[1.7.0] Hiveminder v1.3.0 "Freshly Functional Flowers"
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[1.7.0] Hiveminder v1.3.0 "Freshly Functional Flowers"
https://te4.org/games/addons/tome/hiveminder_class
Adds Hiveminders, an insect-themed wilder class, as a birth option. Hiveminders are a melee class specialising in dual-wielded daggers or psiblades. They command their vast hivemind to lend them potent support and utility powers which make up for their lacking offense.
Hiveminder talent trees include:
Hivemind: Resonate your mind with your insects to enhance your perception and enthrall enemies!
Swarm: Command a swarm of stinging insects to protect you from harm or torment your foes!
Floral Kinship: Draw upon the bond between insects and plants to become closer to Nature!
Silk: Spin sturdy threads of silk to bind foes, mend your wounds, and more!
Insect Morph: Borrow the strength of the insect world to enhance your own strength!
Metamorphosis (locked): Renew, heal, and vitalise yourself with the power of insect life cycles!
Parasitism (locked): Embrace the dark side of insect symbiosis to devastate your foes, at a price!
Insect Guardian (locked): Befriend a duo of loyal scarab beetles as lifelong companions!
Hiveminders also have access to the Combat Training, Lethality, Call of the Wild, and Mindstar Mastery generic trees by default, and can additionally unlock the Fungus and Mobility trees through levelling up.
Power is a subtle thing, adventurer. The smallest of factors can make the greatest of differences.
Adds Hiveminders, an insect-themed wilder class, as a birth option. Hiveminders are a melee class specialising in dual-wielded daggers or psiblades. They command their vast hivemind to lend them potent support and utility powers which make up for their lacking offense.
Hiveminder talent trees include:
Hivemind: Resonate your mind with your insects to enhance your perception and enthrall enemies!
Swarm: Command a swarm of stinging insects to protect you from harm or torment your foes!
Floral Kinship: Draw upon the bond between insects and plants to become closer to Nature!
Silk: Spin sturdy threads of silk to bind foes, mend your wounds, and more!
Insect Morph: Borrow the strength of the insect world to enhance your own strength!
Metamorphosis (locked): Renew, heal, and vitalise yourself with the power of insect life cycles!
Parasitism (locked): Embrace the dark side of insect symbiosis to devastate your foes, at a price!
Insect Guardian (locked): Befriend a duo of loyal scarab beetles as lifelong companions!
Hiveminders also have access to the Combat Training, Lethality, Call of the Wild, and Mindstar Mastery generic trees by default, and can additionally unlock the Fungus and Mobility trees through levelling up.
Power is a subtle thing, adventurer. The smallest of factors can make the greatest of differences.
Last edited by Mr Frog on Sun Nov 22, 2020 5:59 am, edited 5 times in total.
Re: [1.6.7] Hiveminder -- Wilder class
Nice, it's done! Been watching your progress on Discord, can't wait to try it. Looks whacky and fun, not to mention the top notch visuals. Now, to find the free time...
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Re: [1.6.7] Hiveminder -- Wilder class
Enjoying the class quite a bit, got an juicy error to report
. Got it when trying to descend to Kor'Pul's 3rd floor with the scarab buddies and it triggered infinite loading. It was something related with the Insect Guardians and them having a nil value (also, the error was preceded by a rare worm mass generation, no idea if that is relevant or not), but I kinda restarted the game after ctrl-alt-del-ing and stupidly reloaded the log, so I don't have the exact code, sorry
. After reloading the save game all is going well so far and I'm already on the 3rd floor. If I happen to encounter the same bug, will report it more responsibly. 
