Verdant Class Pack: v2.3

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Hellcommander
Archmage
Posts: 359
Joined: Tue Nov 09, 2010 7:43 pm

Re: Verdant Class Pack: v2 Released!

#271 Post by Hellcommander »

here is another error:
##Use Talent Lua Error## T_ATTACK Actor: 10029 fire drake hatchling
Lua Error: /engine/interface/ActorTalents.lua:322: /engine/interface/ActorTalents.lua:295: /engine/interface/ActorTalents.lua:162: /data-verdant/talents/gifts/woodland.lua:129: attempt to index global 'Talents' (a nil value)
stack traceback:
/data-verdant/talents/gifts/woodland.lua:129: in function 'check'
/engine/interface/ActorLife.lua:91: in function 'die'
/mod/class/Actor.lua:2932: in function 'die'
/mod/addons/ashes-urhrok/superload/mod/class/Actor.lua:25: in function 'die'
/mod/addons/orcs/superload/mod/class/Actor.lua:123: in function 'die'
[string "if engine.version_compare(game.__mod_info.ver..."]:143: in function 'die'
/mod/class/interface/PartyDeath.lua:39: in function 'die'
/mod/class/interface/ActorLife.lua:33: in function 'takeHit'
/mod/class/Actor.lua:2842: in function 'basetakeHit'
/mod/addons/verdant/superload/mod/class/Actor.lua:46: in function 'basetakeHit'
/mod/addons/midnight/superload/mod/class/Actor.lua:61: in function 'basetakeHit'
...
...ons/improved_combat_text/superload/engine/DamageType.lua:67: in function <...ons/improved_combat_text/superload/engine/DamageType.lua:65>
...ons/improved_combat_text/superload/engine/DamageType.lua:67: in function <...ons/improved_combat_text/superload/engine/DamageType.lua:65>
...ons/improved_combat_text/superload/engine/DamageType.lua:67: in function <...ons/improved_combat_text/superload/engine/DamageType.lua:65>
...ons/improved_combat_text/superload/engine/DamageType.lua:67: in function 'defaultProjector'
/data/damage_types.lua:702: in function 'projector'
/mod/class/interface/Combat.lua:600: in function 'attackTargetWith'
/mod/class/interface/Combat.lua:225: in function 'attackTarget'
/data/talents/misc/misc.lua:75: in function </data/talents/misc/misc.lua:54>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:160: in function </engine/interface/ActorTalents.lua:149>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:322 useTalent
At /engine/ai//talented.lua:53 runAI
At /engine/ai//talented.lua:63 doAI
At /mod/class/NPC.lua:75 act
At /engine/GameEnergyBased.lua:129 tickLevel
At /engine/GameEnergyBased.lua:64 tick
At /engine/GameTurnBased.lua:51 tick
At /mod/class/Game.lua:1386 base_tick
At /mod/addons/turn_separators/superload/mod/class/Game.lua:45 base_tick
At ...addons/improved_combat_text/superload/mod/class/Game.lua:61
---------------- Stack Dump ----------------

Hellcommander
Archmage
Posts: 359
Joined: Tue Nov 09, 2010 7:43 pm

Re: Verdant Class Pack: v2 Released!

#272 Post by Hellcommander »

