Infinite 500: Gameplay Beyond Level 50

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Crim, The Red Thunder
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Re: Infinite 500: Gameplay Beyond Level 50

#106 Post by Crim, The Red Thunder »

Is this an I500 bug, or something else?

Code: Select all

[QUEST] try update status on	Will Smith	escort-duty-infinite-dungeon-4	100	nil
[LOG]	#LIGHT_GREEN#Quest 'Escort: injured seer (level 4 of Infinite Dungeon)' is done! #WHITE#(Press 'j' to see the quest log)
[PROFILE] filtering save of 	escorts	 to profile 	online
[PROFILE] mounted 	online	on /current-profile
[PROFILE] unmounted 	online	from /current-profile
[CHAT] loaded	welcome	table: 0x1e52ea30
[CHAT] loaded	done	table: 0x1d87b7b0
Using cached font	/data/font/DroidSansMono.ttf	14
Using cached font	/data/font/DroidSansMono.ttf	14
==UNREG part 	Emelethra, the injured seer	party17224
[LOG]	
[USERCHAT] channel achievement	nodisc	tome	Treasure Hoarder	false	false
[CHAT] selected	[Learn talent Arcane Eye (+1 level(s))]	function: 0x1e52ef68	done
Using cached font	/data/font/DroidSansMono.ttf	14
Using cached font	/data/font/DroidSansMono.ttf	14
[CHAT] selected	Thank you.	nil	nil
[LOG]	You pickup 0.70 gold pieces.
[LOG]	
FROM 	/mod/addons/Infinite500/superload/mod/dialogs/LevelupDialog.lua	loading previous!
Using cached font	/data/font/DroidSansMono.ttf	12
Using cached font	/data/font/DroidSans.ttf	14
Using cached font	/data/font/DroidSans.ttf	14
Using cached font	/data/font/DroidSans.ttf	12
Lua Error: ...dons/Infinite500/superload/mod/dialogs/LevelupDialog.lua:113: attempt to perform arithmetic on field 'last_display_x' (a nil value)
	At [C]:-1 __add
	At ...dons/Infinite500/superload/mod/dialogs/LevelupDialog.lua:113 on_select
	At /engine/ui/Button.lua:61 fct
	At /engine/Mouse.lua:72 receiveMouseMotion
	At /engine/Mouse.lua:91 delegate
	At /engine/ui/Dialog.lua:525 mouseEvent
	At /engine/ui/Dialog.lua:304 fct
	At /engine/Mouse.lua:72 
[USERCHAT] channel achievement	pookie	tome	The Arena	false	false
Server latency	125
Says I haven't run across it before, but doesn't appear to reoccur (happens when I opened dialog box to check stat/class/generic points) other then the once. Occured just after an escort. Error posted in entirety.
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
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

Hachem_Muche
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Re: Infinite 500: Gameplay Beyond Level 50

#107 Post by Hachem_Muche »

This doesn't appear to an I500 issue, but a tooltip problem with something on the levelup screen (probably an inscription). Do you remember what your mouse was pointed at when the error popped up?
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

Crim, The Red Thunder
Sher'Tul Godslayer
Posts: 2000
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Location: Nahgharash

Re: Infinite 500: Gameplay Beyond Level 50

#108 Post by Crim, The Red Thunder »

Was before I even moved my mouse, so wherever the cursor was normally resting when not in use (usually, in the lower right portion of my screen, above the hotbar, but not at the edge.) The inscriptions button would be at about the right spot. I'll see if I can replicate that or something.

In the meantime, sorry for the bother. I'll flag it for a report elsewhere then.
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
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

Reidan
Higher
Posts: 77
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Re: Infinite 500: Gameplay Beyond Level 50

#109 Post by Reidan »

Found a bug using Arcanum Class Pack with ID500 I'll post just in case its an easy fix for you since these are some pretty cool classes.
Image

happens with the shield guardian talent from enchanter which allows you to mindhand a shield, right clicking anywhere while its equipped and also sometimes when scrolling through the inventory.

HousePet
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Re: Infinite 500: Gameplay Beyond Level 50

#110 Post by HousePet »

Actually its psionically weild a shield.
I'd better check if this error occurs with vanilla getGemLevel.
My feedback meter decays into coding. Give me feedback and I make mods.