EDIT: And I have it one more time, looks like indeed is caused by npc rares



EDIT: And I have it one more time, looks like indeed is caused by npc rares

Code: Select all
Random elite generating
[createRandomBoss] Creating random boss Vorosevea the poison ivy 12.5 level 1 classes
* class Berserker rejected due to power source
* class Brawler rejected due to power source
* class Demonologist rejected due to power source
* class Necromancer rejected due to power source
* class Anorithil rejected due to power source
[applyRandomClass] 42741 Vorosevea the poison ivy Adding class Hiveminder Wilder
power types: not_power_source = technique,arcane power_source = nature
[applyRandomClass] Random boss forbade talent because of level Leaves Tide T_LEAVES_TIDE 12.5
[applyRandomClass] Random boss forbade talent because of level Insect Bombardiers T_MRFROG_INSECT_BOMBARDIERS 12.5
[applyRandomClass] Random boss forbade talent because of level Insect Berserkers T_MRFROG_INSECT_BERSERKERS 12.5
[applyRandomClass] Random boss forbade talent because of level Larva T_MRFROG_LARVA 12.5
[applyRandomClass] Random boss forbade talent because of level Morph Strike T_MRFROG_MORPH_STRIKE 12.5
[applyRandomClass] Random boss forbade talent because of level Silk Barrier T_MRFROG_SILK_BARRIER 12.5
[applyRandomClass] Random boss forbade talent because of level Web Line T_MRFROG_WEB_LINE 12.5
[applyRandomClass] Random boss forbade talent because of level Floral Blessing T_MRFROG_FLORAL_BLESSING 12.5
[applyRandomClass] Random boss forbade talent because of level Restore Swarm T_MRFROG_RESTORE_SWARM 12.5
[applyRandomClass] Random boss forbade talent because of level Lantern T_MRFROG_LANTERN 12.5
[applyRandomClass] Random boss forbade talent because of level As One T_MRFROG_AS_ONE 12.5
[applyRandomClass] Random boss forbade talent because of level Sudden Growth T_SUDDEN_GROWTH 12.5
[applyRandomClass] Random boss forbade talent because of level Ancestral Life T_ANCESTRAL_LIFE 12.5
[applyRandomClass] Random boss forbade talent because of level Blade Flurry T_BLADE_FLURRY 12.5
[applyRandomClass] Random boss forbade talent because of level Imago T_MRFROG_IMAGO 12.5
[applyRandomClass] Random boss forbade talent because of level Insect Bulwarks T_MRFROG_INSECT_BULWARKS 12.5
[applyRandomClass] Random boss forbade talent because of level Tumble T_TUMBLE 12.5
[applyRandomClass] Random boss forbade talent because of level Snap T_SNAP 12.5
[applyRandomClass] Random boss forbade talent because of level Trained Reactions T_TRAINED_REACTIONS 12.5
[applyRandomClass] Random boss forbade talent because of level Nature's Balance T_NATURE_S_BALANCE 12.5
[applyRandomClass] Random boss forbade talent because of level Floral Growth T_MRFROG_FLORAL_GROWTH 12.5
[applyRandomClass] Random boss forbade talent because of level Nature's Equilibrium T_NATURE_S_EQUILIBRIUM 12.5
Adding 5 random class talents to boss
1 * talent: T_MRFROG_DRAGONFLY_MORPH 2
2 * talent: T_MRFROG_MYRIAD_EYES 2
3 * talent: T_THICK_SKIN 2
4 * talent: T_WILD_GROWTH 2
5 * talent: T_MRFROG_INSECT_GUARDIANS 2
** Finished adding 5 of 5 random class talents
Loading entities file from memory /data/general/objects/random-artifacts/generic.lua
Begin randart generation: level = 12.5 egos = 1 gr egos = 0 rand themes = 3 points = 19 nb_powers = 5
* using themes antimagic,mind,mental
* forbid power sources: arcane,technique
Creating randart Erirain(flawless iron pickaxe) with no themename
** selected ego woodsman's (normal) nature
* adding power: generic save spell(1 points), 10 remaining
* adding power: generic resist temporal(2 points), 9 remaining
* adding power: generic resists pen mind(1 points), 7 remaining
* adding power: generic resist mind(2 points), 6 remaining
