1.2.0 Is out, can't wait for compatible Arcanum Class Pack.
Also, I have a little suggestion: make Aegis/Shielding and Force/Shielding exclusive to each other (disable one when you activate the other or make them unusable when the other one is on). Same with Aegis/Arcane shield and Restoration/Arcane shield. Activating all four (on Adventurer or Ghost race) makes way too crazy shields.
There have been many changes, and I'll have to go through the addon with a comb to make sure it doesn't make bugs everywhere.
So, it'll take a day or two.
My feedback meter decays into coding. Give me feedback and I make mods.
Removed Alchemist changes and Enchanter.
Removed Wet effect, since DarkGod managed to steal it without seeing it.
Wardstones are now stocked in Rune shops.
Ritual Blades are now stocked in Dagger shops, but not the Zigur one.
My feedback meter decays into coding. Give me feedback and I make mods.
As a heads-up, your changes to the inscription set-up for Alchemist inscription mastery do not get along with nulltweaks. I'm getting the following error message when I try to right-click myself after going back to angolwen from the abashed expanse.
Lua Error: ...anum/superload/mod/class/interface/ActorInscriptions.lua:28: unknown inscription RUNE:_ACID_WAVE_1
At [C]:-1
At [C]:-1 assert
At ...anum/superload/mod/class/interface/ActorInscriptions.lua:28 getInscriptionData
At /data/talents/misc/inscriptions.lua:802 getTalentRadius
At ...nulltweaks/superload//data/talents/misc/inscriptions.lua:407 getTalentTarget
At /mod/dialogs/MapMenu.lua:167 generateList
At /mod/dialogs/MapMenu.lua:32 init
At /engine/class.lua:97 new
At /mod/class/Game.lua:2096 mouseRightClick
At /mod/class/Game.lua:2028 fct
At /engine/Mouse.lua:56
I might have missed it along the way, but I was curious on where the Enchanter class went I really enjoyed playing as them, even if it was a little quirky :c
Lua Error: /data/chats/angolwen-academy.lua:123: attempt to index local 'tt_def' (a nil value)
At [C]:-1 __index
At /data/chats/angolwen-academy.lua:123 generate_basics
At /data/chats/angolwen-academy.lua:240 f
At /engine/Chat.lua:41 init
At /engine/class.lua:39 new
At /mod/resolvers.lua:289 check
At /engine/Map.lua:746 checkEntity
At /mod/class/Player.lua:292 moveDir
At /mod/class/Game.lua:1621
At /engine/KeyBind.lua:229
Happens when I try to use angolwen academy. It's strange, because it worked on my previous character.
Enchanter was disabled as it need rebuilding after the latest update, and I will have to think about it carefully.
So post suggestions and requests for what you would like to see in it.
Arcanum is due for an overhaul, but I'm focussing on getting these addons working in 1.2 first.
So suggestions and requests for the whole addon would be useful really.
My feedback meter decays into coding. Give me feedback and I make mods.
Lua Error: /data/chats/angolwen-academy.lua:123: attempt to index local 'tt_def' (a nil value)
At [C]:-1 __index
At /data/chats/angolwen-academy.lua:123 generate_basics
At /data/chats/angolwen-academy.lua:240 f
At /engine/Chat.lua:41 init
At /engine/class.lua:39 new
At /mod/resolvers.lua:289 check
At /engine/Map.lua:746 checkEntity
At /mod/class/Player.lua:292 moveDir
At /mod/class/Game.lua:1621
At /engine/KeyBind.lua:229
Happens when I try to use angolwen academy. It's strange, because it worked on my previous character.
Getting the same error. The higher your magic gets, the more types you can learn at the academy - something from the group that requires 30+ magic is causing it - my char only had the problems after I had mag at that level.
Probably spell/infusion - that doesn't exist anymore.
For Enchanter, the one thing that had always irked me was that Channel Staff couldn't apply the Enhancement effects. Kind of useless to have a skill that gives mana on hit when the ideal playstyle is to never be in attack range in the first place. I feel like a custom Staff tree with a new Channel Staff that could apply on hit effects would be nice.
I also absolutely loved the ability to actually "enchant" your equipment, and I would love to see that explored more. Maybe in the form of a custom Talent tree that lets you add elemental damage to your weapons, or add base damage, something along those lines. Give the Enchanter an actual "enchanting" feel. To me, an Enchanter should only know basic magic talents, and should get most of his/her strength from strengthening their weapons and accessories.