Arcanum Class Pack v2.3

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HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Arcanum Class Pack v2.3

#1 Post by HousePet »

Primary Features:
Two new Archmage style classes; Arcanist and Elementist.
One new Enchanter class.
Some extra talents for Alchemist.
Lots of new artifacts.
Artifact gems are more interesting to attach to golems.
Angolwen Academy: Get training in the Arcane here.
3 new runes.
Two new item types with unique egos: Ritual Blades and Wardstones.


Arcanist Features:
Like Archmage, but also starts with temporal, meta and nightfall unlocked, and no elemental categories.
Has two unique categories; High magic and Void magic.
Can also unlock Illusion, Distortion, Power, Morph and Dawn (with Necromancy+).

Elementist Features:
Like Archmage, but only elemental categories.
Has three unique categories; Elementalism, Corrupted Elements and Elemental Fusion.

Enchanter Features:
Apply a variety of enchantments to your equipment.
Dabble in safe and unsafe hedge magic.
Defeat monsters with your prowess with a staff, or enchant weapons and armour to fight like a Warrior.

Archmage Features:
1 new category containing 8 arcane/elemental combo spells.

Alchemist Features:
Altered Alchemists Guild quest.
Two new unique categories: Poison Alchemy and Metal Alchemy.
They also get access to Mana Alchemy category.

Download: http://te4.org/games/addons/tome/arcanum-class-pack


Compatability info. (not updated because I'm lazy)
Superload Overrides:
mod/class/object/use
mod/class/interface/actorinscriptions/getInscriptionData
Superload Wrappers:
mod/class/actor/takeHit
mod/class/actor/onWear
mod/class/actor/onTakeOff
mod/class/actor/canWearObject
mod/class/interface/combat many
Hooks: (not that these should ever cause problems)
ToME:load
Entity:loadList
Combat:archeryHit
Actor:preUseTalent
Actor:postUseTalent
Actor:getTalentFullDescription:ressources
Actor:actBase:Effects
DamageProjector:final
Combat:attackTargetWith
Object:descWielder
Object:descPowerSource
Object:descMisc
Chat:load
Chat:add
Last edited by HousePet on Sat Jan 18, 2020 5:51 am, edited 46 times in total.
My feedback meter decays into coding. Give me feedback and I make mods.

Sradac
Sher'Tul
Posts: 1081
Joined: Fri Sep 21, 2007 3:18 am
Location: Angolwen

Re: Arcanum Class Pack

#2 Post by Sradac »

dude looks awesome. will give it a spin soon. void sounds really cool.

Hellcommander
Archmage
Posts: 362
Joined: Tue Nov 09, 2010 7:43 pm

Re: Arcanum Class Pack

#3 Post by Hellcommander »

Don't know if you know but this does not seem to work with the ID500 addon.
It gets stuck at 100% if that addon is loaded.

Sradac
Sher'Tul
Posts: 1081
Joined: Fri Sep 21, 2007 3:18 am
Location: Angolwen

Re: Arcanum Class Pack

#4 Post by Sradac »

got an arcanist to level 15. Im liking it so far. Void is really cool, I like trading defense for power and its cool that a mage finally have a talent specialized against mages. It only makes sense that some kind of magic user would have abilities meant to cripple enemy spellcasters.

pheonix89
Halfling
Posts: 118
Joined: Mon Mar 05, 2012 10:35 pm

Re: Arcanum Class Pack

#5 Post by pheonix89 »

Poison bomb from the revised alchemist is causing an error and doesn't work.

Dropped on a group of skeleton mages in a vault. It created the fancy ass cloud graphic, but had no effect. Gave an error report damagetype.lua 59 damage type nil used but undefined. Error only stopped throwing after I changed levels.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack

#6 Post by HousePet »

ID500 doesn't tend to work with other addons.

When I complete this addon, it will be much more compatible, but it might still not work with ID500.

And it seems I missed a couple of minor pieces from Alchemist+ when I merged it. :oops:
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack beta

#7 Post by HousePet »

So the vault says that lots of people have tried this addon.

