Weapons Pack
Moderator: Moderator
-
- Uruivellas
- Posts: 708
- Joined: Wed Apr 30, 2008 5:55 pm
Re: Weapons Pack
New update. This will at least somewhat break any games currently going, so I don't recommend updating in the middle of one.
I've done away with the Thrust talent on spears. Now equipping a spear just extends the range of the Attack talent. More importantly, bump attacks with a spear will now extend the spear out to try to hit more than one enemy. Also there's a neat little animation on spear attacks now.
Swordbreakers now give a bonus to Dual Weapon Defense.
I've done away with the Thrust talent on spears. Now equipping a spear just extends the range of the Attack talent. More importantly, bump attacks with a spear will now extend the spear out to try to hit more than one enemy. Also there's a neat little animation on spear attacks now.
Swordbreakers now give a bonus to Dual Weapon Defense.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated.
Currently working on Elementals. It's a big project, so any help would be appreciated.

-
- Uruivellas
- Posts: 708
- Joined: Wed Apr 30, 2008 5:55 pm
Re: Weapons Pack
New update. This will break existing games again (but should be the last one for a while that does).
All melee hits will now properly do spear attacks. Stunning Blow, Flurry, etc.
Edit: Doesn't seem to be working with Beholders at the moment.
Edit: Should all be working fine now.
All melee hits will now properly do spear attacks. Stunning Blow, Flurry, etc.
Edit: Doesn't seem to be working with Beholders at the moment.
Edit: Should all be working fine now.

Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated.
Currently working on Elementals. It's a big project, so any help would be appreciated.

Re: Weapons Pack
Enemy tried using Skullcracker.
[/size]
Nothing to see here, move along.
Code: Select all
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:152: in function </engine/interface/ActorTalents.lua:134>
Lua Error: /engine/interface/ActorTalents.lua:174: /engine/interface/ActorTalents.lua:152: ...wandir-weaponry/superload/mod/class/interface/Combat.lua:155: attempt to index local 'weapon' (a nil value)
stack traceback:
...wandir-weaponry/superload/mod/class/interface/Combat.lua:155: in function 'attackTargetWith'
/data/talents/techniques/thuggery.lua:55: in function </data/talents/techniques/thuggery.lua:47>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:134>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:174 useTalent
At /mod/ai//tactical.lua:382 runAI
At /mod/ai//tactical.lua:408 doAI
At /mod/class/NPC.lua:61 act
At /engine/GameEnergyBased.lua:126 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1141
Nothing to see here, move along.
Last edited by StarKeep on Wed Apr 09, 2014 5:28 pm, edited 1 time in total.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal
-
- Uruivellas
- Posts: 708
- Joined: Wed Apr 30, 2008 5:55 pm
Re: Weapons Pack
This should already be fixed in the latest version.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated.
Currently working on Elementals. It's a big project, so any help would be appreciated.

-
- Uruivellas
- Posts: 708
- Joined: Wed Apr 30, 2008 5:55 pm
Re: Weapons Pack
Version 0.7.0:
- Made whips a bit weaker. (Still probably too strong).
- Rapiers are now 40% Str/Dex/Cun.
- Clubs are now more biased towards mindstar egos than weapon egos.
- More egos in general.
- Made whips a bit weaker. (Still probably too strong).
- Rapiers are now 40% Str/Dex/Cun.
- Clubs are now more biased towards mindstar egos than weapon egos.
- More egos in general.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated.
Currently working on Elementals. It's a big project, so any help would be appreciated.

-
- Sher'Tul Godslayer
- Posts: 2402
- Joined: Tue Jun 18, 2013 10:46 pm
- Location: Ambush!
Re: Weapons Pack
Would it be difficult to make Daggers be Dex + max(Str, Cun) always, instead of needing the Lethality talent?
-
- Uruivellas
- Posts: 708
- Joined: Wed Apr 30, 2008 5:55 pm
Re: Weapons Pack
New update:
- As an option, you can now use the higher of strength or cunning for daggers, as if you had Lethality. (Lethality still forces cunning).
- Weapons now show what dammod they're using, based on your stats and whether you have Lethality or not.
- Equipment can now have alternate requirements. Rapiers now require dexterity and strength, or dexterity and cunning to equip.
- Talents which cause a ranged melee attack should no longer fail when you have a spear equipped and try to attack outside the spear's range.
- New artifact greatspear (t2).
- As an option, you can now use the higher of strength or cunning for daggers, as if you had Lethality. (Lethality still forces cunning).
- Weapons now show what dammod they're using, based on your stats and whether you have Lethality or not.
- Equipment can now have alternate requirements. Rapiers now require dexterity and strength, or dexterity and cunning to equip.
- Talents which cause a ranged melee attack should no longer fail when you have a spear equipped and try to attack outside the spear's range.
- New artifact greatspear (t2).
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated.
Currently working on Elementals. It's a big project, so any help would be appreciated.

