
[v1.0.4-1.0.5] Utility Supplies
Moderator: Moderator
Re: [v1.0.4] Utility Supplies
Nice! And it only took you two months! 

-
- Sher'Tul Godslayer
- Posts: 2525
- Joined: Thu Jan 23, 2003 8:13 pm
- Location: A shallow water area south of Bree
- Contact:
Re: [v1.0.4] Utility Supplies
Sradac wrote:Nice! And it only took you two months!

"Blessed are the yeeks, for they shall inherit Arda..."
-
- Sher'Tul Godslayer
- Posts: 2525
- Joined: Thu Jan 23, 2003 8:13 pm
- Location: A shallow water area south of Bree
- Contact:
Re: [v1.0.4] Utility Supplies
[sound F/X: forehead repeatedly striking desk] You'd think I'd know by now that Lua upvalues don't survive a save/reload... Anyway, just pushed out v2a to fix a bug I introduced in v2, trying to be clever about reusing code in the various healing and speed patches. Any healing or speed patches you've picked up since installing v2 are probably broken (and any that the stores have stocked... *sigh* this is frustrating). Clearing patches should be fine. We Apologize for the Inconvenience.(TM)
"Blessed are the yeeks, for they shall inherit Arda..."
-
- Sher'Tul Godslayer
- Posts: 2525
- Joined: Thu Jan 23, 2003 8:13 pm
- Location: A shallow water area south of Bree
- Contact:
Re: [v1.0.4] Utility Supplies
Pushing out v2b with a bug fix in the trap disarming code for handling rods of disarming. You shouldn't need to scrap your existing rod; the change is in the Trap entity code.
"Blessed are the yeeks, for they shall inherit Arda..."
-
- Sher'Tul Godslayer
- Posts: 2525
- Joined: Thu Jan 23, 2003 8:13 pm
- Location: A shallow water area south of Bree
- Contact:
Re: [v1.0.4] Utility Supplies
And migrating to v1.0.5.
"Blessed are the yeeks, for they shall inherit Arda..."
-
- Sher'Tul Godslayer
- Posts: 2525
- Joined: Thu Jan 23, 2003 8:13 pm
- Location: A shallow water area south of Bree
- Contact:
Re: [v1.0.4-1.0.5] Utility Supplies
Pushing out v2e with some small changes. See, I was never really satisfied with the implementation of the rod of trap detection; the only way I knew how to detect traps at the time was to apply the Sense effect a la the Track talent, which had the extra undesired side effect of detecting monsters. But having recently had to implement similar functionality for the T2 module's Sense Hidden spell, I finally did the necessary source digging and figured out how to do the implementation properly. [If you're upgrading the addon for an existing game, existing rods of trap detection won't be changed only new ones.] To make up for the lost functionality, I've also added rods of detect monster. 

