"Odyssey of The Summoner" is OUT!! Find it here...

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Hellcommander
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Re: "Odyssey of The Summoner" is OUT!! Find it here...

#76 Post by Hellcommander »

Thanks for the update and responses.

Hellcommander
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Re: "Odyssey of The Summoner" is OUT!! Find it here...

#77 Post by Hellcommander »

Ok i got a birth weakness til i level up or die, so what happens if I was at the max level and was playing roguelike (i almost always play roguelike)? Would I be cursed with a permanent -10 global speed?

nsrr
Sher'Tul
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Re: "Odyssey of The Summoner" is OUT!! Find it here...

#78 Post by nsrr »

nekarcos wrote:@Hunter
No worries-- I am taking nsrr's suggestion (which I like) and using "layman's" terms for the time being. Later on, I'll revert the description.
Glad you decided to go that route, and not just because I suggested it. I agree 300% with everything Hunter said about the lore; it is fantastic!

At the same time, the clarification during 'early release' is good, at least for the sake of knowing for certain when something isn't working.

Which brings me to a bug report: the inspiration gain from lore doesn't seem to be working. I maxed out the talent in the Trollmire, but none of the lore in Kor-Pul has given me any inspiration. I have a sneaking suspicion this may have to do with how the game stores lore as being 'known' or not. The best example I can think of is the Fortress library. It shows you all the lore you 'know', but this is not limited to lore found with this character. It's linked to your profile. Needless to say, there is not a lot of lore that I don't already 'know', so it would be hard to test this for certain. I'm refraining from digging into the code, because I don't want to spoil things for myself (more than I already have :oops: ).

Or it could be, you know, a typo or something :lol:

Haven't actually had a chance yet to take on a dragon, so I suppose I can't say for sure about that one. Having the gains for leveling up and defeating elites+ has made a significant difference, however. I'm only level 7 on this run and I have already successfully taught two of my drakelings talents, and you are right, it is extremely satisfying :D

Is Burrowing meant to be unlocked once and then available to all subsequent Avatar characters, like a new birth option? Or is it meant to be more like Harmony and unlocked on a per-character basis? Because the former seems to be happening, rather than the latter, and this is one of those things that I can't say if it is a bug or not.

Unfortunately, that's all the time I had to give it today. I really want to get a Hydra and Ritch run going, too... Oh, for more hours in a day!

I have a feeling it's going to be a while before folks even start to touch on some of the stuff that I'm sure is hidden away in here... We need to get more people on this! How can we get more folks to try it out? Maybe we should petition DarkGod to add an extra 'Addon Spotlight' page that features only OoTS :lol:

echo42
Cornac
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Re: "Odyssey of The Summoner" is OUT!! Find it here...

#79 Post by echo42 »

Speaking of Birth Weakness, it doesn't seem to actually be going away on level up, so if you keep having to hatch drakelings you become cripplingly slow because it keeps stacking. It only goes away when you die.

Also, consuming infusions doesn't appear to actually be raising my life by any amount. (on my ritch and drake. Upon closer inspection, the maximum life raises for a second, then immediately reverts.)
Last edited by echo42 on Tue Jul 19, 2016 8:02 am, edited 2 times in total.

Hellcommander
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Re: "Odyssey of The Summoner" is OUT!! Find it here...

#80 Post by Hellcommander »

As for consuming infusions it does it has increased my life on the few times I've consumed it by 1 (on my hydra character).

Hellcommander
Archmage
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Re: "Odyssey of The Summoner" is OUT!! Find it here...

#81 Post by Hellcommander »

The birth weakness I had is gone now so it went away on my level up but I still don't know if it screws you over if you can no longer level up.

Razakai
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Re: "Odyssey of The Summoner" is OUT!! Find it here...

#82 Post by Razakai »

Only briefly played, but noticed one bug. The Hydra's first melee attack (the pull in + daze) worked for a while, but eventually stopped doing anything at all. Using it would trigger the particle fx, cooldown and cost, but no mobs would be affected regardless of whether they were adjacent or within 3 tiles.

nekarcos
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Re: "Odyssey of The Summoner" is OUT!! Find it here...