* adding power: generic mind crit magnitude(2 points), 4 remaining
* adding power: generic save spell(1.5 points), 2 remaining
* adding bias power: generic save spell(2.25 points), 10 remaining
* adding bias power: generic resist mind(3 points), 7.75 remaining
* adding bias power: generic save spell(2.7 points), 4.75 remaining
* adding bias power: generic mind crit magnitude(3 points), 2.05 remaining
[CALLBACK] upgrading to prioritized talents_on_act_base
[CALLBACK] upgrading to prioritized talents_on_talent_post
[resolveObject] CREATE FOR 42878 Vorosevea the poison ivy do_wear/tries: true 5 filter:
{forbid_power_source=table: 0x23acb348, force_drop=false, tome_drops="store", type="weapon", autoreq=true, subtype="dagger", ignore_material_restriction=true}
[TOME ENTITY FILTER] selected Double Ego 82.964129983788 98.5
[resolveObject] CREATED OBJECT: 42879 hateful steel dagger of erosion tries left: 4
[resolveObject] autoreq: GAINING STAT dex 3
[resolveObject] 42879 hateful steel dagger of erosion added to inventory MAINHAND
[resolveObject] CREATE FOR 42878 Vorosevea the poison ivy do_wear/tries: true 5 filter:
{forbid_power_source=table: 0x24330b90, force_drop=false, tome_drops="store", type="weapon", autoreq=true, subtype="dagger", ignore_material_restriction=true}
[TOME ENTITY FILTER] selected Greater 56.38038536659 63.5
[resolveObject] CREATED OBJECT: 42885 steel dagger of amnesia tries left: 4
fight: steel dagger of amnesia hateful steel dagger of erosion :: nil OFFHAND
[resolveObject] 42885 steel dagger of amnesia added to inventory OFFHAND
[resolveObject] CREATE FOR 42878 Vorosevea the poison ivy do_wear/tries: true 5 filter:
{forbid_power_source=table: 0x19dbdb98, force_drop=false, tome_drops="store", type="armor", autoreq=true, subtype="light", ignore_material_restriction=true}
[TOME ENTITY FILTER] selected Double Ego 86.280711561274 98.5
[resolveObject] CREATED OBJECT: 42889 cleansing cured leather armour of resilience tries left: 4
[resolveObject] autoreq: GAINING STAT str 4
fight: cleansing cured leather armour of resilience hateful steel dagger of erosion :: nil BODY
fight: cleansing cured leather armour of resilience steel dagger of amnesia :: nil BODY
[resolveObject] 42889 cleansing cured leather armour of resilience added to inventory BODY
[CALLBACK] upgrading to prioritized talents_on_stat_change
[CALLBACK] upgrading to prioritized talents_on_die
Lua Error: /data-hiveminder_class/talents/gifts/insect-guardian.lua:123: attempt to index local 'tGuardian' (a nil value)
At [C]:-1 __index
At /data-hiveminder_class/talents/gifts/insect-guardian.lua:123 passives
At /engine/interface/ActorTalents.lua:599 learnTalent
At /mod/class/Actor.lua:5019 learnTalent
At /mod/addons/orcs/superload/mod/class/Actor.lua:212 learnTalent
At /engine/resolvers.lua:108
At /engine/Entity.lua:762 resolve
At /mod/class/Actor.lua:313 resolve
At /engine/Zone.lua:631 finishEntity
At /data-hiveminder_class/talents/gifts/insect-guardian.lua:346 summonInsects
At /data-hiveminder_class/talents/gifts/insect-guardian.lua:325 on_levelup_close
At /mod/class/Actor.lua:5064 learnTalent
At /mod/addons/orcs/superload/mod/class/Actor.lua:212 learnTalent
At /mod/class/Actor.lua:3848 resolveLevelTalents
At /mod/class/Actor.lua:3881 levelup
At /mod/addons/orcs/superload/mod/class/Actor.lua:127 levelup
At /engine/interface/ActorLevel.lua:145 forceLevelup
At /engine/interface/ActorLevel.lua:63 resolveLevel
At /engine/Entity.lua:778 resolve
At /mod/class/Actor.lua:313 resolve
At /engine/Zone.lua:733 finishEntity
At /engine/Zone.lua:454 makeEntity
At /mod/class/generator/actor/Random.lua:44 generateOne
At /engine/generator/actor/Random.lua:127 regenFrom
At /engine/generator/actor/Random.lua:49 generate
At /engine/Zone.lua:1133 newLevel
At /engine/Zone.lua:989 getLevel
