with 5/5 in Spellcraft? I even get spellshocked, frozen and leeched life from myself! It's funny, but too dangerous for real battle. But cold flames that detonation leave don't hurt.
...I should probably tell that English is not my native language, shouldn't I? And sometimes I just do dumb :P

Orangeflame
Thalore
Posts: 157
Joined: Sat Sep 14, 2013 9:09 pm

Re: [1.1.6] Eternal Darkness - A Full Necromancer Rework v1.

#43 Post by Orangeflame »

Feedback... Sure thing! :)

ANM:
Undead Explosion: Not my thing, but not a waste of 1 point because of the occasional heal or targeted minion cleanup.
Assemble: Could this please be changed to use 5 souls to create a bone giant? It eats a lot of strong minions as-is, which makes it undesirable to use in a combat situation where your vamps/liches would be taken.
Shadow Tunnel: I hate to say it, but it needs a nerf. Specifically, it's a 1-point wonder, and additional invest has extremely little return.
How about: Teleports minions to you at (effective) level 1. Can teleport minions at target at level 3. Minions get an attack for 160% (scaling) weapon damage as dark damage to an adjacent enemy after teleport at level 5. Can teleport to any tile in LoS at level 6.
Minion Mastery: Works great!

I, er, haven't really tested out the other new trees much :oops:. Reaving looks like a solid support tree for a nuking necro, and Death Vortex is very good for soul recovery as an alternative to Curse of the Meek.
When in trouble / or in doubt / run in circles / scream and shout.

DAllan7m
Wayist
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Joined: Wed May 28, 2014 7:29 pm

Re: [1.1.6] Eternal Darkness - A Full Necromancer Rework v1.

#44 Post by DAllan7m »

Err... I'm got a error-logs loop:

Lua Error: ...eternaldarkness/superload//data/talents/spells/grave.lua:95: attempt to index upvalue 't' (a nil value)
At [C]:-1 __index
At ...eternaldarkness/superload//data/talents/spells/grave.lua:95 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

I was fighting with rare vampire in The Last Hope Graveyard. Hit him once with Death Vortex, so he got Black Ice on himself, and than he turn off both this sustains. I cast Hungering Cold and quickly leave level. After i rest and turn all sustains back on i return, take a step and this happend.

Upd. And this bug still there so this place is out of order. Sigh. Yet another Necromancer, that never gonna be a lich :(
...I should probably tell that English is not my native language, shouldn't I? And sometimes I just do dumb :P

Razakai
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Re: [1.1.6] Eternal Darkness - A Full Necromancer Rework v1.

#45 Post by Razakai »

DAllan:
-Cold Flames: Detonate is certainly supposed to be affected by Spellcraft. If I can't figure out how to apply it I'll just make it friendly fire by default, Spellcraft will just be useful for Chill instead.
- And sorry for yet another bug. That's a rather unusual situation, I'll try and replicate it myself. Looks like something to do with Black Ice trying to call the talent when it gets deactivated.

Orange:
- I plan on buffing Undead Explosion significantly, so hopefully that'll make it more attractive as a multi point option. Each minion will have it's own explosion, so Ghouls will deal Blight+Disease, Vampires will inflict a random Bane and so on.
- I have thought about doing that for a while, the current combination mechanic is clunky. 5 souls seems a good compromise for the increase in usability, so that'll definitely make it in for a future version.
- Shadow Tunnel is really problematic. It seemed like a fantastic idea at the time, but it might be too strong. I think your idea of improved scaling is better, as it'll require a big point sink to get the best returns. I'll also up the cooldown and have it scale downwards, so to get the old level of power back you'll need to 5/5 it.
Thanks! I'll start working on the new version now.

Update: I can't replicate that LUA error loop you had DAllan. I hit a mob with Black Ice/Vortex, got them turned off by a Dreadmaster's disperse magic, hit the mob with Hungering Cold, left the level and returned. What version of the addon are you running? I'll also ask in IRC about this specific error message, but I'm hoping you might just have an out of date addon.

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