here is another non reported error:
##Use Talent Lua Error## T_ATTACK Actor: 10015 brown bear
Lua Error: /engine/interface/ActorTalents.lua:322: /engine/interface/ActorTalents.lua:295: /engine/interface/ActorTalents.lua:162: /data-verdant/talents/gifts/woodland.lua:129: attempt to index global 'Talents' (a nil value)
stack traceback:
/data-verdant/talents/gifts/woodland.lua:129: in function 'check'
/engine/interface/ActorLife.lua:91: in function 'die'
/mod/class/Actor.lua:2932: in function 'die'
/mod/addons/ashes-urhrok/superload/mod/class/Actor.lua:25: in function 'die'
/mod/addons/orcs/superload/mod/class/Actor.lua:123: in function 'die'
[string "if engine.version_compare(game.__mod_info.ver..."]:143: in function 'die'
/mod/class/interface/PartyDeath.lua:39: in function 'die'
/mod/class/interface/ActorLife.lua:33: in function 'takeHit'
/mod/class/Actor.lua:2842: in function 'basetakeHit'
/mod/addons/verdant/superload/mod/class/Actor.lua:46: in function 'basetakeHit'
/mod/addons/midnight/superload/mod/class/Actor.lua:61: in function 'basetakeHit'
...
...ons/improved_combat_text/superload/engine/DamageType.lua:67: in function <...ons/improved_combat_text/superload/engine/DamageType.lua:65>
...ons/improved_combat_text/superload/engine/DamageType.lua:67: in function <...ons/improved_combat_text/superload/engine/DamageType.lua:65>
...ons/improved_combat_text/superload/engine/DamageType.lua:67: in function <...ons/improved_combat_text/superload/engine/DamageType.lua:65>
...ons/improved_combat_text/superload/engine/DamageType.lua:67: in function 'defaultProjector'
/data/damage_types.lua:702: in function 'projector'
/mod/class/interface/Combat.lua:600: in function 'attackTargetWith'
/mod/class/interface/Combat.lua:225: in function 'attackTarget'
/data/talents/misc/misc.lua:75: in function </data/talents/misc/misc.lua:54>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:160: in function </engine/interface/ActorTalents.lua:149>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:322 useTalent
At /mod/class/interface/Combat.lua:37 attack
At /engine/interface/ActorLife.lua:42 check
At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
At /engine/Actor.lua:209 move
At /mod/class/Actor.lua:1317 move
At /engine/ai//simple.lua:140 runAI
At /engine/ai//simple.lua:196 runAI
At /engine/ai//talented.lua:67 doAI
At /mod/class/NPC.lua:75 act
At /engine/GameEnergyBased.lua:129 tickLevel
At /engine/GameEnergyBased.lua:64 tick
At /engine/GameTurnBased.lua:51 tick
At /mod/class/Game.lua:1386 base_tick
At /mod/addons/turn_separators/superload/mod/class/Game.lua:45 base_tick
At ...addons/improved_combat_text/superload/mod/class/Game.lua:61
---------------- Stack Dump ----------------

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

Re: Verdant Class Pack: v2 Released!

#273 Post by HousePet »

Updated for 1.5.
Fixed plant summoning issues.
Tweaked Druid early scaling.
Fixed Crystal Healing.
My feedback meter decays into coding. Give me feedback and I make mods.

Hellcommander
Archmage
Posts: 359
Joined: Tue Nov 09, 2010 7:43 pm

Re: Verdant Class Pack: v2 Released!

#274 Post by Hellcommander »

Found an error when this interacts with dark faes clones:

Code: Select all

##Use Talent Lua Error##	T_COMMAND_STAFF	Actor:	26714	player's Clone
Lua Error: /engine/interface/ActorTalents.lua:322: /engine/interface/ActorTalents.lua:295: /engine/interface/ActorTalents.lua:162: /engine/Entity.lua:1030: ERROR!!! unsupported temporary value type: nil :=: nil for combat_spellpower [26714] player's Clone
stack traceback:
	[C]: in function 'error'
	/engine/Entity.lua:1030: in function 'recursive'
	/engine/Entity.lua:1040: in function 'removeTemporaryValue'
	/engine/interface/ActorInventory.lua:582: in function 'onTakeoff'
	/mod/class/Actor.lua:3972: in function 'onTakeoff'
	/mod/addons/orcs/superload/mod/class/Actor.lua:95: in function 'baseonTakeoff'
	/mod/addons/arcanum/superload/mod/class/Actor.lua:119: in function 'baseonTakeoff'
	/mod/addons/midnight/superload/mod/class/Actor.lua:54: in function 'baseonTakeoff'
	/mod/addons/verdant/superload/mod/class/Actor.lua:94: in function 'onTakeoff'
	/data/talents/misc/objects.lua:155: in function </data/talents/misc/objects.lua:133>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:160: in function </engine/interface/ActorTalents.lua:149>
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/ActorTalents.lua:322 useTalent
	At /engine/interface/ActorTalents.lua:411 forceUseTalent
	At /mod/class/Actor.lua:5556 base_forceUseTalent
	At /mod/addons/zomnibus/superload/mod/class/Actor.lua:237 forceUseTalent
	At /mod/class/NPC.lua:553 baseaddedToLevel
	At ...ons/sk_multi_class_challenge/superload/mod/class/NPC.lua:13 check
	At /engine/Zone.lua:722 addEntity
	At /data-faerierace/talents/dark_faerie.lua:184 triggerTalent
	At /hooks/faerierace/load.lua:84 
	At /engine/Game.lua:322 onTickEndExecute
	At /engine/Game.lua:313 tick
	At /engine/GameEnergyBased.lua:60 tick
	At /engine/GameTurnBased.lua:51 tick
	At /mod/class/Game.lua:1386 base_tick
	At /mod/addons/turn_separators/superload/mod/class/Game.lua:45 base_tick
	At ...addons/improved_combat_text/superload/mod/class/Game.lua:61 
[USERCHAT] channel achievement	Skal	global	Eye of the storm (Exploration mode)	false	false
 ----------------  Stack Dump ----------------

Hellcommander
Archmage
Posts: 359
Joined: Tue Nov 09, 2010 7:43 pm

Re: Verdant Class Pack: v2 Released!

#275 Post by Hellcommander »

Found a really bad interaction if you have both the wereclaws from this mod and doomed's first gesture:
it will cause a stack overflow error in combat.lua (creates background errors til it shows on mouseover)

64legos
Thalore
Posts: 134
Joined: Wed Nov 14, 2012 2:24 am

Re: Verdant Class Pack: v2 Released!

#276 Post by 64legos »

Found a bug with Quillfire Porcupine and Giant Ant with regards to Fire Drake Hatchlings. It seems those summons think that Hatchlings still count towards the summon limit.

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

Re: Verdant Class Pack: v2 Released!

#277 Post by HousePet »

Oh, has that finally ben changed?
My feedback meter decays into coding. Give me feedback and I make mods.

Arcvasti
Wyrmic
Posts: 266
Joined: Sat Apr 29, 2017 9:39 pm

Re: Verdant Class Pack: v2 Released!

#278 Post by Arcvasti »

Decided to try this add-on out on a whim and am quite enjoying it. Druid in particular stands out as very fun and seems more put-together then some core classes[Looking at you, Possessor]. I've currently got a Yeek Druid at around level 13 and currently have 0 deaths..

Feedback:

