Verdant Class Pack: v2.3

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cundel
Low Yeek
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Re: Verdant Class Pack: v2.3

#361 Post by cundel »

Playing a Wyrmic with the new trees. Here are some weird things I've run into:
Antimagic breath doesn't seem to strip magical sustains (as advertised), only magical effects.
Water Breath's knockback is almost always resisted by enemies. This is probably because the WAVE damage type checks the caster's spellpower for applying the knockback by default, which is weird for Wilders. (You could pass a power parameter to the damage type though)
I'm not sure if the Sea Drake global speed effects trigger in Fog Cloud and Flood? I know that Water Dweller effects do. Tooltips aren't very clear about this.

HousePet
Perspiring Physicist
Posts: 6166
Joined: Sun Sep 09, 2012 7:43 am

Re: Verdant Class Pack: v2.3

#362 Post by HousePet »

cundel wrote:Playing a Wyrmic with the new trees.
Thanks for trying it. :)
cundel wrote:Antimagic breath doesn't seem to strip magical sustains (as advertised), only magical effects.
Derp.
cundel wrote:Water Breath's knockback is almost always resisted by enemies. This is probably because the WAVE damage type checks the caster's spellpower for applying the knockback by default, which is weird for Wilders. (You could pass a power parameter to the damage type though)
Also derp, as I thought I'd done something to fix that.
cundel wrote:I'm not sure if the Sea Drake global speed effects trigger in Fog Cloud and Flood? I know that Water Dweller effects do. Tooltips aren't very clear about this.
I didn't want to go overboard with the talent description lengths. Fog Cloud is a No. Flood is a Yes. (Wave damage is also a Yes.) You get a Agile Swimmer buff when its in effect.
My feedback meter decays into coding. Give me feedback and I make mods.

astralInferno
Uruivellas
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Joined: Mon Jan 27, 2014 10:40 am

Re: Verdant Class Pack: v2.3

#363 Post by astralInferno »

Hey! Sorry to bother you, HP.

I got a bug report ages ago that my wilder vampires, the Awoken, were getting their start overwritten by the Werebeast start.
On the one hand this is a big problem since no cloak of deception. On the other, they can imitate the cloak of deception at level, what, 12? 13? so it's not a fatal bug, but it's an issue. Any chance you could get Werebeast to check for the _forbid_start_override parameter, like Sun Paladins and such do? :)
(I guess this wouldn't come up outside addons as Undead are afaik the only ones who use that parameter, and they typically can't be wilders and thus cant be Werebeasts)

thanks and sorry!

HousePet
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Re: Verdant Class Pack: v2.3

#364 Post by HousePet »

Thanks, I was not aware of that parameter. Last I heard we were discussing it being a bit too difficult to add in a selectable start location.
I'll add it in the next update.

Edit: Also, you are welcome to bother me (almost) anytime. :)
My feedback meter decays into coding. Give me feedback and I make mods.

astralInferno
Uruivellas
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Re: Verdant Class Pack: v2.3

#365 Post by astralInferno »

See, I'm glad you said that, since...

Found a random bug in my current playthrough; using multi-class challenge so Everything has multiple classes.

This is the error: https://i.gyazo.com/d0f98cf68c2697eb447 ... e1c156.png
The error repeated every 3 turns or so until I killed it. Preliminary utterly rangom guess; is it meant to have Summon Control?

This is the talents of the enemy that /seemed/ to be the source: https://i.gyazo.com/8577ab2ad8212353223 ... a9f350.png
This enemy, curiously, was also a summoner, but I let it live for five turns or so and it didn't seem to error.

As I said, I then killed it and continued with my day, so its a pretty minor bug. :P

HousePet
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Re: Verdant Class Pack: v2.3

#366 Post by HousePet »

Things got a little messed up with the changes to Summoner talents. Looks like I missed something.
I've made a note to check this when 1.7 breaks everything again.
My feedback meter decays into coding. Give me feedback and I make mods.

sepik121
Wayist
Posts: 23
Joined: Sun Oct 23, 2016 10:08 pm

Re: Verdant Class Pack: v2.3

#367 Post by sepik121 »

judging by what DarkGod said this about the update: "Addons need updating or will explode!.", I can only imagine how much this broke just about everything lol

nsrr
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Re: Verdant Class Pack: v2.3

#368 Post by nsrr »

On the bright side, 1.7 implements a combat hook/callback that should allow Claw Block to work without an ugly superload, I believe.

HousePet
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Re: Verdant Class Pack: v2.3

#369 Post by HousePet »

No forum announcement about 1.7?

Anyway, addons explode without anyone doing an update, so this is situation normal.

If it does explode due to the update, I will need all the help people can give as to what is exploding where/when. The update notes are generally unhelpful for guessing what is going to have broken, so my options are to check every superload/override/hook I'm using to see if the code still makes sense, and then test every single talent/item. That is really not feasible if anyone wants stuff fixed this year.
My feedback meter decays into coding. Give me feedback and I make mods.

nsrr
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Re: Verdant Class Pack: v2.3

#370 Post by nsrr »

Biggest changes likely to affect addons:

removeEffects methods (removeEffectsFilter, removeEffectsSustainsTable, etc) now all require a source as the first parameter (for implementation of the new dispel resistance/protection mechanic). Without a source, it will error out.

Any 'dispel' effect should use the new 'dispel' method (target:dispel (eff_or_t_id, source)). Using the old method of just removing the effect or force using a sustained talent will still work without throwing an error, but will bypass the new dispel protection mechanic (only used by new Aether Permeation, at least so far).

And this, if your add-ons touch escorts:
Updated the way escorts are coded to make them easier to mod. To avoid stuff exploding too much in addons, the old hooks are disabled and now two new ones took their place "EscortRewards:givers" and "EscortRewards:rewards

HousePet
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Re: Verdant Class Pack: v2.3

#371 Post by HousePet »

I have thankfully not touched Escorts. But it is definitely going to take a while to rewrite all those removeEffects...
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
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Joined: Sun Sep 09, 2012 7:43 am

Re: Verdant Class Pack: v2.3

#372 Post by HousePet »

Updated for v1.72:

Dispel effects updated.
Poison Ivy now gets a bit more Con, more Willpower and level scaling Accuracy. No longer gets increased Dex. ('Cos enemies are supposed to touch it and get sick...)
Hailing Oak now scales Strength instead of Willpower.
Tangle Vines now have real scaling combat stats. Might not be strangly enough still. Someone report back after an enemy uses them against you.
Antimagic Breath now can remove sustained Spells. (Cleansing Infusions can as well.)
Fixed up the Werebeast Start. Shouldn't override special starting locations and you should now get directed to your racial starter zones.
Flyby Slash now drops you next to the target. (Stopping the random location placement afterwards from being a 'teleport' is too much work. So it just doesn't do that anymore.)
Myssil should now correctly finish Storming The City and assign correct rewards.
Claw Block is still an ugly superload, because that new hook is still in the wrong place, and also doesn't get the 'deflect' parameter, which I could use instead. However this superload should not cause any issues at the moment.
My feedback meter decays into coding. Give me feedback and I make mods.

Zaive
Archmage
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Re: Verdant Class Pack: v2.3

#373 Post by Zaive »

The vanilla summoner's Detonate and Grand Arrival talents now provide numbers for their effects in the description. Plus, the attack/defend commands could use the same treatment.
Minor typo in Jelly description - "Their stats stat"
Nature's cycle still claims to reduce the cooldown of pheromones despite this version of summoner not having it.
Burb Lulls wrote:"FLURRYFLURRYFLURRYFLURRYFLURRYFLURRY"

HousePet
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Re: Verdant Class Pack: v2.3

#374 Post by HousePet »

Thanks.
I was mostly just trying to do a quick patch up to remove any version issues and bugs.
I still have no idea how I'm going to resolve the Summoner talents mismatch issues.
Nature's Cycle should still reduce the cooldown of Pheromones, should you somehow acquire it. So it isn't wrong.
My feedback meter decays into coding. Give me feedback and I make mods.

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