#83 Post by nekarcos »

@Hellcommander
- Once you have hit Level 50 or higher, Birth Weakness stops happening and this appears in the talent's description for Raise Drakelings and Role Model:

Code: Select all

- You have attained your maximum level of insight, removing the necessity to be inspired before performing this talent.
Rest assured, this was FREQUENTLY tested at level 50 :lol:

- Consuming Inscriptions DOES VERY faintly increase maximum life-- But it currently has a very strange interaction with Wild Power's maximum life boost, which can sometimes cause a recursion (and you saw how bad the last recursion bug was :? ). For that reason, I have purposely prevented your Maximum Life from updating when eating infusions, so you won't see the "actual" value until you gain/remove a point of Wild Power. I guess I'll look into this next-- How to update the Maximum Life value without entering a ridiculous infinite recursion. :?


@nsrr
If there's ANYTHING I'm certain that's working, it's the "Lore" effect. In fact, one of the easiest ways to inspire your Drakelings... Is to go to the Last Hope Graveyard and just read all of the tombstones :lol:
Also, Drakelings won't get inspired unless they have something they can learn from you. Pay careful attention to what their "Style" is (check their actor "Description") and what talents you have. A "Clawful" Drakeling is not going to ask about "Wing" or "Breath" talents. A "Wingless" Drakeling is not going to ask about "Wing" talents, etc...

"Burrowing" IS, in fact, a birth unlock-- But there is currently no pop-up that tells you this :lol:
I feel that Burrowing is a bit overpowered though if abused correctly, so this is mostly for investigation!


@Razakai
Did you lose your Feral heads? Only those are used in Feral Hydra talents :lol:
Ah well. I'll look into it and make sure nothing's wrong with it, just in case! I was planning on doing a quick "Prudence Hydra" run anyways in order to make sure that tree was working at intended.
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

Razakai
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Re: "Odyssey of The Summoner" is OUT!! Find it here...

#84 Post by Razakai »

I presume without Feral Heads the attack should be unusable, from the code. The attack was still usable, just no actual effect. Might be tricky to replicate as it was working fine for quite some time, then all of a sudden it no longer functioned. Even after dying and cheat-resurrecting, changing zone etc.
Next time I'm on I might code dive and see if I can find the root cause - I would imagine it's in your doRandomAttack function as the talent still returned true and triggered the gravity spike particle, but didn't have the time to dig into the inner workings.

Hellcommander
Archmage
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Re: "Odyssey of The Summoner" is OUT!! Find it here...

#85 Post by Hellcommander »

Found more level 0 talents that can't be unlocked til level 10 on the mantis class:
agonize
strewn

nsrr
Sher'Tul
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Re: "Odyssey of The Summoner" is OUT!! Find it here...

#86 Post by nsrr »

Maybe I wasn't clear? My problem is not with the drakelings, it is the main drake itself. I have Raise Drakelings at 5/5 and none of the lore I picked up in Kor-Pul granted the inspiration buff. I had just maxed out the talent, so I was looking for this specifically. I picked up two pages before making the report, just to be certain.
I appreciate the info on the drakelings, but I'm not having any trouble with them any more.
If I'm the only one having this problem, it could be an add on conflict, I suppose. I am only running two(ZOmnibus and Improved Auto Rest), but I can give it a try without them on to see if it makes a difference.

nekarcos
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Re: "Odyssey of The Summoner" is OUT!! Find it here...

#87 Post by nekarcos »

@nsrr
They also can't become inspired unless they have 1 talent point and their "Observation" trait. Did you double-check that as well? It's in Role Model's talent description!

Edit: OH! YOU aren't becoming inspired? Hmmm... Let me look into that

Edit 2: Having done some inspection, absolutely NOTHING is generating inspiration... What the... :?

Edit 3: And now, having posted this message, EVERYTHING is working fine. This is something I like to call "Phantom Code" :shock:
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

Hellcommander
Archmage
Posts: 362
Joined: Tue Nov 09, 2010 7:43 pm

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#88 Post by Hellcommander »

Found a really weird bug when i was in the mist somehow as i approached the venom drakes that where in my mists 2 groups of items that i consumed appeared ... (i still have them in my consume table thing and it duplicated the uniques that i ate) .
here is a log that might help find cause of this wield glitch
issue is that illusion clones are somehow able to use talents (you should make upchucking talent no npc use too)
they are are doing stuff so that needs a fixen :P

