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Shining One

Posted: Tue Dec 29, 2020 2:26 am
by Recaiden
Hello everyone.
This addon introduces a new Demented class, the Shining One.
As a demented, it requires the Forbidden Cults DLC to function.
You can download it here: https://te4.org/games/addons/tome/classshining

At long last, you can play the Luminous Horror class.

Extra thanks to Erenion and nsrr for their valuable feedback in testing out the class.

Please report any bugs you find; I'll try to fix them.

Re: Shining One

Posted: Tue Dec 29, 2020 10:36 am
by Seventeer
see you again.
If the damage modify is 30% of the nomal?
and I wander how to fight against sun horror…

Re: Shining One

Posted: Wed Mar 24, 2021 2:30 am
by disloyalsoup
I'm running into Lua error related to the Shining One when playing as another class (Wisp).

Code: Select all

ERROR:
Game version: tome-1.7.2
Addons: classshining-1.7.0[X], hz-escorts-1.3.1[X!], improved_combat_text_v2-1.6.0[X!], race-doomling-1.7.0[X], possessors-1.7.0[O], classastromancer-1.7.0[X], revamped-wyrmic-1.6.0[X!], ashes-urhrok-1.7.0[O], classmartyr-1.7.0[X], select-first-escort-1.7.0[X], classdemolisher-1.7.0[X], orcs-1.7.0[O], zomnibus-1.7.0[X], voidscholar_class-1.7.0[X], classwisp-1.7.0[X], nalorenrace-1.6.7[X!], items-vault-1.7.0[O], evolution-barbarian-1.6.7[X!], vortep-1.6.7[X!], whitemonk-1.7.0[X], race-undeadpack-1.7.0[X], frost_invoker-1.7.0[X], grovekeeper-1.7.2[X], highguard-1.7.0[X], zilquishrace-1.7.0[X], hiveminder_class-1.7.0[X], ignore_rc_locks-1.7.0[X], cults-1.7.0[O], heartstalker_class-1.7.0[X], skirm_revamp-1.7.1[X]

Game version (character creation): tome-1.7.2
Lua Error: /data-classshining/talents/nuclear.lua:45: attempt to call method 'knowTalent' (a nil value)
  At [C]:-1 knowTalent
  At /data-classshining/talents/nuclear.lua:45 projector
  At /engine/interface/ActorProject.lua:259 project
  At /data/general/traps/complex.lua:259 act
  At /engine/GameEnergyBased.lua:129 tickLevel
  At /engine/GameEnergyBased.lua:64 tick
  At /engine/GameTurnBased.lua:51 tick
  At /mod/class/Game.lua:1559 base_tick
  At ...ons/improved_combat_text_v2/superload/mod/class/Game.lua:61 

Re: Shining One

Posted: Wed Jun 09, 2021 4:34 am
by Recaiden
A new version has been posted, with a fix for the above bug, and also these changes.
  • Mantra Prophet starts lower, scales more with talent levels.
  • Supercritical grants less Spellsurge and less dodge.
  • Slightly decreased resistance and affinity granted by Inner Power tree.
  • Activating a Mantra Recitation now restores insanity.
  • Mantra Adept’s fireshield now includes a stun chance.
  • Less damage to allies with light and fire (this is a nerf).
  • Fixed description of Sunburn, which is now an Other effect.
  • Reflections won’t appear on the world map.
  • Empyreal Armaments has a scaling chance to blind.
  • Stellar Nursery has a slightly improved chance to trigger.
  • Supernova Shell is now instant to cast.

Re: Shining One

Posted: Mon Jun 14, 2021 1:19 pm
by Kato
I suppose that the names of the talent trees and their descriptions need "_t" to be translated.

Re: Shining One

Posted: Mon Jun 14, 2021 3:28 pm
by Recaiden
You suppose correctly. Was there a particular way you were hoping it could be translated?

Re: Shining One

Posted: Wed Jul 14, 2021 2:47 am
by Syovere
So far I've been enjoying the Shining One, I just have one issue. Well, two, but one was an expected part of the design.

Issue Actual: Holy hell these guys are mean to escorts. The biggest culprit is Criticality Excursion, making it basically impossible to keep any escort alive at all.

Issue Obvious: How exactly does one kill a Luminous Horror? I wouldn't normally care except I need one for Elixir of Focus... (edit: I was eventually able to work this out with the respen on one of the talents. Blighted Summoning and on-cast effects also helped.)