Hachem_Muche
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Re: Infinite 500: Gameplay Beyond Level 50

#111 Post by Hachem_Muche »

I500 uses a normal getGemLevel function. The problem is that shields don't have a normal combat field. The workaround to fix this problem is just to set o.combat = o.combat or {} when it's equipped (assuming you don't want any bonuses for material level).
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

Praxis
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Re: Infinite 500: Gameplay Beyond Level 50

#112 Post by Praxis »

Hmm talents have been rebalanced ? Just starting a rogue and obvious ones are that Dual weapon training 1 has more than a triple of the original increase(+19% from +6%), Dirty fighting has decreased stun duration(8 at level 4 and doesnt increase at 5, originally it increases up to 10 on 5), perhaps others. Is this the result of 'rescaling' ? Should I expect dual wielding enemies hitting much harder as well then ?

Hachem_Muche
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Re: Infinite 500: Gameplay Beyond Level 50

#113 Post by Hachem_Muche »

You should not expect dual wielding enemies to hit harder. Offhand damage is limited to < 100% of normal damage (previously the formula could produce much higher offhand than mainhand damage at certain talent levels). A side effect of this is that the damage starts off a bit higher and then slows down more, so you get a little boost at low level.

The changes for Dirty Fighting, like other talents, are designed to match the old values at effective talent level 5 (5 points with mastery 1.0). This is something Darkgod and I agreed on before putting in new scaling formulas into the game. As a result, the benefits for going from talent level 5.0 to 6.5 (5 point with mastery 1.3) have been slightly reduced. It just so happens that dirty fighting was getting a bonus turn of duration from rounding that isn't present any more, but it scales up like other similar stun effects.
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

Praxis
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Re: Infinite 500: Gameplay Beyond Level 50

#114 Post by Praxis »

I see, thanks for clearing that up.

After playing a necro I'm wondering if it's an intended change in mechanics to tie bonus necrotic minion level to talent level. Previously it was stuck at +2, now you can get +5 at 7.5. Just saw an level 46 npc with Necrotic Aura(32) which summoned skeletal minions of level 60.

Hachem_Muche
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Re: Infinite 500: Gameplay Beyond Level 50

#115 Post by Hachem_Muche »

Yes, talent level is intended to determine minion level.

A level 46 NPC shouldn't be able to get to talent level 32 with Necrotic Aura, though, so that looks like a bug. Anything else you can tell me about this NPC?
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

Praxis
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Re: Infinite 500: Gameplay Beyond Level 50

#116 Post by Praxis »

It was adventurer ambush on insane. Strangely enough in the description it said that aura only had range of 2.

Crim, The Red Thunder
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Re: Infinite 500: Gameplay Beyond Level 50

#117 Post by Crim, The Red Thunder »

Praxis wrote:It was adventurer ambush on insane. Strangely enough in the description it said that aura only had range of 2.
This explains it.
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
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

Hachem_Muche
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Re: Infinite 500: Gameplay Beyond Level 50

#118 Post by Hachem_Muche »

Praxis wrote:It was adventurer ambush on insane. Strangely enough in the description it said that aura only had range of 2.
Just to be clear, I'm assuming the NPC had talent level 32 in the Create Minions talent also, which is intended to increase minion level. Levels in the Aura Mastery talent should increase necrotic aura range and reduce the decay rate, but not otherwise buff minions.
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

Praxis
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Re: Infinite 500: Gameplay Beyond Level 50

#119 Post by Praxis »

Indeed, there were so many talents I missed skeletons, it was only level 14 which gave +14 levels. Aura was(32). I was just surprised to see level 60 minions.

Crim, The Red Thunder
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Re: Infinite 500: Gameplay Beyond Level 50

#120 Post by Crim, The Red Thunder »

Pursuant to a conversation in chat the other day, I'll ask. Would it be unbalancing to have alchemist quests (or the potions thereof) in the ID? Without a town, I don't see a way to rig the actual quest, though maybe you do; but failing that, you could always have the potions themselves drop with a fixed rarity.

Is there a reason nothing like this has been done yet?

Edit: An alchemy kit to be interacted with, that spawns in a vault, might work...
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
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

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