Code: Select all

[LOG]	#00ff00##UID:3099:0#Talent Mist Lurker is ready to use.
[LOG]	#00ff00##UID:3070:0#Talent Breath of Poison is ready to use.
[LOG]	#PINK#Your summoned Illusion (Barahor) disappears.
[LOG]	#YELLOW#Illusion (Barahor) upchucks #FFFFFF##UID:245467:0#spinel#LAST#!!
[LOG]	#YELLOW#Illusion (Barahor) upchucks #FFFFFF##UID:245468:0#citrine#LAST#!!
[LOG]	#YELLOW#Illusion (Barahor) upchucks #FFFFFF##UID:245469:0#citrine#LAST#!!
[LOG]	#YELLOW#Illusion (Barahor) upchucks #FFD700##UID:245470:0#Unerring Scalpel (111% power, 25 apr)#LAST#!!
Added unique	mod.class.Object/Unerring Scalpel	::	2
[LOG]	#YELLOW#Illusion (Barahor) upchucks #FFD700##UID:245471:0#Soulstone#LAST#!!
Added unique	mod.class.Object/Soulstone	::	2
[LOG]	#YELLOW#Illusion (Barahor) upchucks #FFD700##UID:245472:0#Helm of the Slow (0 def, 8 armour)#LAST#!!
Added unique	mod.class.Object/Helm of the Slow	::	2
[LOG]	#YELLOW#Illusion (Barahor) upchucks #FFD700##UID:245473:0#Telekinetic Sledge (150% power, 20 apr)#LAST#!!
Added unique	mod.class.Object/Telekinetic Sledge	::	2
[ActorObjectUse] useObjectDisable: 	Kor's Fall	inven/slot	22	1	tid	nil
[LOG]	#YELLOW#Illusion (Barahor) upchucks #FFD700##UID:245474:0#Kor's Fall (100% power, 0 apr, darkness element)#LAST#!!
Added unique	mod.class.Object/Kor's Fall	::	2
[LOG]	#PINK#Your summoned Illusion (Barahor) disappears.
[LOG]	#YELLOW#Illusion (Barahor) upchucks #FFFFFF##UID:244997:0#spinel#LAST#!!
[LOG]	#YELLOW#Illusion (Barahor) upchucks #FFFFFF##UID:244998:0#citrine#LAST#!!
[LOG]	#YELLOW#Illusion (Barahor) upchucks #FFFFFF##UID:244999:0#citrine#LAST#!!
[LOG]	#YELLOW#Illusion (Barahor) upchucks #FFD700##UID:245000:0#Unerring Scalpel (111% power, 25 apr)#LAST#!!
Added unique	mod.class.Object/Unerring Scalpel	::	3
[LOG]	#YELLOW#Illusion (Barahor) upchucks #FFD700##UID:245001:0#Soulstone#LAST#!!
Added unique	mod.class.Object/Soulstone	::	3
[LOG]	#YELLOW#Illusion (Barahor) upchucks #FFD700##UID:245002:0#Helm of the Slow (0 def, 8 armour)#LAST#!!
Added unique	mod.class.Object/Helm of the Slow	::	3
[LOG]	#YELLOW#Illusion (Barahor) upchucks #FFD700##UID:245003:0#Telekinetic Sledge (150% power, 20 apr)#LAST#!!
Added unique	mod.class.Object/Telekinetic Sledge	::	3
[ActorObjectUse] useObjectDisable: 	Kor's Fall	inven/slot	22	1	tid	nil
[LOG]	#YELLOW#Illusion (Barahor) upchucks #FFD700##UID:245004:0#Kor's Fall (100% power, 0 apr, darkness element)#LAST#!!

astralInferno
Uruivellas
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Re: "Odyssey of The Summoner" is OUT!! Find it here...

#89 Post by astralInferno »

nekarcos wrote:"Burrowing" IS, in fact, a birth unlock-- But there is currently no pop-up that tells you this :lol:
I feel that Burrowing is a bit overpowered though if abused correctly, so this is mostly for investigation!
(pops up)
If there's no pop-up because you don't know how to do it, I have an unlockable class addon; the Trench Strider, so that should give precedent code for unlock popups.

But then the concept that I know something that you don't is, frankly, laughable, so I assume you don't want one.
(I haven't tried this mod yet because I want to savor it and the longer I wait til I start, the better it'll be...)

Hellcommander
Archmage
Posts: 362
Joined: Tue Nov 09, 2010 7:43 pm

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#90 Post by Hellcommander »

Can you please add a ui element so that player knows how corrupted they are (if their isn't any already)? Since I know getting blight damage gets you closer to being corrupted.

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