Addon: Wights(OP obsolete, always get last release!)

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Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: New Addon: Wights(OP obsolete, check my last post)

#106 Post by Zonk »

Theyleon wrote:Was getting the following lua error, when fighting some undead (happened when I killed them, for a couple of different enemy types)

EDIT: actually, seems to be whenever I kill a enemy wight from what I can tell. Have been able to keep playing with no ill effects that I've noticed.

Lua Error: /data/general/npcs/wight.lua:57: attempt to call method 'need_part' (a nil value)
At [C]:-1 need_part
At /data/general/npcs/wight.lua:57 check
At /engine/interface/ActorLife.lua:83 die
At /mod/class/Actor.lua:2177 die
At /mod/class/interface/ActorLife.lua:45 takeHit
At /mod/class/Actor.lua:2142 takeHit
At /data/damage_types.lua:347 projector
At /mod/class/interface/Combat.lua:445 attackTargetWith
At /data/talents/psionic/dream-smith.lua:169 damtype
At /engine/interface/ActorProject.lua:374 projectDoAct
At /engine/Projectile.lua:208 act
At /engine/GameEnergyBased.lua:126 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1054
Ah, a bug with the alchemist quest and dropping ingredients :(
Will fix this(though I really should use superloading rather than overloading eventually).
It's weird though because it calls game.player:hasQuest("brotherhood-of-alchemists"):need_part(who, part, self) which is defined in the quest, not the file itself!

EDIT: This is because I was using OOOLD code, from before ingredients always dropped, even in not on a quest. Silly me. Fixed, please download the last addon version
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

inde
Yeek
Posts: 12
Joined: Mon Jan 23, 2012 11:07 pm

Re: Addon: Wights(OP obsolete, always get last release!)

#107 Post by inde »

Like the race so far, it seems like a decent variation on the undead theme, although I'm not sure I'm happy with their healing replacement (haven't gotten to get The Draining skilled yet so maybe that helps). Just ran into a bug in the starting area though, the level was generated with the stairway unaccessible, I was able to use phase door to get in after many attempts. Oh also, at least on my screen, the fog in the starter area sometimes gets REALLY thick and makes it hard to see the ground, be nice if you could tone it down somehow or something.

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: Addon: Wights(OP obsolete, always get last release!)

#108 Post by Zonk »

inde wrote:Like the race so far, it seems like a decent variation on the undead theme, although I'm not sure I'm happy with their healing replacement (haven't gotten to get The Draining skilled yet so maybe that helps).
Not happy 'thematically' or power wise? It might be too weak...the Dread damage is fairly low after all. And the Draining should help, especially if you're a meleer.
Just ran into a bug in the starting area though, the level was generated with the stairway unaccessible, I was able to use phase door to get in after many attempts.
Well, that's BAD, but I'm surprised it wasn't reported before...maybe because I made the area have more trees only in this last release. Should be easy to add some stair-access checks though.
Oh also, at least on my screen, the fog in the starter area sometimes gets REALLY thick and makes it hard to see the ground, be nice if you could tone it down somehow or something.
I thought the fog was atmospheric so I liked how it turned out... but I guess I got carried away. Guess it can be toned down a bit.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

inde
Yeek
Posts: 12
Joined: Mon Jan 23, 2012 11:07 pm

Re: Addon: Wights(OP obsolete, always get last release!)

#109 Post by inde »

Zonk wrote:
inde wrote:Like the race so far, it seems like a decent variation on the undead theme, although I'm not sure I'm happy with their healing replacement (haven't gotten to get The Draining skilled yet so maybe that helps).
Not happy 'thematically' or power wise? It might be too weak...the Dread damage is fairly low after all. And the Draining should help, especially if you're a meleer.
Yeah, power-wise it seems very weak, I realize it confuses also but I'm playing a cursed and find myself struggling to survive any encounter against stuff that can hurt me, I know the cursed penalty doesn't help though. Sometimes it's a good heal vs many enemies but against single targets it's basically not even worth using for a heal, same with the draining - against a single tough target you have functionally nothing to rely on but shielding runes and running away when you get low health. Every T2 boss I've gone against and even some tougher rares are just nailbiting experiences, and I can't tell if it's because of the class (I'm not experienced at all with Cursed) or the race, maybe undead Cursed just don't do well in general.

Theyleon
Thalore
Posts: 152
Joined: Fri Mar 15, 2013 9:58 am

Re: Addon: Wights(OP obsolete, always get last release!)

#110 Post by Theyleon »

The thing with the heal is it scales directly with how many enemies you can hit for it - I was getting near full heals on big groups from it. But this of course has the trade off of being near useless on single targets. Also not sure about the heal from the draining - the damage is so insignificant, the main reason to use the skill is for the ability disable.