At /mod/class/Game.lua:1156 changeLevelReal
At /mod/addons/cults/superload/mod/class/Game.lua:45 changeLevelReal
At /mod/class/Game.lua:947 unload
At /engine/Game.lua:467 unregisterDialog
At /mod/dialogs/ShowEquipInven.lua:179
At /engine/KeyBind.lua:231 receiveKey
At /engine/ui/Dialog.lua:802 keyEvent
At /engine/ui/Dialog.lua:510
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~
Re: [1.6.7] Hiveminder -- Wilder class
Comparing my code with the code for WO's WtW buddy, I think this is caused by the randboss in question having its beetles put on the map before its own existence is fully finalised (there being a callback in wormbro code specifically to avoid this). Gonna transplant some of wormbro's code in and hope for the best.rexorcorum wrote:Enjoying the class quite a bit, got an juicy error to report. Got it when trying to descend to Kor'Pul's 3rd floor with the scarab buddies and it triggered infinite loading. It was something related with the Insect Guardians and them having a nil value (also, the error was preceded by a rare worm mass generation, no idea if that is relevant or not), but I kinda restarted the game after ctrl-alt-del-ing and stupidly reloaded the log, so I don't have the exact code, sorry
. After reloading the save game all is going well so far and I'm already on the 3rd floor. If I happen to encounter the same bug, will report it more responsibly.
EDIT: And I have it one more time, looks like indeed is caused by npc rares
-snip-
Re: [1.6.7] Hiveminder v1.0.1 -- Wilder class
OK! I'm not 100% sure if it actually will spawn the insects but I successfully got it to not crash in devmode, which is nice.
E: Changelog for posterity:
TY to rexorcorum for reporting this in detail 
E: Changelog for posterity:
Code: Select all
Changes for 1.0.1:
- Fixed a script error that occurred with Insect Guardians due to NPC on_levelup_close stuff taking effect before their existence is finalised (you learn something new every day)

Re: [1.6.7] Hiveminder -- Wilder class
Played a bit.
Found a few bugs.
The first talent in Silk says it only tangles enemies, but it affects allies as well.
Guardian Beetles have significantly less base damage than the talent claims.
I died in adventure mode and lost my beetles. They didn't die, they didn't come to Eidlon with me, they were still in my party, but they just weren't anywhere. Activating the talent did nothing, same for adding another point to the talent, same for zone change.
Some general feedback.
Icons are fantastic, really nice work.
The class starts with Mindstar mastery, but no mindstars in inventory or quick swap. I took the point out of dagger mastery and invested in mindstars at birth, so this was especially disappointing.
The class has gobs of defense and utility but not many attacks. Swarm attacks seem like they would be very weak, but I can't see myself giving up swarm defense for it anyway. There's one attack in the morph tree, at level 8, with 12 cooldown. Parasitism looks like it could deal ludicrous damage if NPCs can use it. Could be decent damage for the player, but I'm wary of anything that eats my life. Beetle attacks look like they could be good, but my beetles disappeared before I got that far. Even unlocking a tree as Cornac, I had 2 active talents and neither did damage. I spent most of my run bumping.
As of 1.6, all talents are either 1.0 or 1.3, so having Mobility at 0.8 is a bit odd, especially with it locked.
The choice of mindstars or daggers could be interesting, but there's not much incentive to build Dexterity, and Mindstars tend to have better egoes and procs than daggers, not to mention Leaves Tide. Nature's Equilibrium is nice, too. You also need Mindpower to land status effects, so another point for Mindstars.