-Druids don't have Extract Gems, which makes their supply of Alchemist Gems much more limited. I haven't been running out by any means, but I've also been abusing Raining Acorn Tree to conserve them. Maybe let them get more alchemist gems per gem with their conversion talent?
-Why does Prism-Nature have a cooldown of 9 despite being only slightly more powerful then Prism-Light? As it is, I don't see much reason why you'd use it. Random Idea: Have it heal plant summons it touches and reduce the CD to ~6.
-Some of the Invoke Weather effects are completely ridiculous. The Light/Lightning attacks are fine, especially since Druid doesn't have that many straightforward damage skills. Higher then 50% evasion and the ability to remove 3 beneficial/detrimental effects are both quite strong and kind of overshadow the other two.
-It would be nice if the Song of Seasons base talent showed what leveling it up would do. Something like: "Each Season Song gives an X% bonus to one or more elements" and then displaying how X increases as you put points in. As is, the only way to figure out how much each level is worth is to write down the old value, put a point in at a town, check the new value and then compare the two.
-One Season Song[Autumn, maybe?] gives only one elemental damage bonus: Lightning. Since the Druid has only two Lightning spells, this doesn't seem that useful. If its intended for summoner or melee builds, maybe it could give something that would benefit those builds more, like Accuracy/Armour Piercing/Lightning on-hit damage for you and your summons? EDIT: Didn't notice Song of Spring gave heal mod: Its probably actually fine
-Having Suppress Magic's Spellpower reduction scale with level seems inelegant. Pure melee types who don't care about the spellpower continue not to care while summoners/mages still have to treat it like a stronger Meditation. I'd prefer a percentage reduction[20%, maybe?] that doesn't increase with level, making more points into it a straight upgrade.
-The Thorns passive on the end of the plant summoning tree states that it gives you its benefit while under the effects of Thorny Skin. Maybe it should be made clear that this refers to the Thorny Skin Totem and not a Druid class ability? I also find it somewhat weird that a class talent interacts with a charm that way.
-The Tier-4 Weather talent seems somewhat weak. The Light AOE doesn't do much damage, only lasts a few turns and costs 20 Equilibrium. EDIT:Damage is fine, actually Lightning is in the same boat, but might at least be useful as a pseudo Pacification Hex. The fog cloud seems the most useful, since it can be used as a ghetto Ice Wall. The mud seems nearly useless[Only 3% slow?], but at least lasts for a long time.
-The special Antimagic effect tooltip could be more clear. It would be nice if it displayed exactly how much it increased my "max" Equilibrium by.
-Song of Autumn is misspelled somewhere. I can't remember what talent off-hand[E:Its in the Season Song talent description], but I think the exact misspelling was "Autmun", if that would help finding it.
-The summons are nice and the quantity over quality theme helps distinguish this class from the Summoner. I noticed that my Prism-Light ability didn't hurt my summons at all, which was convenient but undocumented.
-The Raining Acorn Tree, on the other hand, is a very strong single summon. Its quite capable of being used as a wall almost indefinitely, especially if combined with Gone With the Wind. I used that and the ability to fire over it to clear all of Old Halfling Ruins starting from level 8.
-The Balance tree is quite strong. Balance of Day and Night would be overpowered on a class with less ridiculous resource costs and is still good on Druid. The fourth talent, however, is just ridiculous. Acting as a strong cleanse[5 effects?] on both you and your enemies is too strong. I'd suggest having it reach 2 effects on both at talent level 5 and bumping up the regen/damage to be more worth it. This is also the only Druid talent that does Temporal damage. I'd prefer it dealt Lightning damage, but the flavour would be weird enough that Nature/Acid would probably be better. Also, it says it removes buffs/debuffs. It should be beneficial effects/negative effects, since "buffs" could also mean sustains.
-The fourth Jungle talent says that it spawns a random plant on enemy kill X% of the time and that Blighted Summoning grants Acid Blood. I don't quite know what the latter part is supposed to be saying. Which summons in particular would get Acid Blood?
-I get that the plant summons are supposed to be weak mob types, but I think the aiming thing should be a bit more precise. Maybe have it always spawn a plant at the center location starting at talent level 4 or something?
-Druids are capable of getting lots of armour, defense and armour hardiness. This is fine and I quite like having a more physically durable caster/summoner type, but I think that the interaction with Light Armour Training should be looked at, since right now its quite possible to stack them together into truly silly durability. Thorny Skin totems are in the same boat, but at least that seems to be intended.
-Any particular reason why their unique Staff Combat tree requires Dex instead of Wil/Mag? Its mostly just inconvenient since I'm not playing a dedicated staff-bopper, but I can't even level the first talent[Yeek] without some Dex investment.
-Druids seem a lot more like Archmages then Wilders, even the magey ones like Oozemancers/Breath Wyrmics. I think its because Willpower is only useful for Equilibrium and unlocking talents, since Druid has no use for Mindpower. I'm thus not really sure why Wil is used for unlocking the vast majority of their trees. Suggestion: Let their Defensive Posture sustain make staves split their scaling between Mag/Wil or something of the like.
-Maybe specify a bit more what "non-metal" means? I get that Druids are supposed to be light armour users wielding either mindstars or a staff, but that's not necessarily what "non-metal" means. Are bows/slings non-metal? How about the Thalore-Wood Cuirass? Bills Tree Trunk?

^Note that the above is for Normal difficulty. I usually play Insane, but I figured that that probably wasn't the best difficulty to play an unfamiliar class on. Also, I don't have the game in front of me as I write this and thus may have misnamed talents/categories.

Unrelated feature request: Make Oxygen Infusions also restore air. It wouldn't meaningfully change their power level, deaths from suffocation aren't fun and it would make perfect sense.
^EDIT:Didn't look closely enough, it already does

Werebeast kind of freaks me out[SO MANY TALENTS], but I might try it out later and have more feedback on that front.

EDIT:

More feedback:

-Summons are borderline useless, for a couple reasons: 1. Constrict is a very weak status effect that is effectively only a pin 2. Pitcher Plants won't fire through one another and 3. Pitcher Plants have Vitriolic Spray, which has a cooldown of 7. That means that they will only use their ranged attack TWICE over their duration and that's if they're lucky. Hailing Oak/Hedge are both still useful and Poison Ivy/Sleeping Poppies still have their niche.
-There's a typo in the Weapons of the Woods talent[Weild]
-Elvenwood Shield doesn't work. At all. It blocks no incoming damage whatsoever. The message log looks something like this:
Being hit without Elvenwood Shield:
Monster hits Druid for 5 Physical damage
Being hit with Elvenwood Shield:
Monster hits Druid for 5 absorbed, 5 Physical damage
Even if it did work, its still quite a weak shield that could stand to be looked at
-Weather effects scale extremely poorly[Levelling from 1 to 2 gives 1% more crit chance to Clear Skies and gives a similarly negligible boost to the other effects
-Druid currently has no respen. Maybe give some to Avatar of Seasons, which is currently kind of overpriced
-Pure Spring's passive healing is uselessly low. The resists make it still worth getting, but the healing is not a factour at all
-The talent description for Weather says that Rainfall gives fire/acid resistance to enemies, but the description for Rainfall itself doesn't mention it at all

Jarinex
Higher
Posts: 79
Joined: Sun Aug 23, 2015 5:49 pm

Re: Verdant Class Pack: v2 Released!

#279 Post by Jarinex »

Been getting an error since the latest update. Seems to occur on the summoner.

error = "Lua Error: /mod/dialogs/elements/TalentTrees.lua:320: attempt to index a nil value\
At [C]:-1 __index\
At /mod/dialogs/elements/TalentTrees.lua:320 redrawAllItems\
At /mod/dialogs/elements/TalentTrees.lua:82 generate\
At /engine/ui/Base.lua:107 init\
At /mod/dialogs/elements/TalentTrees.lua:65 init\
At /engine/class.lua:147 new\
At /mod/dialogs/LevelupDialog.lua:687 recreate_trees\
At /mod/dialogs/LevelupDialog.lua:728 createDisplay\
At /mod/dialogs/LevelupDialog.lua:96 init\
At /engine/class.lua:147 new\
At /mod/class/Player.lua:1472 playerLevelup\
At /mod/class/Game.lua:319 at_end\
At /mod/dialogs/Birther.lua:353 fct\
At /mod/dialogs/Birther.lua:211 fct\
At /engine/ui/Dialog.lua:154 fct\
At /engine/ui/Button.lua:63 fct\
At /engine/Mouse.lua:58 receiveMouse\
At /engine/Mouse.lua:98 delegate\
At /engine/ui/Dialog.lua:765 mouseEvent\
At /engine/ui/Dialog.lua:485 fct\
At /engine/Mouse.lua:58 "

Get the same error with Werebeast. I also have it occuring on necromancy+ with necromancer.

astralInferno
Uruivellas
Posts: 757
Joined: Mon Jan 27, 2014 10:40 am

Re: Verdant Class Pack: v2 Released!

#280 Post by astralInferno »

Arcvasti wrote:-Maybe specify a bit more what "non-metal" means? I get that Druids are supposed to be light armour users wielding either mindstars or a staff, but that's not necessarily what "non-metal" means. Are bows/slings non-metal? How about the Thalore-Wood Cuirass? Bills Tree Trunk?
iirc, 'metal' is actually a field that exists in core tome, although nothing uses it for anything. It uses common sense! thalore-wood cuirass is not metal!
iirc, anyway. :)

nsrr
Uruivellas
Posts: 960
Joined: Mon Sep 21, 2015 8:45 pm
Location: Middle of Nowhere

Re: Verdant Class Pack: v2 Released!