Kaja Rainbow
Thalore
Posts: 145
Joined: Sun Dec 18, 2011 1:41 pm

Re: Addon: Wights(OP obsolete, always get last release!)

#111 Post by Kaja Rainbow »

I was doing fairly well on my Paradox Mage Wight, but a large part of that can be attributed to PM having a fairly useful heal that also removes statuses. Plus being able to avoid melee.

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

Re: Addon: Wights(OP obsolete, always get last release!)

#112 Post by Hellcommander »

found an error that sometimes happens with your lesser tombstones when opening (error pops up and none come out):
error = "Lua Error: /data/general/events/tombstones-lesser.lua:55: attempt to concatenate upvalue 'extra' (a nil value)\
At [C]:-1 __concat\
At /data/general/events/tombstones-lesser.lua:55 check\
At [string \"return function(self, x, y, what, ...) local ...\"]:1 checkAllEntities\
At /engine/Actor.lua:184 move\
At /mod/class/Actor.lua:994 move\
At /mod/class/Player.lua:241 move\
At /engine/interface/PlayerMouse.lua:57 mouseMove\
At /engine/interface/PlayerMouse.lua:129 mouseHandleDefault\
At /mod/class/Game.lua:1747 fct\
At /engine/Mouse.lua:52 "
seen = true
reported = true

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: Addon: Wights(OP obsolete, always get last release!)

#113 Post by Zonk »

Ah, that's an error because of the extra text that can come up for dangerous tombs.
Have known about it but thought that it was actually fixed because it wasn't reported before, so thanks for doing that!

Will release a bugfix tomorrow. Anything else needed? Will also lower the fog a bit since I was asked to.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

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

Re: Addon: Wights(OP obsolete, always get last release!)

#114 Post by Hellcommander »

You can lower that a bit to so its easy to see.

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: Addon: Wights(OP obsolete, always get last release!)

#115 Post by Zonk »

Released a new version which lowers fog a bit and fixes that annoying tombstone thing. No other changes though.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

Delmuir
Uruivellas
Posts: 992
Joined: Sat Aug 24, 2013 5:55 am

Re: Addon: Wights(OP obsolete, always get last release!)

#116 Post by Delmuir »

I don't know if I'm repeating anyone but...

I just tried out the Wights and I must say, they're kind of over-powered. It breezed through the game effortlessly as an archmage until my last Orc Pride (which I was doing very late) and I suddenly suffered a permanent life-drain.

I would just lose one life per turn no matter what. I changed equipment, re-loaded... nothing worked. That essentially killed the character as it prevented me from resting or auto-exploring as it constantly told me that I was losing life.

I like the race but I think it needs a bit of a re-work.

Crim, The Red Thunder
Sher'Tul Godslayer
Posts: 2000
Joined: Fri May 07, 2004 8:26 pm
Location: Nahgharash

Re: Addon: Wights(OP obsolete, always get last release!)

#117 Post by Crim, The Red Thunder »

Check your character dump. Odds are almost certain that your gems portion of the inventory had an item called "Goedelath Rock". When carried, it has a bunch of negative effects. If you, on the other hand, put it in a ring (at a store) amulet (through a quest) or body armor, helm, or belt (Through the Imbue Item skill, and prodigy for the latter 2), it has a crapton of insane positive effects that make it one of the most desirable effects in the game.

EDIT: Forgot to mention that one of those effects is a negative penalty to health regen. Notably, high enough to put you into health loss over time.
Last edited by Crim, The Red Thunder on Tue Sep 10, 2013 11:13 pm, edited 1 time in total.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
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Delmuir
Uruivellas
Posts: 992
Joined: Sat Aug 24, 2013 5:55 am

Re: Addon: Wights(OP obsolete, always get last release!)

#118 Post by Delmuir »

Well that's interesting... Good to know, thanks.

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

Re: Addon: Wights(OP obsolete, always get last release!)

#119 Post by Sradac »

What is so OP about wights, especially on an archmage? They're mindpower focused, which dosent help an archmage at all. Maybe you found the Archmage aspect of the class to be too easy, and not the wight aspect?

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: Addon: Wights(OP obsolete, always get last release!)

#120 Post by Zonk »

Haven't updated this in a while, as for being OP - I prefer making the race too strong to making it too weak, but I don't think it's THAT ridicolous, especially for an Archmage. It's supposed to be very powerful with a mindpower using melee oriented character(Mindslayer?Cursed?) but I haven't actually tested it enough to say if it works as intended.

Other than that...any suggestions? I'd prefer doing an update once there's a new ToME release, but if that's far off I can do something before.
Anyone actually fought the Wight NPCs? These were not tested much either, are they too strong or weak? Does the Draining effect slow down things when there are many wight foes around?
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

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