"Blessed are the yeeks, for they shall inherit Arda..."
-
- Sher'Tul Godslayer
- Posts: 2525
- Joined: Thu Jan 23, 2003 8:13 pm
- Location: A shallow water area south of Bree
- Contact:
Re: [v1.0.4-1.0.5] Utility Supplies
Pushing out v2g with some Embers support:
- The Herbalist store in Kruk pride should now stack Derth-level infusion patches.
- Infusion patches just seem like the sort of things that ought to have tinker recipes.
This release adds recipes for infusion patches of clearing (which, if I've done this right, will be among the ones you know from the beginning) and the various types of infusion patches of healing (which I haven't tested yet…).
"Blessed are the yeeks, for they shall inherit Arda..."
-
- Sher'Tul Godslayer
- Posts: 2525
- Joined: Thu Jan 23, 2003 8:13 pm
- Location: A shallow water area south of Bree
- Contact:
Re: [v1.0.4-1.0.5] Utility Supplies
Pushing out v2h with some bugfixes and some new features, all Embers-related:
- The player is supposed to learn the Infusion Patch: Clearing tinker recipe automatically, but I botched that…
- Didn't have a school defined for the Infusion Patch: Clearing and Infusion Patch: Healing recipes; those go into therapeutics. Also, I added some example objects to the recipe descriptions, for completeness.
- The Infusion Patch: Clearing tinker recipe just seemed lonely with only the one tier, so I've added some tinker-specific higher-tier versions of infusion patches of clearing (and I do mean tinker-specific; let me know if you start finding these in monster drops or on the floor). Higher-tier versions can be used more quickly: 75% of a turn at tier 2, 50% at tier 3, up to instant-use at tier 5.
"Blessed are the yeeks, for they shall inherit Arda..."
-
- Sher'Tul Godslayer
- Posts: 2525
- Joined: Thu Jan 23, 2003 8:13 pm
- Location: A shallow water area south of Bree
- Contact:
Re: [v1.0.4-1.0.5] Utility Supplies
Release v2h.1 isn't really related to the v1.5 release, but as long as I'm pushing out a bunch of other addon releases… All this release does is fix a small typo in the description of the Infusion Patch: Healing tinker recipe; shouldn't be any change in functionality.
"Blessed are the yeeks, for they shall inherit Arda..."
-
- Sher'Tul Godslayer
- Posts: 2525
- Joined: Thu Jan 23, 2003 8:13 pm
- Location: A shallow water area south of Bree
- Contact:
Re: [v1.0.4-1.0.5] Utility Supplies
Couple tweaks in v2i, just pushed out:
- The level_range{}'s of higher-tier infusion patches of healing and speed were wrong, which would have either caused higher-tier patches to appear too frequently too early or lower-tier patches to appear too frequently too late; not sure which.
Either way, they won't anymore.
- Infusion patches of speed were basically useless, since they took a turn to use. Now they're instant-use. (Well, any that existed before you upgraded the addon will still be non-instant-use; We Apologize for the Inconvenience.™)
"Blessed are the yeeks, for they shall inherit Arda..."
-
- Sher'Tul Godslayer
- Posts: 2525
- Joined: Thu Jan 23, 2003 8:13 pm
- Location: A shallow water area south of Bree
- Contact:
Re: [v1.0.4-1.0.5] Utility Supplies
v2i.1 is sort of a bugfix release, with small tweaks to how we modify store stocks — in particular, we refrain from assuming that the store doesn't already have a fixed{} table, in case some other addon has added one before us (*ahem…*)
Should be no change in functionality.

"Blessed are the yeeks, for they shall inherit Arda..."
-
- Sher'Tul Godslayer
- Posts: 2525
- Joined: Thu Jan 23, 2003 8:13 pm
- Location: A shallow water area south of Bree
- Contact:
Re: [v1.0.4-1.0.5] Utility Supplies
As you probably don't recall,
tinker classes are supposed to start knowing the Infusion Patch: Clearing tinker recipe. Annihilators, though, were getting missed in that. That should be fixed in v2j, via the expedient of actually checking the descriptor data to see what tinker classes exist,
so we should be future-proof on that. Also adding localization support for 1.7, including internal changes to how we handle names of stacks ("2 scrolls of phase door", for instance, versus "2 scroll of phase door"; shouldn't be visibly changed from our old handling).


"Blessed are the yeeks, for they shall inherit Arda..."
-
- Sher'Tul Godslayer
- Posts: 2525
- Joined: Thu Jan 23, 2003 8:13 pm
- Location: A shallow water area south of Bree
- Contact:
Re: [v1.0.4-1.0.5] Utility Supplies
It always vaguely bugged me that rods of disarming didn't have useful targeting behavior — they would target either the player or nearby actors, and you'd have to manually target the trap you wanted to disarm via Shift-movements. Then I remembered that the Shoot Down talent targets projectiles by default, suggesting that there ought to be a way to make rods of disarming target traps by default. That's going out as v2j.1. Rods of disarming that already exist in your game won't be changed, but new rods will target traps by default. (You can always Shift-move the target to line the beam up properly to catch multiple traps, but the default behavior is useful if there's only one trap nearby.)
"Blessed are the yeeks, for they shall inherit Arda..."
-
- Sher'Tul Godslayer
- Posts: 2525
- Joined: Thu Jan 23, 2003 8:13 pm
- Location: A shallow water area south of Bree
- Contact:
Re: [v1.0.4-1.0.5] Utility Supplies
Couple fixes in v2j.2, just pushed out:
- Left a stray ')' in the name of infusion patches of speed.
Any that you've found or were in stores before the update will still have the typo, but new ones should be fixed.
- I knew my rod of trap detection wasn't detecting things it ought to. Turns out I was describing its blocked-by handling wrong in the implementation. Again, rods that have already been generated will be unchanged, but new ones should be fixed. We Apologize for the Inconvenience.™
"Blessed are the yeeks, for they shall inherit Arda..."
Re: [v1.0.4-1.0.5] Utility Supplies
ok but can we all appreciate that this addon is still being maintained after nearly 8 entire years
im amazed
im amazed