So where is all the feedback? :P
My feedback meter decays into coding. Give me feedback and I make mods.

Calodine
Cornac
Posts: 40
Joined: Fri Dec 30, 2011 4:21 am

Re: Arcanum Class Pack beta

#8 Post by Calodine »

I'm waiting on the more compatible version - Even removing most of my current addons, I couldn't get the game to load.

For reference, my list:

Druid
Fated
ShadowRace
Stoic
StoneWarden
ItemVault
Ignore RC locks (Computer recently wiped, haven't played in ages, dun wanna have to go through everything again :3)
ConStamina
Illusionist

That works fine - I took out illusionist 'cause I figured that'd cause problems. Then I took out everything but Stonewardens, ignore RC locks, constamina, itemvault and stoic and it still wouldn't load. Itemvault and the wardens wouldn't do it 'cause they come with the game - And I can't see why any of those others would cause an issue. I forgot what I took out after that but I did finally get it to load up to the character creation screen. But yeah, right now it's kinda this or everything else, and I have saves on everything else :3

With regards to feedback, I can only give first impressions based off looking at the skill trees. Some of the skills seem really niche.

Bind Elemental in particular - It's the capstone ability for the elementist (Elementalist?)'s primary tree...But it only works on regular enemies of a single specific type that isn't very common. Compare to the Arcanist's Charm, which does pretty much the same thing (Minus the killing at the end), is only the third ability in it's tree (Which admittedly means bugger all) and works on everything - even elites/rares, if you can get through (Unless you didn't list that for charm :P)

As for unlight - The damage for it'd better be pretty damn high - enemies tend to have crazy good infravision compared to players, that's only a 25% blind chance even after getting past saves/immunities, and it sounds like it'd be pretty damn common to find using that spell would wind up doing more harm than good, losing you sight on enemies but they can still see you.

Crumble sounds like it could really use bonus damage vs enemies hit with petrify - I was completely expecting that to be the case when I read the description. Probably 'cause I have a paradox mage going, but having 'crumble' come after 'turn things to stone'? That's a big opportunity for synergy missed :D

Elemental shield (And the talents that alter it) REALLY sound like it should be a sustain - It works pretty much exactly like the mindslayer and antimagic shields (Even down to restoring resources when it blocks damage), but the mindslayer shields have the on disable actives and the antimagic shield blocks ALL magical damage types, not just elemental. Right now, it's basically the same as the torques that drop everywhere - and if they aren't worth an item slot, they aren't worth a possible 15 class points. A big reason being that mages tend to get at least one hit off when they first notice you - and then another when you turn on the shield. As a sustain, it'd be great - Doesn't crumble like the AM shield, but only blocks 4-5 damage types. One thought I just had (And yeah I know rambling suggestions - and possibly impossible) would be to give it a sustain AND an active component - Make it only block one damage type, which can be changed on the fly via an active ability (Like the staff ability I forget the name of). That'd let you crank the numbers up - maybe give it mana drain like invisibility or tempest, but then it could be a really damn good shield and possibly give other benefits. More thematic too, with the whole elemental manipulation deal.

Finally, quintessence - I'm not really sure it's worth it. Wildfire/Storm's capstones do the same thing, but the archmage has tons of options for lightning/fire damage. Quintessence buffs Flux and Chaos Vortex. That's it. Those are your only blight damage options. First thing that came to mind here was a sustain/element select ability (Like I suggested for the shield) - This guy is a master of manipulating the elements and making them his bitch. The tree itself it called corrupted elements. So a way to corrupt his elemental spells to do blight damage would fit in this tree reaaally well, and actually make quintessence worth using - Hell, maybe it could be part of quintessence itself, replacing one of the bonuses it currently gives.

'course, I haven't seen how the abilities scale numbers wise ingame, so I could be full of it. Just what popped out reading the list.
20:23 DarkGod: googina .. hum

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack beta

#9 Post by HousePet »

Was probably the Druid addon. :lol: Update will definately fix that.

Removed the rank check from Bind Elemental. Still checks Instakill immunity though, so it works on rares, but not bosses.

Unlight: Doubled mana cost, +50% damage.

Crumble: I forgot I was going to do that...

Elemental Shield: Same is boring. :P

Quintessence: There are 8 more talents that you can't see...
My feedback meter decays into coding. Give me feedback and I make mods.

Teyar
Wayist
Posts: 26
Joined: Thu Apr 04, 2013 7:34 pm

Re: Arcanum Class Pack beta

#10 Post by Teyar »

When I use the Water Alch - Poison Bomb talent. And every turn a critter is in the field.

[LOG]
Lua Error: /engine/DamageType.lua:59: damage type nil used but undefined
At [C]:-1
At [C]:-1 assert
At /engine/DamageType.lua:59 get
At /engine/Map.lua:1044 processEffects
At /mod/class/Game.lua:1118 onTurn
At /engine/GameEnergyBased.lua:88 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1042
---------------- Stack Dump ----------------
2: table // 3a65e58
1: table // 3a65e58
--------------- Stack Dump Finished ---------------


I also gotta say, yeah, most of the stuff in this pack is SUPER niche. Nothing really definatively playstyle defining, very spread out, lots of neat little here and there things but virtually no real synergy I can see at first low level glance. Talent points are /tight/ on a mage, since you need a rotation and lots of defensive options.

Whats up with all the Infusion addons all over the place, for instance? They show up on classes that cant even USE infusions... I love your work generally, HP, but this one seems not quite ready, conceptually.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack beta

#11 Post by HousePet »

Teyar wrote:I also gotta say, yeah, most of the stuff in this pack is SUPER niche. Nothing really definatively playstyle defining, very spread out, lots of neat little here and there things but virtually no real synergy I can see at first low level glance. Talent points are /tight/ on a mage, since you need a rotation and lots of defensive options.
Which class are you talking about?
Teyar wrote:Whats up with all the Infusion addons all over the place, for instance? They show up on classes that cant even USE infusions... I love your work generally, HP, but this one seems not quite ready, conceptually.
You've lost me completely.

I've sorted the Poison Bomb.
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack beta

#12 Post by HousePet »

Completed the compatablity upgrade which involved rearranging a lot of code that won't be noticable to players. :P

Also fixed a few bugs from the merging, and old bugs with the parent addons. (eg. Alchemists can get to the Last Hope Graveyard)

Made Arcane Defiance a passive and replaced the Arrow Warding sustain with Rebound which instantly reverses the direction of nearby projectiles.

Enjoy.
My feedback meter decays into coding. Give me feedback and I make mods.

GetLamp
Posts: 3
Joined: Sat Apr 13, 2013 8:54 pm

Re: Arcanum Class Pack beta

#13 Post by GetLamp »

This is a thing of beauty. Thank you for what you do!

lilywhite
Low Yeek
Posts: 6
Joined: Sat Apr 20, 2013 10:36 am

Re: Arcanum Class Pack beta

#14 Post by lilywhite »

Any time I use the alchemist's "poison bomb" (second talent in the water alchemy tree) i get this error:
Lua Error: /data-arcanum/damage_types.lua:220: attempt to call global 'getGolem' (a nil value)
at [C]:-1 getGolem
at /data-arcanum/damage_types.lua:220 projector
at /engine/map/lua:1044 processeffects
at /mod/class/game.lua:1118 onTurn
at /engine/gameenergybased.lua:88 tick
at /engine/gameturnbased.lua:46 tick
at /mod/class/game.lua:1042
no other addons running.

error occurs when the poison bomb does damage but persists until I leave the map even after the effect has ended. Throwing a poison bomb at nothing and leaving doesn't seem to cause the error to occurr.

Hope this helps, great mod otherwise.
Attachments
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HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack beta

#15 Post by HousePet »

Bleh, I keep breaking Poison Bomb XD
My feedback meter decays into coding. Give me feedback and I make mods.

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