Also, the stacking on Sunburn seems to be a bit wonky to me, not always applying when I think it should. I'm not entirely sure if I'm misunderstanding the ability or what, though. Description says any non-fire damage should increase it, but according to the tooltips it seems like my light damage isn't increasing it either.

One other thought: an evolution similar to Envoy of a Distant Sun seems thematically appropriate for this class.

Edit: I had some trouble in the early game until I got my durability sorted out. Now I just roll over shit. Here's my character, Elenil Brightsun. While Arcanum has allowed me to do some stupid things with gems, I accidentally killed the merchant on the same turn I killed the assassin lord so I don't have merchant randarts to work with. I feel like this balances out more-or-less. I'll update further when the game finishes, but my Reflections were able to drop Vor before I even saw him. Autocast procs like on Spellblade and Void Orb seem to get kind of insane with this class.

(and yes, I know heavy Con investment is normally not advised, but I really wanted more health. because yikes)

Edit 2: Aaaaaaand died to The One That Writes. Stupid boulder traps. But something bugged out on the same turn forcing me to Task Manager out, so that's... I mean, technically I could continue but that wouldn't feel proper.

Re: Shining One

Posted: Fri Aug 20, 2021 12:22 pm
by DAllan7m
First of all i just started a (second) character with this class, so there not a lot I can say. Still, while I trying (and failing) to kill my first boss (Yes, I have a problem with the worm's brain. I think, I need to follow the example of Brave Sir Robin, at least when my hp gets too low), there's one thing that don't fit logic wise to this class:

Shouldn't Shining One has talent tree "Combat training" locked and hidden like any other pure caster? I know I just nitpicking and it's only 50 gold in player's advantage, but still...

Yes, I am aware that I have typed too much for something like this, just take it as me finding your addon too interesting thematically so I can't stay silent. Or succinct ;)

P. S. Auto-correct don't fail me! :D

Re: Shining One

Posted: Mon Feb 28, 2022 1:00 pm
by gooder1029
Hello, I really like the mod you made, I translated it into Chinese, thanks.

The file name is tome-classshining translated it into Chinese 2022-2-28.zip

This translation only talents and birth data.

I used Lua file translation,but some english sentences still exist in these Lua files:demented.lua, mantra.lua & nuclear.lua,so continued to modify these files.

I also put them on google driver:

Code: Select all

https://drive.google.com/drive/folders/1ihgh5EQCQQEHpqNC6DjKtL4VxriZl52A?usp=sharing

Re: Shining One

Posted: Sat Mar 05, 2022 1:22 am
by visage
FWIW, I don't think Glowing Horrors are getting their ability skills increased with player investment in Stellar Nursery or Protosolar Rays.

Re: Shining One

Posted: Thu Mar 17, 2022 4:52 am
by gooder1029
Hello, I really like the mod you made, I translated it into Chinese, thanks.

The file name is tome-classshining 0.17 translated it into Chinese 2022-3-17.zip

This translation only talents and birth data.

I used Lua file translation,but some english sentences still exist in these Lua files:demented.lua, mantra.lua & nuclear.lua,so continued to modify these files.

I also put them on google driver:

Code: Select all

https://drive.google.com/drive/folders/1ihgh5EQCQQEHpqNC6DjKtL4VxriZl52A

Re: Shining One

Posted: Tue Jul 18, 2023 6:54 am
by cundel
Hello, I saw that this was recently updated with a no-clones mode, and decided to give this a spin. Currently enjoying it, and haven't finished a run yet, but I do have a bug report: Grave of Suns doesn't apply its proc damage correctly - it will always apply 3 darkness damage per stack regardless of your spellpower, which makes it pretty weak.
The issue is the differing field name used to pass the damage value from the talent to the effect. The talent uses "pow", but the effect uses "power".

[core-gate.lua]:

Code: Select all

target:setEffect(target.EFF_REK_SHINE_GRAVE_OF_SUNS_DOOM, 5, {pow=deff.dam.dam, stacks=1, max_stacks=deff.dam.cap, src=deff.src})
[effects.lua]:

Code: Select all

DamageType:get(DamageType.DARKNESS).projector(old_eff.src, self.x, self.y, DamageType.DARKNESS, old_eff.power * old_eff.stacks)