Verdant Class Pack: v2.3

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

Re: Verdant Class Pack: v2.3

#331 Post by HousePet »

Thanks. Will look into it.
My feedback meter decays into coding. Give me feedback and I make mods.

smithfield
Halfling
Posts: 82
Joined: Wed May 23, 2012 1:19 am

Re: Verdant Class Pack: v2.3

#332 Post by smithfield »

The Song of Summer.

How is it supposed to work?

As it stands, Druid is one of those classes that can run up quite a lot of equilibrium in a fight - not all eq users do. Mana is a ready backup, and now, that I'm getting into it, bashing things w/ the staff too. But it looks like there is a notion of 'sunk cost' in high eq to get plants out, and then eq recovery to keep things going which isn't quite being fulfilled by SoS.

Some eq resource relief would be extremely welcome. If SoS was giving you something like 10+ pts back from 5 plants for 1 talent pt or 15+ for 2, it would have real value rather than just the obligatory pt to get to the higher level talents.

At the moment, clv 14 Druid, WP 33, Spellpower ~30, w/ 1 pt in the Talent and five plants that die gets about 1 pt of equilibrium. Raising this to 3 talent pts, gets you about 3 eq pts. Even by 1.6 standards that seems a little stingy.

Whats the score? Is there a factor of N plants missing? and, Is it intended?

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

Re: Verdant Class Pack: v2.3

#333 Post by HousePet »

You've missed that its a percentage of your current Equilibrium.
So early on, and when you've barely unbalanced your natural connection, you won't seem to get much of a refund.
To get full use out of this, you'll need high Willpower, and you need to summon plants and then use other abilities. Then when the plants bloom, you get a refund on all of those abilities.
A 5/5 Song of Summer with a 5/5 Poison Ivy will reduce your Equilibrium by 32.5% for an investment cost of 5 Equilibrium.
Summer therefore works better for a Summoner/Caster build. Not a Summoner/Melee build.
If you are more into using your Staff Combat abilities, you might find it more useful to use Suppress Magic if you need more Equilibrium management.

(There is some extra Equilibrium management available from Zigur. Look at what the combat log says.)
My feedback meter decays into coding. Give me feedback and I make mods.

smithfield
Halfling
Posts: 82
Joined: Wed May 23, 2012 1:19 am

Re: Verdant Class Pack: v2.3

#334 Post by smithfield »

Yes, I have a lot to learn. :)

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

Re: Verdant Class Pack: v2.3

#335 Post by HousePet »

Its a complicated class that doesn't shield you from any of the difficult parts.
My feedback meter decays into coding. Give me feedback and I make mods.

Thexare
Halfling
Posts: 105
Joined: Sun Aug 24, 2014 7:09 am
Location: A Holding Pattern on the Eidolon Plane

Re: Verdant Class Pack: v2.3

#336 Post by Thexare »

I've had the screen flashing black for several turns against two different rares that spawned with the Werebeast class. Errors follow. I checked the ZOmnibus thread, since that mod's in the error, but Zizzo says this one's Verdant. (while that's an old report, I downloaded Verdant for the 2.3 update on Jan 21)

