Frayed Edges seems to be a little bit too damaging to reality...
Arcanum Class Pack v2.3
Moderator: Moderator
Re: Arcanum Class Pack v1.1
Already fixied.
Frayed Edges seems to be a little bit too damaging to reality...
Frayed Edges seems to be a little bit too damaging to reality...
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v1.1
First post here and I would like to thank you, Housepet, for this nice addon.
Playing as low level alchemist, if I equip a gem that has no bonus to damage and then try to access talent page, on TOME ver 1.0.4, I get an arithmetic error (nil value) on:
superload/data/talents/spells/explosives.lua: line 26
Seems that "ammo.alchemist_bomb.power" returns nil and, ofc, that screws the *2 calculation when a gem that has no bonus to damage is equiped.
Sorry that I didn't save the dump, but as I didn't have agates available it was really anoying not been able to access the talent page... So I corrected it myself instead of reporting it back to you 1st.
Playing as low level alchemist, if I equip a gem that has no bonus to damage and then try to access talent page, on TOME ver 1.0.4, I get an arithmetic error (nil value) on:
superload/data/talents/spells/explosives.lua: line 26
Seems that "ammo.alchemist_bomb.power" returns nil and, ofc, that screws the *2 calculation when a gem that has no bonus to damage is equiped.
Sorry that I didn't save the dump, but as I didn't have agates available it was really anoying not been able to access the talent page... So I corrected it myself instead of reporting it back to you 1st.
Re: Arcanum Class Pack v1.1
This addon is being targetted for the next update.
Other than huge piles of bug fixes, I'm also intending on adding two new categories: Spell/Charnel for Necromancer and Spell/Inanimation for Enchanter.
So, any suggestions or requests? (or even more bug reports
)
Other than huge piles of bug fixes, I'm also intending on adding two new categories: Spell/Charnel for Necromancer and Spell/Inanimation for Enchanter.
So, any suggestions or requests? (or even more bug reports
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v1.1
that depends, whats the general flavor of the new necro and enchanter trees?
Re: Arcanum Class Pack v1.1
Charnel
Blood Burst: radius 1 retch damage ranged burst.
Grasping Claws: mass pin/bleed.
Meat Shield: sustain, grants a physical ward on kill.
Vampiric Gift:
Inanimation
Magnetize: sustain. Increases accuracy, defense and spellsave.
Power Armour: Reduced fatigue and increased strength.
Bladestorm:
Shield Guardian: Levitating shield.
Blood Burst: radius 1 retch damage ranged burst.
Grasping Claws: mass pin/bleed.
Meat Shield: sustain, grants a physical ward on kill.
Vampiric Gift:
Inanimation
Magnetize: sustain. Increases accuracy, defense and spellsave.
Power Armour: Reduced fatigue and increased strength.
Bladestorm:
Shield Guardian: Levitating shield.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v1.1
Perhaps add some form of mini-buff to Chromatic Orb during the opening area, that makes it move slightly faster, like how it makes Phase Door targetable.
Just somewhat annoying having to lure your enemies into it, but still doable without such a change.
Just somewhat annoying having to lure your enemies into it, but still doable without such a change.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal
Re: Arcanum Class Pack v1.1
Lua error upon a golem's final magic talent, Molten Skin, attempting to deal damage.
Was done without infusions, if that helps.
Was done without infusions, if that helps.
Code: Select all
Lua Error: /engine/DamageType.lua:59: damage type nil used but undefined
At [C]:-1
At [C]:-1 assert
At /engine/DamageType.lua:59 get
At /data-arcanum/damage_types.lua:207 projector
At /engine/Map.lua:1044 processEffects
At /mod/class/Game.lua:1142 onTurn
At /engine/GameEnergyBased.lua:88 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1066 <mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal
Re: Arcanum Class Pack v1.1
Oops, FIREBURN not FIRE_BURN 
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v1.1
For when you do get the update out:
Make sure to update the Staff Mastery tree, as it currently overwrites the Druid's one on an Adventurer, causing the old 18 strength requirement to happen.
And please allow the Vanilla Staff tree to be shown for said Adventurer.
For some reason, Druid alone DOESN'T hide the Vanilla Staff tree, only this addon.
Make sure to update the Staff Mastery tree, as it currently overwrites the Druid's one on an Adventurer, causing the old 18 strength requirement to happen.
And please allow the Vanilla Staff tree to be shown for said Adventurer.
For some reason, Druid alone DOESN'T hide the Vanilla Staff tree, only this addon.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal
Re: Arcanum Class Pack v1.1
Yes I knew this would override when I changed Druid. (and I changed the code for this at the same time so I wouldn't forget.)
You should still be able to buy the Vanilla flavoured staff combat from Angolwen.
You should still be able to buy the Vanilla flavoured staff combat from Angolwen.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v1.1
Oh, it is still obtainable from escorts, and being purchased.
But I mean, it's simply nice having the Vanilla Magic-Stat based one available for different build choices from the get-go.
Got your Strength one for pure StaffZerking builds with strength-based builds.
Got your Magic one for Ranged + Defensive abilities with magic-based builds.
Got the Vanilla one for simpler strait-forward staff-damage with a lower investment.
I suppose I could just turn off Arcanum when I do want the Vanilla staff mastery from the get-go, but I'll miss those artifacts...
Sacrifices and all I suppose.
Didn't actually see your replay until now, blind me...
On another note, does the final talent in your Staff Magic tree increase it's weapon damage %, or the % of damage dealt in general, like a damage multiplier?
But I mean, it's simply nice having the Vanilla Magic-Stat based one available for different build choices from the get-go.
Got your Strength one for pure StaffZerking builds with strength-based builds.
Got your Magic one for Ranged + Defensive abilities with magic-based builds.
Got the Vanilla one for simpler strait-forward staff-damage with a lower investment.
I suppose I could just turn off Arcanum when I do want the Vanilla staff mastery from the get-go, but I'll miss those artifacts...
Sacrifices and all I suppose.
Didn't actually see your replay until now, blind me...
On another note, does the final talent in your Staff Magic tree increase it's weapon damage %, or the % of damage dealt in general, like a damage multiplier?
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal
Re: Arcanum Class Pack v1.1
It increases the base weapon damage for the talents in that category only.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v1.2
And Updated the v1.2
New category for Enchanter: Inanimation. Animation of inanimate objects.
Ordered Hedgemagic has also been reviewed/rebalanced.
Alchemist Protection and the Infusion talents now buff golem resists a bit.
Water Alchemy cooldowns reduced.
Special bonus for Alchemists.
More fixes than I kept track of.
New category for Enchanter: Inanimation. Animation of inanimate objects.
Ordered Hedgemagic has also been reviewed/rebalanced.
Alchemist Protection and the Infusion talents now buff golem resists a bit.
Water Alchemy cooldowns reduced.
Special bonus for Alchemists.
More fixes than I kept track of.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v1.2
Hotfixed due to crashy bug.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v1.2
Worth noting that Ghostly Blade doesn't state in it's description that it's arcane damage.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal