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Elementals (Testing)

Posted: Wed Jun 04, 2014 7:42 pm
by grayswandir
Since this is more or less an addon now, I figured I'd start a thread for it over here.
This is the git repository. Here is the addon page.

This is the current list of stuff to do. I'll try to keep this updated with any outstanding bugs, etc.

Brief Summary: This currently adds one new raceclass to the game - the Jadir, an earth elemental. They're very tanky and have a lot of wall manipulation talents. See the original thread for more details.

Re: Elementals (Testing)

Posted: Sun Jun 08, 2014 8:53 pm
by Kanos
Is it intentional for them to not be able to use shielding or teleport runes? Coupled with their inability to go AM due to so many spellpower-keyed talents, it's a pretty big handicap.

Re: Elementals (Testing)

Posted: Sun Jun 08, 2014 9:05 pm
by grayswandir
Eventually this will be added as a locked tree.

Going antimagic shouldn't actually affect your spellpower - it's only actually equipping antimagic powered items that does that, I think. Also, none of the talents are marked as 'spells', so you should be able to continue casting them if you do go antimagic.

Re: Elementals (Testing)

Posted: Mon Jun 09, 2014 8:23 pm
by FlarePusher
Image
welp

Re: Elementals (Testing)

Posted: Tue Jun 10, 2014 2:04 am
by grayswandir
Another error from switching the hooks/superloading order. Should be fixed.

Edit: And the shield tree is now up.

Re: Elementals (Testing)

Posted: Wed Jun 11, 2014 1:32 pm
by Frumple
Yeah, ran into this generating a level in OF, using whatever version is most recent on the addon page and version 1.2.2 of T4:

Code: Select all

Lua Error: stack overflow
	At [C]:-1 
	At [C]:-1 insert
	At /mod/class/Actor.lua:3571 onWear
	At /mod/addons/elementals-race/superload/mod/class/Actor.lua:508 onWear
	*repeat those last two for 5937 lines*
	At /engine/interface/ActorInventory.lua:107 addObject
	At /engine/interface/ActorInventory.lua:371 wearObject
	At /mod/resolvers.lua:70 
	At /engine/Entity.lua:571 resolve
	At /engine/Zone.lua:607 finishEntity
	At /engine/Zone.lua:414 makeEntity
	At /mod/class/generator/actor/Random.lua:44 generateOne
	At /engine/generator/actor/Random.lua:118 regenFrom
	At /engine/generator/actor/Random.lua:47 generate
	At /engine/Zone.lua:929 newLevel
	At /engine/Zone.lua:824 getLevel
	At /mod/class/Game.lua:853 changeLevelReal
	At /mod/addons/elementals-race/superload/mod/class/Game.lua:26 changeLevelReal
	At /mod/class/Game.lua:725 unload
	At /engine/Game.lua:373 unregisterDialog
	At /mod/dialogs/ShowEquipInven.lua:161 
	At /engine/KeyBind.lua:229 receiveKey
	At /engine/ui/Dialog.lua:567 keyEvent
	At /engine/ui/Dialog.lua:339 *Which is where I killed the process*
Incidentally, whoever's been coding this -- neat stuff. It's pretty impressive, so far. Can't see the essence bar yet, if there's supposed to be one, and it seems like the earthen gun talent's not working quite right -- proc and on-ranged effects of equipped shot isn't transferring, just the base damage -- but things are pretty interesting. I'm guessing getting a counter of some sort (similar to damage shields) for jagged body and a resource bar for essence are upcoming changes?

Re: Elementals (Testing)

Posted: Wed Jun 11, 2014 6:38 pm
by grayswandir
Alright, should be fixed.

This was entirely my fault. It broke because the engine code changed - specifically, the engine changes that I introduced. :roll:

Re: Elementals (Testing)

Posted: Wed Jun 11, 2014 8:26 pm
by Frumple
Sweet zeus, I'm not sure if it's something the addon did or if I just got incredibly unlucky with a recursion bow equipped enemy, but I just had this happen.

tl;dr, archer rare shot at me ten times -- as in, used steady shot once and then shoot nine times -- in ~one round. Died from full health with full or near full jagged body, obviously :P

Re: Elementals (Testing)

Posted: Thu Jun 12, 2014 9:04 pm
by grayswandir
At PureQuestion's suggestion, I've swapped the locations of Heavy Arms and Pinpoint Toss. That should make the first 3 levels a bit easier - let me know what you think.

Re: Elementals (Testing)

Posted: Fri Jun 13, 2014 8:36 pm
by Dinlek
When using Earthen Gun, the number of shots consumed from your pouch(quiver) is equal to your range from the target. Not sure if that's intended, but I don't think so.

Re: Elementals (Testing)

Posted: Fri Jun 13, 2014 10:02 pm
by grayswandir
Alright, that should be fixed for now. It only happened with weapons pack, and it was actually shooting a bullet at each of the tiles on the path.