Code: Select all

--------------- Stack Dump Finished ---------------
Loading tile from tileset	/data/gfx/shockbolt/object/artifact/eel_skin_armor.png
Lua Error: /data/timed_effects/mental.lua:1302: attempt to index field 'src' (a nil value)
	At [C]:-1 __index
	At /data/timed_effects/mental.lua:1302 long_desc
	At /mod/class/uiset/Minimalist.lua:1154 handleEffect
	At /mod/class/uiset/Minimalist.lua:1369 super_displayBuffs
	At ...addons/zomnibus/superload/mod/class/uiset/Minimalist.lua:244 displayBuffs
	At /mod/class/uiset/Minimalist.lua:2013 super_display
	At ...addons/zomnibus/superload/mod/class/uiset/Minimalist.lua:105 display
	At /mod/class/Game.lua:1907 
Lua Error: /data/timed_effects/mental.lua:1320: attempt to index field 'src' (a nil value)
	At [C]:-1 __index
	At /data/timed_effects/mental.lua:1320 do_act
	At /mod/class/Actor.lua:776 act
	At /mod/class/Player.lua:378 act
	At /engine/GameEnergyBased.lua:129 tickLevel
	At /engine/GameEnergyBased.lua:64 tick
	At /engine/GameTurnBased.lua:51 tick
	At /mod/class/Game.lua:1534 
 ----------------  Stack Dump ----------------
--------------- Stack Dump Finished ---------------
Lua Error: /data/timed_effects/mental.lua:1302: attempt to index field 'src' (a nil value)
	At [C]:-1 __index
	At /data/timed_effects/mental.lua:1302 long_desc
	At /mod/class/uiset/Minimalist.lua:1154 handleEffect
	At /mod/class/uiset/Minimalist.lua:1369 super_displayBuffs
	At ...addons/zomnibus/superload/mod/class/uiset/Minimalist.lua:244 displayBuffs
	At /mod/class/uiset/Minimalist.lua:2013 super_display
	At ...addons/zomnibus/superload/mod/class/uiset/Minimalist.lua:105 display
	At /mod/class/Game.lua:1907 
Lua Error: /data/timed_effects/mental.lua:1320: attempt to index field 'src' (a nil value)
	At [C]:-1 __index
	At /data/timed_effects/mental.lua:1320 do_act
	At /mod/class/Actor.lua:776 act
	At /mod/class/Player.lua:378 act
	At /engine/GameEnergyBased.lua:129 tickLevel
	At /engine/GameEnergyBased.lua:64 tick
	At /engine/GameTurnBased.lua:51 tick
	At /mod/class/Game.lua:1534 
 ----------------  Stack Dump ----------------

Erenion
Wyrmic
Posts: 267
Joined: Mon Feb 13, 2017 4:43 pm

Re: Verdant Class Pack: v2.3

#337 Post by Erenion »

Bug: Noxious Gases cannot be deactivated. (due to a typo in the 'deactivate' function)

Bug?: The Druid sustains that have effects around you each turn, like Tremors, Whirlpool, Aurora etc. all say they have a range of 3. This leads me to believe they are affected by Range Amplification Device. According to the talent description, the range changes to 6 with Range Amplification Device active. The effective range, however, is still 3.
Breaking Projection since 1.5

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

Re: Verdant Class Pack: v2.3

#338 Post by HousePet »

Okay, lots of small errors to fix. So I'll aim to do that shortly.

Range Amplification Device: I think I can fix that easily enough, hopefully. I don't think the Fatigue effect applies to Equilibrium though, but that is a fault with the Prodigy, so its not my problem. :P
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: Verdant Class Pack: v2.3

#339 Post by HousePet »

Updated:
Dread Howl should really not crash anymore this time. (1 Dragon Turtle was forced to use the talent repeated at me until I was sure.)
Noxious Gasses can now be deactivated.
Range Amplification Device now works with Aurora, Tremors/Earthshaker, Pure Spring/Whirlpool, Noxious Gasses, Mist Cloak, Rainfall, Bolts from the Blue and Zephyr/Typhoon.
Tangling Vines should no longer choke the game.
My feedback meter decays into coding. Give me feedback and I make mods.

antheridium
Wayist
Posts: 15
Joined: Wed Apr 10, 2019 1:27 am

Re: Verdant Class Pack: v2.3

#340 Post by antheridium »

I'm having an issue where if I'm afflicted with the Bleeding debuff and it expires while the Regenerative Balm buff is active, the game enters a glitched state where the Bleeding debuff goes into negative duration, no buffs or cooldowns time out (including Regenerative Balm itself), and the game throws an error every turn.

If the bleed effect is reapplied and the duration goes positive, the error goes away.

This happens even with no add-ons other than Verdant itself installed.

Error message is below.