The morph tree is odd. Mutually exclusive sustains are awkward. Normally global speed is one of the best things you can get, but dragon gives a pretty small amount, so the stunt resistance and armor from lady bird is probably best, especially since you have another talent to boost speed, albeit temporarily. Stun is also probably the best of the effects from Morph Strike, too. Healing reduction is situationally useful. Also, really minor, but the orientation on the Dragonfly stance effect seems upside down to me, with the tail sticking up out of my head.
There are some nice ideas here, I really like the theme, and your artwork is fantastic. I hope you keep at it. Personally, I would like to see more low level active talents, more weapon attacks, and more offensive talents in general. One idea may be to rework the morph tree into a series of attack talents that grant temporary buffs, instead of sustains. Basically, make each stance strike into an attack that grants the stance buff as a temporary effect. Or, have the sustain activation include the attack. This would also encourage swapping stances more. The cap stone could still be an attack that varies by stance in that case, in the other case it could grant an extra bonus to each of the temporary effects, perhaps.
Found a few bugs.
The first talent in Silk says it only tangles enemies, but it affects allies as well.
Guardian Beetles have significantly less base damage than the talent claims.
I died in adventure mode and lost my beetles. They didn't die, they didn't come to Eidlon with me, they were still in my party, but they just weren't anywhere. Activating the talent did nothing, same for adding another point to the talent, same for zone change.
Some general feedback.
Icons are fantastic, really nice work.
The class starts with Mindstar mastery, but no mindstars in inventory or quick swap. I took the point out of dagger mastery and invested in mindstars at birth, so this was especially disappointing.
The class has gobs of defense and utility but not many attacks. Swarm attacks seem like they would be very weak, but I can't see myself giving up swarm defense for it anyway. There's one attack in the morph tree, at level 8, with 12 cooldown. Parasitism looks like it could deal ludicrous damage if NPCs can use it. Could be decent damage for the player, but I'm wary of anything that eats my life. Beetle attacks look like they could be good, but my beetles disappeared before I got that far. Even unlocking a tree as Cornac, I had 2 active talents and neither did damage. I spent most of my run bumping.
As of 1.6, all talents are either 1.0 or 1.3, so having Mobility at 0.8 is a bit odd, especially with it locked.
The choice of mindstars or daggers could be interesting, but there's not much incentive to build Dexterity, and Mindstars tend to have better egoes and procs than daggers, not to mention Leaves Tide. Nature's Equilibrium is nice, too. You also need Mindpower to land status effects, so another point for Mindstars.
The morph tree is odd. Mutually exclusive sustains are awkward. Normally global speed is one of the best things you can get, but dragon gives a pretty small amount, so the stunt resistance and armor from lady bird is probably best, especially since you have another talent to boost speed, albeit temporarily. Stun is also probably the best of the effects from Morph Strike, too. Healing reduction is situationally useful. Also, really minor, but the orientation on the Dragonfly stance effect seems upside down to me, with the tail sticking up out of my head.
There are some nice ideas here, I really like the theme, and your artwork is fantastic. I hope you keep at it. Personally, I would like to see more low level active talents, more weapon attacks, and more offensive talents in general. One idea may be to rework the morph tree into a series of attack talents that grant temporary buffs, instead of sustains. Basically, make each stance strike into an attack that grants the stance buff as a temporary effect. Or, have the sustain activation include the attack. This would also encourage swapping stances more. The cap stone could still be an attack that varies by stance in that case, in the other case it could grant an extra bonus to each of the temporary effects, perhaps.
Re: [1.6.7] Hiveminder -- Wilder class
Ah, that's more of a quirk of how ToME's damage calculations work I think. I think it'll only do the exact base damage when the attacker has 100 strength. I should probably make the description reflect the beetles's actual damage better but I'd need to learn more about how these things are calculated first.nsrr wrote: Guardian Beetles have significantly less base damage than the talent claims.
...Those beetles are a goddamn nightmare lmao. I spent 3 entire hours fixing a bug where they'd spawn infinitely.I died in adventure mode and lost my beetles. They didn't die, they didn't come to Eidlon with me, they were still in my party, but they just weren't anywhere. Activating the talent did nothing, same for adding another point to the talent, same for zone change.
