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 v1.0.7

#61 Post by HousePet »

This is either necromancy, or I'm updating this addon.
Bug reports and suggestions before I finish updating it are good.
My feedback meter decays into coding. Give me feedback and I make mods.

pheonix89
Halfling
Posts: 118
Joined: Mon Mar 05, 2012 10:35 pm

Re: Verdant Class Pack v1.0.7

#62 Post by pheonix89 »

HousePet wrote:This is either necromancy, or I'm updating this addon.
Bug reports and suggestions before I finish updating it are good.
Sea Drake aspect is hilariously underpowered. Every other aspect has general-purpose bonuses - the +max air only matters on two or three zones, and its sustain is junk. Water Dweller requires you to either spam your other sea drake abilities or be in a water level, and it doesn't even give water breathing. I mean, compare it to wind drake. +speed of various kinds on every single ability, and look at what they are themselves. A rush knock-off that can be chained into rush, death dance's little brother, now available for one-handers, a min equilibrium reducer, and a PBAoE stun.

Also, for your taint-mark mod? Please remove the mark from Legacy of the Naloren or make it not count towards the cooldown penalties, because the prodigy gives a wild gift itself.

HousePet
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Re: Verdant Class Pack v1.0.7

#63 Post by HousePet »

So any suggestions about how to improve it?
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 v1.0.7

#64 Post by HousePet »

Have changed Water Dweller to grant water breathing and cranked the regeneration up.
The passive air bonus has been replaced with a movement speed bonus when in water.
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
Perspiring Physicist
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Re: Verdant Class Pack v1.0.8

#65 Post by HousePet »

Patched.
Lots of fixes to make it more compatible with other addons.
Also buffs Sea Drake Aspect and lowers the sustain cost of Wyrmic sustains.
My feedback meter decays into coding. Give me feedback and I make mods.

Hjolmar
Low Yeek
Posts: 5
Joined: Sun Nov 09, 2014 3:15 am

Re: Verdant Class Pack v1.0.8

#66 Post by Hjolmar »

Your patch broke for me. D:

Code: Select all

error = "Lua Error: /hooks/verdant/load.lua:222: attempt to index global 'target' (a nil value)\
  At [C]:-1 __index\
  At /hooks/verdant/load.lua:222 \
  At [string \"return function(l, self, data) local ok=false...\"]:1 triggerHook\
  At /mod/class/Actor.lua:581 actBase\
  At /engine/GameEnergyBased.lua:116 tickLevel\
  At /engine/GameEnergyBased.lua:62 tick\
  At /engine/GameTurnBased.lua:46 tick\
  At /mod/class/Game.lua:1181 "
Thalore Oozemancer attempting the underwater cave in the Far East immediately gets an unending string of these immediately after taking any action. Other areas don't seem to provoke this. Maybe there's a Druid or Were rare somewhere on the map?

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

Re: Verdant Class Pack v1.0.8

#67 Post by HousePet »

Patching shortly.
My feedback meter decays into coding. Give me feedback and I make mods.

Scol
Higher
Posts: 57
Joined: Sat May 31, 2014 10:41 am

Re: Verdant Class Pack v1.0.9

#68 Post by Scol »

Code: Select all

Lua Error: /engine/interface/ActorTalents.lua:175: /engine/interface/ActorTalents.lua:153: .../addons/verdant/superload/mod/class/interface/Combat.lua:89: attempt to perform arithmetic on local 'add_chance' (a nil value)
stack traceback:
	.../addons/verdant/superload/mod/class/interface/Combat.lua:89: in function 'physicalCrit'
	/mod/class/interface/Combat.lua:465: in function 'attackTargetWith'
	...wandir-weaponry/superload/mod/class/interface/Combat.lua:312: in function 'attackTargetWith'
	/mod/class/interface/Combat.lua:168: in function 'attackTarget'
	...wandir-weaponry/superload/mod/class/interface/Combat.lua:203: in function 'attackTarget'
	/data-verdant/talents/gifts/sharkaspect.lua:41: in function </data-verdant/talents/gifts/sharkaspect.lua:32>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:148: in function </engine/interface/ActorTalents.lua:135>
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/ActorTalents.lua:175 useTalent
	At /engine/interface/PlayerHotkeys.lua:169 
	At /engine/interface/PlayerHotkeys.lua:161 activateHotkey
	At /mod/class/Game.lua:1967 f
	At /mod/class/Game.lua:1562 fct
	At /engine/interface/PlayerHotkeys.lua:316 
	At /engine/KeyBind.lua:229 
Happens when using Werebeast attack skills while in stealth.

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

Re: Verdant Class Pack v1.0.9

#69 Post by HousePet »

Patching again...
My feedback meter decays into coding. Give me feedback and I make mods.

tilkau
Higher
Posts: 73
Joined: Tue Oct 21, 2014 4:52 am

Re: Verdant Class Pack v1.0.9

#70 Post by tilkau »

I can confirm HJolmar's report. I just encountered it in Trollmire with a L1 Cornac Cursed, as two enemies, AFAICT completely ordinary, were approaching my character.

The only difference being that instead of /mod/class/Actor.lua:581 actBase, my error refers to /mod/addons/midnight/superload/mod/class/Actor.lua:313 actBase

Edit: I didn't realize that your 'Patching' messages were meant to imply that you were uploading anything. Using the new version, haven't reencountered this issue yet.

HousePet
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Re: Verdant Class Pack v1.0.10

#71 Post by HousePet »

These were serious bugs, so they had to be patched right away.
My feedback meter decays into coding. Give me feedback and I make mods.

tilkau
Higher
Posts: 73
Joined: Tue Oct 21, 2014 4:52 am

Re: Verdant Class Pack v1.0.10

#72 Post by tilkau »

HousePet wrote:These were serious bugs, so they had to be patched right away.
I can't help but feel that you and I are using different definitions of 'patch' here. I guess you are using the commercial-game oriented definition, where patching does imply (fixing a problem + putting out an update quickly), whereas I'm using the programming definition, which is just to make the change, not to necessarily release it -- hundreds or even thousands of patches go in between releases of Inkscape, GIMP, or Blender, for example. As you may guess, I'm very familiar with the latter and barely aware the former exists.

I don't want to make a big deal of this, I'm just trying to minimize misunderstandings.

HousePet
Perspiring Physicist
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Re: Verdant Class Pack v1.0.10

#73 Post by HousePet »

What would be the point of not releasing it? :lol:
My feedback meter decays into coding. Give me feedback and I make mods.

tilkau
Higher
Posts: 73
Joined: Tue Oct 21, 2014 4:52 am

Re: Verdant Class Pack v1.0.10

#74 Post by tilkau »

I counter your silly question with a question of equal and opposite silliness: What would be the point in releasing it?

Neither of those questions are valid -- they both miss the point, which is to release something that actually works. Patching an important bug and then releasing it before you've tested, is equally stupid as patching an important bug, testing it, and not releasing it.

Your presumption here that an immediate release is an obvious implication of writing a single word 'patching', is quite simply incorrect; You already have a sample demonstrating why it is incorrect.

HousePet
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Re: Verdant Class Pack v1.0.10

#75 Post by HousePet »

I test the patch to ensure that it fixes the bug. I don't have the resources to test every permutation of circumstances to make releases bug free.

Mostly I just say patching to convey that I have located said bug and that it is being dealt with, no further information from the user is required.

When I want to convey that an update has been done, I usually say 'Updated!', or at least change the version number on the thread.

Your presumption of my presumption is incorrect. Your claims of my incorrect presumption should have warned you about the dangers of presumptions.
My feedback meter decays into coding. Give me feedback and I make mods.

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