[1.7.0] Hiveminder v1.3.0 "Freshly Functional Flowers"

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Mr Frog
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[1.7.0] Hiveminder v1.3.0 "Freshly Functional Flowers"

#1 Post by Mr Frog »

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.
Last edited by Mr Frog on Sun Nov 22, 2020 5:59 am, edited 5 times in total.

nsrr
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Re: [1.6.7] Hiveminder -- Wilder class

#2 Post by nsrr »

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...

rexorcorum
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Re: [1.6.7] Hiveminder -- Wilder class

#3 Post by rexorcorum »

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 :oops:. 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 :)

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 ] ~
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Mr Frog
Thalore
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Re: [1.6.7] Hiveminder -- Wilder class

#4 Post by Mr Frog »

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 :oops:. 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-
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.

Mr Frog
Thalore
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Re: [1.6.7] Hiveminder v1.0.1 -- Wilder class

#5 Post by Mr Frog »

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:

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)
TY to rexorcorum for reporting this in detail :D

nsrr
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Re: [1.6.7] Hiveminder -- Wilder class

#6 Post by nsrr »

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.

Mr Frog
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Re: [1.6.7] Hiveminder -- Wilder class

#7 Post by Mr Frog »

nsrr wrote: Guardian Beetles have significantly less base damage than the talent claims.
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.
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.
...Those beetles are a goddamn nightmare lmao. I spent 3 entire hours fixing a bug where they'd spawn infinitely.
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.
This is a pretty common complaint I've been seeing.
Swarm attacks seem like they would be very weak, but I can't see myself giving up swarm defense for it anyway.
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.
Parasitism looks like it could deal ludicrous damage if NPCs can use it.
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.
I spent most of my run bumping.
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.
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.
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 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.
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.
There are some nice ideas here, I really like the theme, and your artwork is fantastic. I hope you keep at it.
:D
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.
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.

(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.)

Mr Frog
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Re: [1.6.7] Hiveminder -- Wilder class

#8 Post by Mr Frog »

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)

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.
E: Accidentally said "infusion" instead of "inscription". To clarify: Scarabs can use both runs and infusions.
Last edited by Mr Frog on Thu Mar 26, 2020 2:38 pm, edited 1 time in total.

rexorcorum
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Re: [1.6.7] Hiveminder -- Wilder class

#9 Post by rexorcorum »

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.
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 :).
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
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tabs
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Re: [1.6.7] Hiveminder -- Wilder class

#10 Post by tabs »

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.
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.

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.

cundel
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Re: [1.6.7] Hiveminder -- Wilder class

#11 Post by cundel »

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.

Mr Frog
Thalore
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Re: [1.6.7] Hiveminder -- Wilder class

#12 Post by Mr Frog »

rexorcorum 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 :).
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 :p
tabs wrote:
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.
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.

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.
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 can :D

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.

rexorcorum
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Re: [1.6.7] Hiveminder -- Wilder class

#13 Post by rexorcorum »

Mr 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
Pffft, they look great 8). I was saying that atm the game blows them up from the 64 tile to a 128 image in the Character and Inventory screens, which makes them fuzzy. But if you make a 128 tile, it will be displayed in it's real resolution there and shrunk down automatically in the actual game screen. But I am known to be quite the perfectionist in my aesthetic requirements, so leaving them as they are is perfectly fine as well :).
~ [ 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) ] ~

Mathnygard
Low Yeek
Posts: 6
Joined: Mon May 06, 2019 7:24 pm

Re: [1.6.7] Hiveminder -- Wilder class

#14 Post by Mathnygard »

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.

nsrr
Sher'Tul
Posts: 1126
Joined: Mon Sep 21, 2015 8:45 pm
Location: Middle of Nowhere

Re: [1.6.7] Hiveminder -- Wilder class

#15 Post by nsrr »

This looks to be caused by Dread Necro, at a glance.

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