Comprehensive Mindslayer rework

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

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HousePet
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Re: Comprehensive Mindslayer rework

#106 Post by HousePet »

Sorry about bugs, I'm sick. :oops:
Anyway, here is a patched up version, which also has the spiked shield text removed, since that isn't possible anymore.

Also, I'm thinking about adding Feedback as an unlocked category and bumping Finer Energy Manipulations back up to required level 10 and lockedness.
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
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Re: Comprehensive Mindslayer rework

#107 Post by HousePet »

Now with the file actually attached! :lol:
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tome-mindslayer.rar
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My feedback meter decays into coding. Give me feedback and I make mods.

Parcae2
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Re: Comprehensive Mindslayer rework

#108 Post by Parcae2 »

I'm sorry to hear that, HP - get well soon.

Edit: Sorry to bother you again but loading the new game menu hangs at 100%:

Code: Select all

Lua Error: /engine/utils.lua:1726: /data/talents/psionic/finer-energy-manipulations.lua:97: ')' expected near '='
	At [C]:-1 
	At [C]:-1 error
	At /engine/utils.lua:1726 loadfilemods
	At /engine/interface/ActorTalents.lua:31 loadDefinition
	At /engine/interface/ActorTalents.lua:39 load
	At /data/talents/psionic/psionic.lua:187 f
	At /engine/interface/ActorTalents.lua:42 loadDefinition
	At /engine/interface/ActorTalents.lua:39 load
	At /data/talents.lua:75 f
	At /engine/interface/ActorTalents.lua:42 loadDefinition
	At /mod/load.lua:216 
	At [C]:-1 require
	At /engine/Module.lua:158 load
	At /engine/Module.lua:812 instanciate
	At /engine/utils.lua:2094 showMainMenu
	At /engine/init.lua:156 
	At [C]:-1 dofile
	At /loader/init.lua:196 

HousePet
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Re: Comprehensive Mindslayer rework

#109 Post by HousePet »

Derp.
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tome-mindslayer.rar
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My feedback meter decays into coding. Give me feedback and I make mods.

Parcae2
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Re: Comprehensive Mindslayer rework

#110 Post by Parcae2 »

Thought Sense seems like a weaker version of Track. Perhaps it could be made instant.

The static field effect starts off quite weak, but I haven't seen how it scales yet.

HousePet
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Re: Comprehensive Mindslayer rework

#111 Post by HousePet »

I just made those numbers up at the time. :D
My feedback meter decays into coding. Give me feedback and I make mods.

Parcae2
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Re: Comprehensive Mindslayer rework

#112 Post by Parcae2 »

Code: Select all

stack traceback:
	/mod/class/Actor.lua: in function 'onTakeHit'
	/mod/class/NPC.lua:304: in function 'onTakeHit'
	/mod/class/interface/ActorLife.lua:40: in function 'takeHit'
	/mod/class/Actor.lua:2591: in function 'takeHit'
	/data/damage_types.lua:432: in function 'defaultProjector'
	/data/damage_types.lua:687: in function 'projector'
	/data/damage_types.lua:1242: in function 'projector'
	/engine/interface/ActorProject.lua:198: in function 'project'
	/data/talents/psionic/projection.lua:444: in function 'deactivate'
	/engine/interface/ActorTalents.lua:207: in function </engine/interface/ActorTalents.lua:181>
Lua Error: /engine/interface/GameTargeting.lua:118: /mod/class/Actor.lua:2399: attempt to compare nil with number
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/GameTargeting.lua:118 fct
	At /engine/interface/GameTargeting.lua:124 targetMode
	At /engine/interface/GameTargeting.lua:185 
	At /engine/KeyBind.lua:229

HousePet
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Re: Comprehensive Mindslayer rework

#113 Post by HousePet »

Hrm.
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tome-mindslayer.rar
(72.18 KiB) Downloaded 240 times
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Parcae2
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Re: Comprehensive Mindslayer rework

#114 Post by Parcae2 »

The above-mentioned LUA error persists in the latest version. It appears to be related to attacking a fellow Mindslayer.

All attacks produce the same LUA error.

Edit: This is with the same character but the new version. Do I need to start a new character to use the fix?

Edit2: As far as I can tell, this is related to the earlier bug - the one that also prevented me from damaging a fellow Mindslayer.

HousePet
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Re: Comprehensive Mindslayer rework

#115 Post by HousePet »

That enemy Mindslayer will remain bugged, but the update should stop it happening to anyone else.
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
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Re: Comprehensive Mindslayer rework

#116 Post by HousePet »

What is the overall feeling about the power and usefulness of the Psi-Fighting category?
I'm wondering if I've put too many good things in it, and then piled all the attack talents into Telekinetic Combat.
My feedback meter decays into coding. Give me feedback and I make mods.

Parcae2
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Re: Comprehensive Mindslayer rework

#117 Post by Parcae2 »

Awesome, thanks!

bpat
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Re: Comprehensive Mindslayer rework

#118 Post by bpat »

Sorry about disappearing for about a week when you guys were working hard on this, real life stuff got in the way. Is the 1.2 beta up to date with all the most recent updates? If so, I've noticed the Kinetic Leech gives far less psi than listed on the tooltip and the other Leeches appear to give very low psi by looking at their tooltips, but I'm not sure if they're accurate. Also Dream Forge shouldn't be a level 10 category anymore if it's locked. Other than that it looks good so far, I'm worried it might be too strong with Quick as Thought though.

If someone can confirm whether or not the 1.2 beta is up to date, I'll try to test the most recent version of this for any bugs/balance issues. I'm testing it on Nightmare since that's a fairly moderate difficulty that requires building your character tactically rather than Normal where you can win with sub-optimal builds, so I'll be able to distinguish what is overpowered and underpowered.
My wiki page, which contains a guide and resource compilation and class tier list.

Parcae2
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Re: Comprehensive Mindslayer rework

#119 Post by Parcae2 »

Balance post:

Darkgod, if you're reading this, it might be a good idea to merge the changes into beta 11 so that we can get balance feedback from more people. It's hard to tell what's really powerful/weak and what's just a subjective, playstyle thing.

I have some concerns about the balance of Insane in general (and posted in the beta thread to that effect), so it's hard to determine whether it's the new Mindslayer that makes the game feel so easy now, or just the new Insane. I think that if I were encountering enemies that actually did any significant amount of spike damage, the class's toned-down defenses might be a problem. As it is, I'm just skating through Insane, one-shotting rares.

I haven't touched Psi-Fighting at all.

The numbers on the advanced electric tree seem really, REALLY low. I unlocked the tree at level 10, but I'm pretty sure the only time I've ever used any of the talents was to check if they caused LUA errors.

Fake edit: Bpat, Beta 10 is not remotely up to date. Use the version in this thread, a few posts up.

bpat
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Re: Comprehensive Mindslayer rework

#120 Post by bpat »

Parcae2 wrote:Fake edit: Bpat, Beta 10 is not remotely up to date. Use the version in this thread, a few posts up.
Thanks, I'll try to test it if I have time tomorrow. Unfortunately school is keeping me pretty busy so I won't have time to test everything, so is there anything in particular I ought to test out for either balance or bugs?
My wiki page, which contains a guide and resource compilation and class tier list.

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