Well, that is quite interesting. I have just loaded my save and took two steps. Both steps caused errors pop-up:
Code: Select all
Lua Error: ...eternaldarkness/superload//data/talents/spells/grave.lua:98: attempt to index global 'DamageType' (a nil value)
At [C]:-1 __index
At ...eternaldarkness/superload//data/talents/spells/grave.lua:98 damtype
At /engine/interface/ActorProject.lua:197 project
At ...eternaldarkness/superload//data/talents/spells/grave.lua:97 damtype
At /engine/interface/ActorProject.lua:375 projectDoAct
At /engine/Projectile.lua:209 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
Then i detonated projectile and got this error:
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[LOG] Fenka casts Cold Flames - Detonate.
[SPELL CRIT %] 18.1
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:152: in function </engine/interface/ActorTalents.lua:134>
Lua Error: /engine/interface/ActorTalents.lua:174: /engine/interface/ActorTalents.lua:152: ...eternaldarkness/superload//data/talents/spells/grave.lua:98: attempt to index global 'DamageType' (a nil value)
stack traceback:
...eternaldarkness/superload//data/talents/spells/grave.lua:98: in function 'damtype'
/engine/interface/ActorProject.lua:197: in function 'project'
...eternaldarkness/superload//data/talents/spells/grave.lua:97: in function 'damtype'
/engine/interface/ActorProject.lua:375: in function 'projectDoAct'
/engine/interface/ActorProject.lua:463: in function 'projectDoStop'
/engine/Projectile.lua:255: in function 'terminate'
...eternaldarkness/superload//data/talents/spells/grave.lua:326: in function 'damtype'
/engine/interface/ActorProject.lua:197: in function 'project'
...eternaldarkness/superload//data/talents/spells/grave.lua:288: in function <...eternaldarkness/superload//data/talents/spells/grave.lua:285>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:134>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:174 useTalent
At /engine/interface/PlayerHotkeys.lua:169
At /engine/interface/PlayerHotkeys.lua:161 activateHotkey
At /engine/HotkeysIconsDisplay.lua:334 onMouse
At /mod/class/uiset/Minimalist.lua:1842 fct
At /engine/Mouse.lua:52
Explosion happend, but projectile was still there! Cooldown not reseted also. But flames were on the floor.
I waited a few turns before projectile vanished but flames were still there. I got some errors but real fun started when no projectile was around and quite a few tiles of cold flames:
Code: Select all
Lua Error: ...eternaldarkness/superload//data/talents/spells/grave.lua:98: attempt to index global 'DamageType' (a nil value)
At [C]:-1 __index
At ...eternaldarkness/superload//data/talents/spells/grave.lua:98 damtype
At /engine/interface/ActorProject.lua:197 project
At ...eternaldarkness/superload//data/talents/spells/grave.lua:97 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 got several of this messages but not infinity of them. I didn't count them but may be 1 for every tiles... and every turn... and are they must stay for ~15+ turns? Well, even if they now stuck, i think that mean i can still clear that graveyard. I just need to let saving end and close all messages every turn. I might consider it :/
Or not, if i'm right and Steam downloading ToME 1.2.0 right now

But anyway, as i remember when i left vampire on the last floor there was some cold flames tiles and i'm not sure who left them, may be it was vampire.I hope it's useful information.
That's all with this saga for now. To other things:
So you changed Lichform and now it has only one talent level? Well, anyway i'm pretty excited to try it all out, and if you make live rating retroactive, it will make quest a little easier, by making rushing not necessary. 80% cold resist to Cold Necromancer without Frostdusk? Yeah
Making Frozen Orb work like this has other problem: that way it's losing ability to clear coridors from critters like pack of dragons or bandit leaders with their bands and so on. So may be consider adding piercing damage to it on talent level 3 or 5? Or add it to Black Ice on some level, that way only Cold or Hybrid-Cold Necro get it, and other just get good low level skill with good but not profiled damage and a little bit of crowd control.
Upd. Actually when i think about it, Frozen Orb has quite a lot of special properties for level 1 talent. It's projectile that can go through enemy, that damages enemies around itself in small radius on the fly, and it even can detonate for more damage and freeze targets. So may be some of it properties need to be higher in level? On the other hand making it dependant on sustain is making it vulnerable to enemys sustain-droping abilites...
And before i forgot again, i have very minor issue with Grave tree: names of 3 of talents is not "grave" enough for me

But i dont know what to do with it