Re: Elementals (Testing)

Posted: Sat Jun 14, 2014 8:19 am
by Dinlek
...dang, now I wish I had set up a staminaless octupleshot, didn't even realize that. A piercing shot with no reduction but large ammo cost...almost sounds worth class points for.

Re: Elementals (Testing)

Posted: Sun Jun 15, 2014 3:24 pm
by jayseesee
This you, or something conflicting? http://i.imgur.com/rGrsbiP.png

Re: Elementals (Testing)

Posted: Sun Jun 15, 2014 4:37 pm
by grayswandir
Might possibly be the I500 bug I complain about here.

Re: Elementals (Testing)

Posted: Fri Jul 11, 2014 4:28 am
by Hunter
Just finished the game with, well, the only option currently available. I found it fun, and relatively well-balanced. By the endgame, I was playing almost strictly as a tank, using Chasm and Teluric Fist for extra punchiness against the final bosses, with occasional Detonations, Silicine Slicers, and Catapult for variety. Overall, I think it was about the same difficulty as a general melee character like a berzerker, with extra durability and some nice powers as a trade-off for some of the more specialized weapon skills. I went with Antimagic, even though I don't normally care for it (too much trade-off, imho, losing access to too many items in return for meh powers), because the race seemed tailor-made for Antimagic. I didn't really get much mileage out of it myself, but for players who enjoy Antimagic, it complemented the race/class pretty well.

Some thoughts:

*It seems odd that NPCs can have Jadir/Elemental powers, given that the Jadir powers and Elemental race are inextricable. One wouldn't expect to find a random Rare Forest Troll using Jadir powers. Not sure how easy it would be to code it so nothing except a possible Elemental NPC can get the powers, but it's something to think about.

*There was a nice progression of powers that were strong early but weak later, and vice versa. For instance, Rock Mortar was strong in the early game but mostly useless in late game, which is a good sign of balanced progression.

*Perhaps it could be made clearer from the start that Weapons Mastery/Armor Training don't work quite as well for the class. I'm unclear on the coding, but it seemed that the Jadir powers supplanted rather than augmented parts of the basic Combat Training Tree? If I'm mistaken in my understanding, please correct me, but I didn't see any apparent improvement in some areas when I tested Weapons Mastery, for instance.

*It would have been nice if the description for Earthen Gun had been a tiny bit clearer. It ultimately proved to be an excellent power that I got a lot of mileage out of, but, for instance, it used multiple shots when piercing and I couldn't tell if that was intentional, and I wasn't certain if everything except the actual damage was applied to the shots or if only certain powers/stats were.

*I got a few errors, but most of them seemed unrelated to this add-on (I used a lot of add-ons, as you can see from my character page, because I just didn't bother turning them off, though most of them had no influence on this game except to give me a bit more variety and give enemies more ways to hurt me, heh.) The only exception came when I encased emperor wight in Primordial Stone and the game did that infinite loop of error pop-ups thing that one occasionally sees. I had to abort and reload. The rest actually seemed related to Arcanum class pack, which had little to do with my Antimagic-using self, so I don't know if the problem was with that add-on alone or with the interaction between that one and this one.

*I didn't try the Eyal Resolver Tree, so I can't comment on it. Barehand fighting did seem pretty apt for the class, but thematic considerations wilted under the fact that it seemed overall less effective than using weapons, considering that the strength of a brawler lies heavily in the extra skills the class brings to the table. The choices of handwear didn't seem sufficient to compensate for this difference.

*Despite the fact that shield usage was encouraged by several of the class/race skills, I eschewed them because, even without a shield, my resistances and durability seemed quite sufficient, so the extra damage was preferable for me. The Plate of Genesis was pretty neat and I wore only that once I was able to put points in that skill.

*The toughest part was mid-game or so (but isn't it usually?) and the relative lack of mobility options made things occasionally dicey against tough spellcasters. I often found myself using Primordial Stone more as a pinpoint phase door-type power to close in on/escape an opponent than as a weapon.

*Is there any way to prevent suffocation sand walls for a Jadir? It seems logical that an earth elemental type, more so than any other race, should be able to survive with ease in that situation.

*Any chance of upgrading Temper Weapon to take advantage of the greater variety of weapons offered in Weapons Pack add-on, which is a favorite of mine?

*Small suggestion: allow free targeting of Detonation using keyboard rather than forcing us to go to the mouse if we want to target anything other than an opposing foe. If we use Pinpoint Toss to stick a rock under an enemy, it's fine, but I generally used Chasm, which meant I had to go to the mouse to move the target of Detonation to one of the rocks behind/beside an enemy.

I'm sure I had more thoughts, mostly positive, but they're escaping me right now. Overall, though, I had a lot of fun with this add-on and am looking forward to updates giving us other elementals (water, fire, and air, one assumes.)

http://te4.org/characters/8530/tome/8c4 ... 303883d449