-
- Thalore
- Posts: 157
- Joined: Sat Sep 14, 2013 9:09 pm
Re: Weapons Pack
Will the weapons get graphics soon, or is something just wrong with my game?
They're ASCII for me at the moment.
Edit:
Also, are stunning blow and other melee talents (other than attack) supposed to have increased range when wielding a spear?
They're ASCII for me at the moment.
Edit:
Also, are stunning blow and other melee talents (other than attack) supposed to have increased range when wielding a spear?
When in trouble / or in doubt / run in circles / scream and shout.
-
- Uruivellas
- Posts: 708
- Joined: Wed Apr 30, 2008 5:55 pm
Re: Weapons Pack
I'm no good with graphics. I might look around to see if I can find some free ones, sometime.
Almost all the melee talents have a hard-coded range of 1 that'd be very hard for me to work around, so I don't think you'll be getting increased range anytime soon.
New Version:
- Throwing knives can be used in melee or as a short ranged attack with the shoot talent.
- Mindslayers can now equip ranged weapons in their psionic focus slot. This hasn't been tested very much, and may be buggy.
This now includes my Archery Tweaks addon (which can be toggled in the options), so you shouldn't use both addons at the same time.
Almost all the melee talents have a hard-coded range of 1 that'd be very hard for me to work around, so I don't think you'll be getting increased range anytime soon.
New Version:
- Throwing knives can be used in melee or as a short ranged attack with the shoot talent.
- Mindslayers can now equip ranged weapons in their psionic focus slot. This hasn't been tested very much, and may be buggy.
This now includes my Archery Tweaks addon (which can be toggled in the options), so you shouldn't use both addons at the same time.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated.
Currently working on Elementals. It's a big project, so any help would be appreciated.

-
- Thalore
- Posts: 157
- Joined: Sat Sep 14, 2013 9:09 pm
Re: Weapons Pack
Could these weapons be slightly rarer than 'normal' weapons?
It's kind of disappointing to go to a dagger store and find only a couple of normal daggers, as they have to compete with swordbreakers, whips, and ritual blades (Arcanum).
It's kind of disappointing to go to a dagger store and find only a couple of normal daggers, as they have to compete with swordbreakers, whips, and ritual blades (Arcanum).
When in trouble / or in doubt / run in circles / scream and shout.
-
- Uruivellas
- Posts: 708
- Joined: Wed Apr 30, 2008 5:55 pm
Re: Weapons Pack
They all do have a few more rarity points than normal weapons, but apparently not enough. I'll look into adding a rarity slider in the options or something.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated.
Currently working on Elementals. It's a big project, so any help would be appreciated.