#281 Post by nsrr »

astralInferno wrote:
Arcvasti wrote:-Maybe specify a bit more what "non-metal" means? I get that Druids are supposed to be light armour users wielding either mindstars or a staff, but that's not necessarily what "non-metal" means. Are bows/slings non-metal? How about the Thalore-Wood Cuirass? Bills Tree Trunk?
iirc, 'metal' is actually a field that exists in core tome, although nothing uses it for anything. It uses common sense! thalore-wood cuirass is not metal!
iirc, anyway. :)
There is (at least) one thing that uses it. Otherwise it probably wouldn't be there. Stone Alchemy uses it for Extract Gems. OotS probably uses it a lot more than base ToME, though. Nothing else I can think of off the top of my head.

There's not really anyway to say for certain whether something is metal or not without checking the code, but, as astral says, it basically just follows common sense. If you think something is not metal and it doesn't behave as you would expect it to, it's probably a bug.

Jarinex
Higher
Posts: 79
Joined: Sun Aug 23, 2015 5:49 pm

Re: Verdant Class Pack: v2 Released!

#282 Post by Jarinex »

Jarinex wrote:Been getting an error since the latest update. Seems to occur on the summoner.

error = "Lua Error: /mod/dialogs/elements/TalentTrees.lua:320: attempt to index a nil value\
At [C]:-1 __index\
At /mod/dialogs/elements/TalentTrees.lua:320 redrawAllItems\
At /mod/dialogs/elements/TalentTrees.lua:82 generate\
At /engine/ui/Base.lua:107 init\
At /mod/dialogs/elements/TalentTrees.lua:65 init\
At /engine/class.lua:147 new\
At /mod/dialogs/LevelupDialog.lua:687 recreate_trees\
At /mod/dialogs/LevelupDialog.lua:728 createDisplay\
At /mod/dialogs/LevelupDialog.lua:96 init\
At /engine/class.lua:147 new\
At /mod/class/Player.lua:1472 playerLevelup\
At /mod/class/Game.lua:319 at_end\
At /mod/dialogs/Birther.lua:353 fct\
At /mod/dialogs/Birther.lua:211 fct\
At /engine/ui/Dialog.lua:154 fct\
At /engine/ui/Button.lua:63 fct\
At /engine/Mouse.lua:58 receiveMouse\
At /engine/Mouse.lua:98 delegate\
At /engine/ui/Dialog.lua:765 mouseEvent\
At /engine/ui/Dialog.lua:485 fct\
At /engine/Mouse.lua:58 "

Get the same error with Werebeast. I also have it occuring on necromancy+ with necromancer.

Sooooo after screwing around for a while, I've come to find out that apparantly this error occurs when I attempt to make edits to a mod (such as changing stats on attacks and things of that sort). I think this may be related to the latest update, where a change was made to security (Tighthened security around file access functions). I would usually unzip mods and rezip them and label them .teaa, but that seems to not work any longer. Is there another way to change things around in mods (I play around with balance and stuff for fun)?

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

Re: Verdant Class Pack: v2 Released!

#283 Post by HousePet »

You can make your own mod that edits stuff from other mods.
My feedback meter decays into coding. Give me feedback and I make mods.

Jarinex
Higher
Posts: 79
Joined: Sun Aug 23, 2015 5:49 pm

Re: Verdant Class Pack: v2 Released!

#284 Post by Jarinex »

I thought about something like that, but sadly I only know how to make changes to the base game itself (could never figure out how to do it to others). Is there anything I can look at to get an idea on how to edit other addons and make my own?

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

Re: Verdant Class Pack: v2 Released!

#285 Post by HousePet »

Just look at how my addons make edits to base game talents.
As long as your addon loads last it should overwrite all other addons.
My feedback meter decays into coding. Give me feedback and I make mods.

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