ERROR:
Game version: tome-1.6.6
Addons: verdant-1.6.6[X]

Game version (character creation): tome-1.6.6
Lua Error: /data-verdant/timed_effects.lua:174: attempt to index global 'target' (a nil value)
At [C]:-1 __index
At /data-verdant/timed_effects.lua:174 on_timeout
At /engine/interface/ActorTemporaryEffects.lua:93 timedEffects
At /mod/class/Actor.lua:614 actBase
At /mod/class/Player.lua:363 actBase
At /engine/GameEnergyBased.lua:119 tickLevel
At /engine/GameEnergyBased.lua:64 tick
At /engine/GameTurnBased.lua:51 tick
At /mod/class/Game.lua:1534


EDIT: It looks like it's still possible to cancel the Regenerative Balm effect and get out of this state.

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

Re: Verdant Class Pack: v2.3

#341 Post by HousePet »

Can confirm I've goofed and it won't remove the bleeding status correctly.
I may have to wait until next weekend to fix.
My feedback meter decays into coding. Give me feedback and I make mods.

Loco15
Yeek
Posts: 13
Joined: Thu Dec 26, 2019 7:01 pm

Re: Verdant Class Pack: v2.3

#342 Post by Loco15 »

I have an error when I come in contact with rare's with the Woodsman class. The error happens when I try to inspect their talents, and then happens almost every turn when I am in combat with them.

The most recent example of the error report window would be this:
error = "Game version: tome-1.6.6\
Addons: dreadnecromancer-1.6.4[X], midnight-1.6.6[X], faster_rre-1.0.6[X!], adventurers-pack-1.6.0[X], highguard-1.6.0[X], classastromancer-1.6.0[X], arcanum-1.6.6[X], whitemonk-1.6.0[X], verdant-1.6.6[X], improved-restauto-1.6.5[X], compare-1.6.0[X]\
\
Game version (character creation): tome-1.6.6\
Lua Error: /engine/interface/ActorTalents.lua:329: /engine/interface/ActorTalents.lua:302: /engine/interface/ActorTalents.lua:164: /data/talents/gifts/summon-utility.lua:381: attempt to call field 'getDur' (a nil value)\
stack traceback:\
\9/data/talents/gifts/summon-utility.lua:381: in function </data/talents/gifts/summon-utility.lua:375>\
\9[C]: in function 'xpcall'\
\9/engine/interface/ActorTalents.lua:162: in function </engine/interface/ActorTalents.lua:151>\
At [C]:-1 \
At [C]:-1 error\
At /engine/interface/ActorTalents.lua:329 \
At /mod/ai//improved_tactical.lua:1081 \
At /mod/class/interface/ActorAI.lua:70 runAI\
At /mod/ai//improved_tactical.lua:1142 \
At /mod/class/interface/ActorAI.lua:70 doAI\
At /mod/class/NPC.lua:77 act\
At /engine/GameEnergyBased.lua:129 tickLevel\
At /engine/GameEnergyBased.lua:64 tick\
At /engine/GameTurnBased.lua:51 tick\
At /mod/class/Game.lua:1534 "
seen = true
reported = false
The full error log is ridiculously huge, so I'm not sure of how to post it.

nsrr
Uruivellas
Posts: 971
Joined: Mon Sep 21, 2015 8:45 pm
Location: Middle of Nowhere

Re: Verdant Class Pack: v2.3

#343 Post by nsrr »

This is actually a base game bug with the current version of ToME. Here is the temporary fix, you'll want to use it on all runs until DG is back and can push a new update to fix the bug. https://te4.org/games/addons/tome/166-summoner-fix This can be safely added to any save in progress, as well.

Loco15
Yeek
Posts: 13
Joined: Thu Dec 26, 2019 7:01 pm

Re: Verdant Class Pack: v2.3

#344 Post by Loco15 »

And here I was wondering what that Addon was for, and if I could disable this addon while on my current run. Thanks a lot!

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

Re: Verdant Class Pack: v2.3

#345 Post by HousePet »

Uploaded a very small patch to correct Regenerative Balm.
My feedback meter decays into coding. Give me feedback and I make mods.

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