This is a pretty common complaint I've been seeing.The class starts with Mindstar mastery, but no mindstars in inventory or quick swap. I took the point out of dagger mastery and invested in mindstars at birth, so this was especially disappointing.
Damage from poison stacks so they're a bit stronger than they look. I had to nerf Swarm Assault in particular quite a bit because it would just dissolve things esp. groups (might have overdone it lol). I am thinking about giving the class a bit more general survivability so they're not as dependent on Defend Command, and might increase Attack Command's damage a bit.Swarm attacks seem like they would be very weak, but I can't see myself giving up swarm defense for it anyway.
Way ahead of you lol; the 3rd and 4th abilities (which are imo the biggest problem children in the tree) are currently banned on NPCs pending a significant rework based on feedback I got before release. % max life will be dead, eventually. Probably.Parasitism looks like it could deal ludicrous damage if NPCs can use it.
It's kind of supposed to be a bumpy class (as much of a cop-out as "I meant to do that haha" always is). I like complicated mechanics, but I also like how streamlined the bumpier classes like Cursed feel compared to classes that have to push buttons for even basic encounters, so I think I tried to have both here (>bump class with a talent that deals damage based on a percent of a percent of a percent). I also didn't think it really suited the class's insect theme to have really overwhelming destructive power. I might have gone too far on all of that, lol.I spent most of my run bumping.
This is due to an actual mistake on my part; the idea was that daggers using Dexterity would let you have more accuracy while still keeping your damage up, but I didn't realise until I was about 75% of the way in that mindstars use Willpower for accuracy thus rendering a core concept of the class moot. I might just switch it over to a pure psiblade class, as much as abandoning an idea annoys me.The choice of mindstars or daggers could be interesting, but there's not much incentive to build Dexterity, and Mindstars tend to have better egoes and procs than daggers, not to mention Leaves Tide. Nature's Equilibrium is nice, too. You also need Mindpower to land status effects, so another point for Mindstars.
Ah, the Dragonfly speed buff is low because even beyond global speed being ridiculously abusable, HM themselves have (as you pointed out) a talent that boosts combat speed, which afaik interacts multiplicatively with global speed, so I really didn't want the dragonfly boost to be too high. I myself wasn't sure about how the balance worked out for the morphs and I definitely agree with you that Ladybird is probably the "good" one and Wolf Spider probably needs to be buffed in general. I think I might make Dragonfly a bit stronger and WS a lot stronger overall (Ladybird is in a nice place in my opinion). Making them stronger will probably also make the class feel a bit less wimpy.The morph tree is odd. Mutually exclusive sustains are awkward. Normally global speed is one of the best things you can get, but dragon gives a pretty small amount, so the stunt resistance and armor from lady bird is probably best, especially since you have another talent to boost speed, albeit temporarily. Stun is also probably the best of the effects from Morph Strike, too. Healing reduction is situationally useful. Also, really minor, but the orientation on the Dragonfly stance effect seems upside down to me, with the tail sticking up out of my head.
There are some nice ideas here, I really like the theme, and your artwork is fantastic. I hope you keep at it.

I don't think there's a way to say this without coming off as a diva but I'm not keen on making massive conceptual changes at this point unless the limb in question is severely rotten, at least not without a lot of convincing. Sorry! I really hate just brushing off criticism esp. because I can see that you absolutely are delivering this in good faith and from a good fundamental design sense to boot (which is already more than I can even reasonably ask for from a post like this), and a lot of what you're saying is stuff that I do agree with and will probably act on, but I don't see myself massively restructuring the class, because I'm personally happy with how its basic play turned out even if a lot of things about the execution of such might need more polish.Personally, I would like to see more low level active talents, more weapon attacks, and more offensive talents in general. One idea may be to rework the morph tree into a series of attack talents that grant temporary buffs, instead of sustains. Basically, make each stance strike into an attack that grants the stance buff as a temporary effect. Or, have the sustain activation include the attack. This would also encourage swapping stances more. The cap stone could still be an attack that varies by stance in that case, in the other case it could grant an extra bonus to each of the temporary effects, perhaps.
(Unless you meant most of that as advice for any classes I make going forward, in which case most of that enormous runon sentence wasn't necessary.)
Re: [1.6.7] Hiveminder -- Wilder class
Small update, which most notably addresses the magical disappearing scarab bug nsrr found (that's what I get for only testing this in Roguelike lmao)
E: Accidentally said "infusion" instead of "inscription". To clarify: Scarabs can use both runs and infusions.
Code: Select all
Changes for 1.0.2:
- Activating Insect Guardians will now properly retrieve/revive your scarabs if they are absent from the map but not dead or removed, most notably after returning from the Eidolon Plane.
- Scarab beetle guardians are now limited to one inscription*. (I intended to do this but forgot, haha)
- You now start with 2 mossy mindstars in your inventory, should you wish to equip them.
Last edited by Mr Frog on Thu Mar 26, 2020 2:38 pm, edited 1 time in total.
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Re: [1.6.7] Hiveminder -- Wilder class
Well, this is how some of ToME's shaders work for some reason, you have to make the texture upside down in order to appear normally ingameAlso, really minor, but the orientation on the Dragonfly stance effect seems upside down to me, with the tail sticking up out of my head.

Oh, and another minor visual improvement that can be made (not a big deal, really) is to draw the scarabs in 128x128, because when opening the inventories, they'll look even nicer, and sharper to boot

~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~
Re: [1.6.7] Hiveminder -- Wilder class
This just about captures my reactions: fun concept, fantastic artwork, but feels pretty passive to play. I count only two actual attacking talents (swarm assault and morph strike) which are unlocked at birth. Everything else is a nice-to-have grab-bag of utility talents but not thing you're going to be using all the time.nsrr wrote: There are some nice ideas here, I really like the theme, and your artwork is fantastic. I hope you keep at it. Personally, I would like to see more low level active talents, more weapon attacks, and more offensive talents in general.
I really like the Beetle tree, and can imagine going 5/5/5/5 in it pretty early. I already talked to you in-game about how the beetles start with 3 inscription slots.
Re: [1.6.7] Hiveminder -- Wilder class
Enjoying this class! I'm not good enough in my gameplay abilities to give design feedback, but I'll post any bugs I encounter here. Here's one: Swarm Assault actually slows movement speed of targets way more than the tooltips suggest - it always slows by 60%. Poking around in the code a bit, I'm pretty sure the issue is in the effect (physical.lua): movement_speed is on a scale of 0 to 1 so the effect value (which is a percentage) needs to be divided by 100.
Re: [1.6.7] Hiveminder -- Wilder class
I actually did not know either that shaders invert textures or that NPC sprites support higher resolutions! I think expanding the scarab resolution might be a bit of a letdown, though, since I painted them under the assumption that they'd be shrunk way down, so they're not actually that detailed and tbqh the actual art quality is pretty rough -- it only looks as nice(?) as it does because when they're shrunk like that you can't see how sloppy everything is :prexorcorum wrote:Well, this is how some of ToME's shaders work for some reason, you have to make the texture upside down in order to appear normally ingame. And I 've forgotten to congratulate you especially for daring to tinker with the aura shader! If you like, I can pass you the arcane instructions from Suslik how to finetune the textures.
Oh, and another minor visual improvement that can be made (not a big deal, really) is to draw the scarabs in 128x128, because when opening the inventories, they'll look even nicer, and sharper to boot.
Beetles are already now limited to 1 inscription as of 1.0.2 (thanks for pointing that out in chat btw! It completely evaded my attention). I don't think the change will actually impact beetles that have already been created, though, so if you're still running your HM I advise you to enjoy the overpowered utility buggos while you still cantabs wrote:This just about captures my reactions: fun concept, fantastic artwork, but feels pretty passive to play. I count only two actual attacking talents (swarm assault and morph strike) which are unlocked at birth. Everything else is a nice-to-have grab-bag of utility talents but not thing you're going to be using all the time.nsrr wrote: There are some nice ideas here, I really like the theme, and your artwork is fantastic. I hope you keep at it. Personally, I would like to see more low level active talents, more weapon attacks, and more offensive talents in general.