-
- Thalore
- Posts: 157
- Joined: Sat Sep 14, 2013 9:09 pm
Re: Weapons Pack
An couple oddities about spears:
1) I have no idea what weapon mastery they use: agile/greatweapon (Nulltweaks). This is after finding a T1 artifact (Frozen Light) that used Agile, some others that used Greatweapon, and some that simply said 'Weapons Mastery'
2) When duel-wielding a spear with another weapon, like a dagger, the offhand weapon also gets to hit what the spear hits when attacking at a distance.
3) They are really fun to use. (this isn't really an oddity, but I thought that I should mention it)
Edit to avoid double post:
4) They kite too well. Explanation:
I was kiting some armored skeleton warriors, laughing because of how easy it was to kill them - just hit and step back, over and over.
Then it struck me - why weren't they getting any closer? With archers/mages/etc, enemies get a bit closer every time you attack, but they'd stay roughly the same distance away when I was using my spear.
Further testing shows that I get a free move after hitting an enemy with the spear; when using a targeted basic attack, but not a bump attack. As in, an arrow stays hovering in mid-air while I take a step.
Disclaimer: I may be wrong about some (or all) of this, and I only tested with my artifact spear.
1) I have no idea what weapon mastery they use: agile/greatweapon (Nulltweaks). This is after finding a T1 artifact (Frozen Light) that used Agile, some others that used Greatweapon, and some that simply said 'Weapons Mastery'
2) When duel-wielding a spear with another weapon, like a dagger, the offhand weapon also gets to hit what the spear hits when attacking at a distance.
3) They are really fun to use. (this isn't really an oddity, but I thought that I should mention it)
Edit to avoid double post:
4) They kite too well. Explanation:
I was kiting some armored skeleton warriors, laughing because of how easy it was to kill them - just hit and step back, over and over.
Then it struck me - why weren't they getting any closer? With archers/mages/etc, enemies get a bit closer every time you attack, but they'd stay roughly the same distance away when I was using my spear.
Further testing shows that I get a free move after hitting an enemy with the spear; when using a targeted basic attack, but not a bump attack. As in, an arrow stays hovering in mid-air while I take a step.
Disclaimer: I may be wrong about some (or all) of this, and I only tested with my artifact spear.
When in trouble / or in doubt / run in circles / scream and shout.
-
- Uruivellas
- Posts: 708
- Joined: Wed Apr 30, 2008 5:55 pm
Re: Weapons Pack
1) They should all be exotic weapons mastery, or great weapons mastery with nulltweaks (except for the artifact). I believe the game automatically lists them as having whatever of the available masteries you have the highest of, so that could account for them switching between Weapons Mastery and Greatweapons Mastery.
2) Thanks for catching that. I'll fix it in the next version.
3) I thought so too
4) It is entirely possible I messed up some of the speed code somewhere. I'll take a look at it, thanks.
2) Thanks for catching that. I'll fix it in the next version.
3) I thought so too

4) It is entirely possible I messed up some of the speed code somewhere. I'll take a look at it, thanks.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated.
Currently working on Elementals. It's a big project, so any help would be appreciated.

Re: Weapons Pack
Error upon mousing over Quake. (The second Sand Drake talent that Wyrmics have.)
Code: Select all
Lua Error: ...wandir-weaponry/superload/mod/class/interface/Combat.lua:338: attempt to index local 'weapon' (a nil value)
At [C]:-1 __index
At ...wandir-weaponry/superload/mod/class/interface/Combat.lua:338 combatDamage
At /data/talents/gifts/sand-drake.lua:91 getDamage
At ...ons/verdant/superload//data/talents/gifts/sand-drake.lua:31 info
At /mod/class/Actor.lua:4510 getTalentFullDescription
At /mod/dialogs/LevelupDialog.lua:902 getTalentDesc
At ...dons/Infinite500/superload/mod/dialogs/LevelupDialog.lua:285 tooltip
At /mod/dialogs/elements/TalentTrees.lua:109 fct
At /engine/Mouse.lua:72 receiveMouseMotion
At /engine/Mouse.lua:91 delegate
At /engine/ui/Dialog.lua:533 mouseEvent
At /engine/ui/Dialog.lua:312 fct
At /engine/Mouse.lua:72
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal
-
- Uruivellas
- Posts: 708
- Joined: Wed Apr 30, 2008 5:55 pm
Re: Weapons Pack
New version:
- New weapon type: Aurastones, which are arcane only and may be equipped to modify your unarmed attack.
- New talent: Magic Weapons Mastery, which is a weaker mastery (like nulltweaks Weapon Mastery) which works for staves, aurastones, and sceptres (from Midnight). You can learn this from the staff carver in Angolwen.
- New option: You can now make all weapons added by this mod more rare.
- Stores are now modified to stock more items if I've given them more item types.
- Bugfixes: offhand melee hit on spear attack, and quake.
Let me know what you think!
- New weapon type: Aurastones, which are arcane only and may be equipped to modify your unarmed attack.
- New talent: Magic Weapons Mastery, which is a weaker mastery (like nulltweaks Weapon Mastery) which works for staves, aurastones, and sceptres (from Midnight). You can learn this from the staff carver in Angolwen.
- New option: You can now make all weapons added by this mod more rare.
- Stores are now modified to stock more items if I've given them more item types.
- Bugfixes: offhand melee hit on spear attack, and quake.
Let me know what you think!
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated.
Currently working on Elementals. It's a big project, so any help would be appreciated.
