error = "Lua Error: /data-newgems/talents/misc/crystal.lua:353: attempt to index a nil value\
At [C]:-1 __index\
At /data-newgems/talents/misc/crystal.lua:353 updateGemBonuses\
At /data-newgems/talents/misc/crystal.lua:406 on_learn\
At /engine/interface/ActorTalents.lua:355 learnTalent\
At /mod/class/Actor.lua:3066 learnTalent\
At /mod/dialogs/LevelupDialog.lua:318 learnTalent\
At /mod/dialogs/LevelupDialog.lua:892 onUseTalent\
At ...dons/Infinite500/superload/mod/dialogs/LevelupDialog.lua:156 on_use\
At /mod/dialogs/elements/TalentTrees.lua:163 onUse\
At /mod/dialogs/elements/TalentTrees.lua:119 fct\
At /engine/Mouse.lua:52 receiveMouse\
At /engine/Mouse.lua:90 delegate\
At /engine/ui/Dialog.lua:525 mouseEvent\
At /engine/ui/Dialog.lua:304 fct\
At /engine/Mouse.lua:52 "
seen = true
reported = true
It looks like I may have the bonus, but the generic talent point is unspent.
In the talent's description, all the bonuses say 1% [-> 2%] except for Multi-Hued, so I'm guessing that Multi-Hued is where you'll find the bug.
error = "Lua Error: /data-newgems/talents/misc/crystal.lua:353: attempt to index a nil value\
At [C]:-1 __index\
At /data-newgems/talents/misc/crystal.lua:353 updateGemBonuses\
At /data-newgems/talents/misc/crystal.lua:245 action\
At /mod/dialogs/ShowInventory.lua:94 use\
At /mod/dialogs/ShowInventory.lua:39 fct\
At /engine/ui/Inventory.lua:114 fct\
At /engine/ui/ListColumns.lua:459 onUse\
At /engine/ui/ListColumns.lua:131 fct\
At /engine/Mouse.lua:52 receiveMouse\
At /engine/Mouse.lua:90 delegate\
At /engine/ui/Inventory.lua:182 mouseEvent\
At /engine/ui/Inventory.lua:128 fct\
At /engine/Mouse.lua:52 receiveMouse\
At /engine/Mouse.lua:90 delegate\
At /engine/ui/Dialog.lua:525 mouseEvent\
At /engine/ui/Dialog.lua:304 fct\
At /engine/Mouse.lua:52 "
seen = true
reported = false
jay - once you get this thing patched up, I've got an idea for a Crystal-specific psi / magic class, utilizing all the talents which involve not moving, plus a new tree.
With jayseesee's blessing, I'm going to temporarily adopt this addon.
The bug I posted above is fixed, and I'm tweaking two gem bonuses:
- Geodes provide smaller resource regeneration (0.2 to 1.0 for stamina / psi / mana, 0.5 to 2.5 for life), and all Geodes of every size grant +10% healing mod. This should bring them in line with resource regen provided by items in 1.0.5.
- Red gems do NOT affect spell cooldown speed any more; red gem speed boosts for combat / mind / spell now range from +2% to +10%. This should provide a nice alternative to Elemental Harmony for the speed-freaks out there.
We got some new art from rexorcorum for the Crystal race, so check out v7 if you use them.
Also I tweaked some of the gem's alchemical bomb perks. Many of them are still too weak, some of them I might have broken, I'm going to finish tweaking and testing them next.
But I wanted to get this version out because the art is pretty.
Upcoming changes (discussion welcome):
- Black gems are now associated with Darkness rather than Acid.
- Green gems are now associated with Acid rather than Nature.
Basically a Psionic gem-weilder can use a Mindstar instead of a gem, and Mindstars come in Nature and Mind damage, so that covers Nature pretty well. Also it struck me as kind of odd that the Crystal was very distanced from "nature" effects (can't use wild gifts), yet it could imbue itself with a Nature gem.
In terms of bonus explosion damage / effects, I'm getting rid of Manaburn. It's just too strange for an Arcane spellcaster to use an effect which is otherwise limited to Antimagic and Arcane Disruption powers.
The Poison and Fireburn effect damage is really much too low. I'm going to increase those significantly, probably around:
Tier 1 = 30 damage total
Tier 2 = 45 damage total
Tier 3 = 60 damage total
Tier 4 = 75 damage total
Tier 5 = 90 damage total
FIre is very often resisted, and many foes (including all undeads) are immune to Poison. Also, most foes don't last long enough to enjoy the full effect of either. Alternately for Poison, I could use half those values but make the poison Insidious so it's reducing the victim's healing factor. That could be a neat option.
---
For the crystal race, I'm testing a different balancing mechanism for Crystal Stasis (the rank 2 racial healing power). I really didn't like how it Stunned you. That meant I'd only use it if I had a way to instantly un-Stun myself (like a Heat Beam rune), and that made it largely useless in combat... but if I was out of combat, it was also useless, since out of combat I could just rest to heal.
Here's what I'm using instead:
- Heal is still 100 * talent level.
- Shield still comes at talent level 3.
- No more stun.
- You must have an Imbued gem to use the talent.
- The shield is 100 + (gem tier * 12% of the total healing), so at rank 3 + tier 2 that's almost 200, which is the old rank 3 shield value.
- Using the talent consumes your Imbued gem.
- Using the talent puts all your Teleports on cooldown for 3 turns. Racial teleports, Runes, spells... all of 'em.
Shield would consume normal, imbued gem or alchemitst's one?
think about reworking 3rd crystal race skill, it adds nearly nothing, since as a caster you wont have stockpiles of armor (even as a psychical one). Although idea of skill is nice, crystal should be hard to hit Also i think that this SkillThatAllowsMeToMove should give us a bit more bonuses than bonus mana reg.....oh damn it, i just realised how they fit psychical mages: they cant move anyway
cheers
HSmage wrote:Shield would consume normal, imbued gem or alchemitst's one?
Imbued only. So it'll cost you a turn to use the regen + shield, and another turn later to put a new gem back in.
Even with the teleport cooldown, I feel it's less horrible than being stunned.
HSmage wrote:think about reworking 3rd crystal race skill, it adds nearly nothing, since as a caster you wont have stockpiles of armor (even as a psychical one). Although idea of skill is nice, crystal should be hard to hit Also i think that this SkillThatAllowsMeToMove should give us a bit more bonuses than bonus mana reg.....oh damn it, i just realised how they fit psychical mages: they cant move anyway
Yeah that skill could use some kind of rework, too.
The docs are wrong, by the way: it gives +armor, not +%armor, so with the +%hardiness it's got the potential to be halfway decent even for a mage.
Yeah the lack of movement is less of a hindrance for an Earth+Stone mage and certain kinds of Solipsist (Discharge / Dream Forge).
- Validates with 1.0.5 release (yay)
- Changed some alchemist properties, so the effects line up with the colors
- Buffed the Armor offered by imbuing / wielding a white gem so it's relevant
- Changed a few prices so every tier was consistently priced
Let's assume you are a class that uses mana, and you teleport roughly once every 6 rounds. That costs you about 3.3 mana per turn, and the race is not giving much regen. You'd have to be level 20 to "earn" just one free teleport with your bonus mana/level.
Since the race costs you more mana than it gives you, players are encouraged to choose non-mana-using mages. The simple solution is to make it a pure cooldown, no mana cost.
Another possibly interesting solution is to have the class give you enough mana regen to mostly offset the cost of teleporting. For instance, if the class gave you 2 mana regen per turn, that would give you a "free" teleport every 10 turns, or if you position yourself carefully so that you don't need to teleport, you've cleverly earned the right to instead use your mana to power your spells.
I played a Corruptor and had a ton of fun. It was Tower Defense so I never had to auto-explore, but I guess in a regular game I could just autocast Crawl whenever there are no enemies around. It's cool that deactivating it doesn't take a turn (which would be a big hassle), but activating it does cost a turn (thus enforcing the race's feel of having to position carefully when fighting).
A lot of the race's stuff is piled up in the rank 1 talent; it might be good for the resist % to move to the third talent, or half of the Magic bonus to be shifted forward to skill 2.
I didn't live long enough to play with the rank 4 talent, but I'm worried about the idea of equipping my best gem for its passive bonuses and it being the right color gem, and then eating it with the heal and needing to use inferior gems for a long time. Heck, even without having the rank 4 talent, I ran into that issue just due to gem equipment bonuses. I was rocking a crit gem, had to use my heal, and then was stuck wearing the +2 to defenses and saves gem for the rest of that game.
If possible in the game's code, it would be less annoying for the player to 1) consume a gem from their inventory to charge the heal, then 2) when they use the heal it greys itself out until they consume another gem.
I'm not sure how I feel about being unable to use infusions. The one big heal that eats up your favorite resource (good gems) seems insufficient when compared with what skellies and ghouls get for shields/heals in lieu of infusions. But they can't teleport around like you can to kite melee, but they can soak ranged artillery fire better than you can...
Overall though, it's a very cool race. I enjoy the immobility/tele playstyle. The racial stat bonuses aren't over-complicated to understand, nor tiny and meaningless. The heal putting your teleports on cooldown helps reinforce the theme of being smart about your positioning. The gem stuff is thematic and operates at a reasonable power level, if a little bit fiddly. Wish they looked a little more like enemy crystals and a little less like slugmen, but that's no big thing.
grooog wrote:The mana cost on teleport is no good!
(...)
Since the race costs you more mana than it gives you, players are encouraged to choose non-mana-using mages. The simple solution is to make it a pure cooldown, no mana cost.
I hear you. This is the direction I've been moving towards, since no other racial abilities use a resource.
grooog wrote:Overall though, it's a very cool race. I enjoy the immobility/tele playstyle. The racial stat bonuses aren't over-complicated to understand, nor tiny and meaningless. The heal putting your teleports on cooldown helps reinforce the theme of being smart about your positioning. The gem stuff is thematic and operates at a reasonable power level, if a little bit fiddly. Wish they looked a little more like enemy crystals and a little less like slugmen, but that's no big thing.
I agree that it's very cool, that's exactly why I adopted the addon!
Regarding the image, the thing is that every item graphic would need to be adjusted to sit in the right place on the doll if you don't emulate one of the existing dolls. That's more graphics work than I can do, but if someone else wanted to do it I'd be happy to use the NPC crystal graphic. The NPC crystal in a pointy hat... that would be kinda fun to see.