I really like the Beetle tree, and can imagine going 5/5/5/5 in it pretty early. I already talked to you in-game about how the beetles start with 3 inscription slots.

I think Insect Guardians is the way it is because some deep part of my rockbrain told me that the class does need some actual buttons to push, lol. Hopefully they won't spit out any more gamebreaking errors.
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- Graphical God
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Re: [1.6.7] Hiveminder -- Wilder class
Pffft, they look greatMr Frog wrote: tbqh the actual art quality is pretty rough -- it only looks as nice(?) as it does because when they're shrunk like that you can't see how sloppy everything is :p


~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
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- Low Yeek
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Re: [1.6.7] Hiveminder -- Wilder class
Alright, here's the error log.
ERROR:
Game version: tome-1.6.7
Addons: ashes-urhrok-1.6.7[O], items-vault-1.6.0[O], hiveminder_class-1.6.7[X], dreadnecromancer-1.6.4[X], possessors-1.6.6[O], orcs-1.6.7[O], cults-1.6.7[O]
Game version (character creation): tome-1.6.7
Lua Error: /engine/interface/GameTargeting.lua:137: /engine/interface/ActorTalents.lua:164: /engine/interface/ActorTemporaryEffects.lua:123: attempt to index local 'ed' (a nil value)
stack traceback:
/engine/interface/ActorTemporaryEffects.lua:123: in function 'setEffect'
/data-dreadnecromancer/damage_types.lua:68: in function 'projector'
/engine/interface/ActorProject.lua:259: in function 'project'
/data-dreadnecromancer/talents/spells/grave-raz.lua:42: in function </data-dreadnecromancer/talents/spells/grave-raz.lua:37>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:162: in function </engine/interface/ActorTalents.lua:151>
At [C]:-1
At [C]:-1 error
At /engine/interface/GameTargeting.lua:137 fct
At /engine/interface/GameTargeting.lua:143 targetMode
At /engine/interface/GameTargeting.lua:212
At /engine/KeyBind.lua:231
Like I said, this happened when using a specific talent on a hostile target.
Also, the Hiveminder is pretty great. Too few classes lets you harness the power of beetles.
ERROR:
Game version: tome-1.6.7
Addons: ashes-urhrok-1.6.7[O], items-vault-1.6.0[O], hiveminder_class-1.6.7[X], dreadnecromancer-1.6.4[X], possessors-1.6.6[O], orcs-1.6.7[O], cults-1.6.7[O]
Game version (character creation): tome-1.6.7
Lua Error: /engine/interface/GameTargeting.lua:137: /engine/interface/ActorTalents.lua:164: /engine/interface/ActorTemporaryEffects.lua:123: attempt to index local 'ed' (a nil value)
stack traceback:
/engine/interface/ActorTemporaryEffects.lua:123: in function 'setEffect'
/data-dreadnecromancer/damage_types.lua:68: in function 'projector'
/engine/interface/ActorProject.lua:259: in function 'project'
/data-dreadnecromancer/talents/spells/grave-raz.lua:42: in function </data-dreadnecromancer/talents/spells/grave-raz.lua:37>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:162: in function </engine/interface/ActorTalents.lua:151>
At [C]:-1
At [C]:-1 error
At /engine/interface/GameTargeting.lua:137 fct
At /engine/interface/GameTargeting.lua:143 targetMode
At /engine/interface/GameTargeting.lua:212
At /engine/KeyBind.lua:231
Like I said, this happened when using a specific talent on a hostile target.
Also, the Hiveminder is pretty great. Too few classes lets you harness the power of beetles.
Re: [1.6.7] Hiveminder -- Wilder class
This looks to be caused by Dread Necro, at a glance.