Arcanum Class Pack v2.3
Moderator: Moderator
Re: Arcanum Class Pack v1.9.2
No, its because it does Flameshock, so it does the full damage over three turns.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v1.9.3
Updated:
Fixed a few bugs.
Added an extra 5 items to all rune shops.
Fixed a few bugs.
Added an extra 5 items to all rune shops.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v1.9.3
What are peoples thoughts on the modified Alchemy quest that was in this addon?
It is currently completely disabled.
Would people like it restored?
And should the structure be changed in some way?
Basically I'm redesigning Water Alchemy, and want to know if I'll be including Potioncraft in it or not.
It is currently completely disabled.
Would people like it restored?
And should the structure be changed in some way?
Basically I'm redesigning Water Alchemy, and want to know if I'll be including Potioncraft in it or not.
My feedback meter decays into coding. Give me feedback and I make mods.
-
- Cornac
- Posts: 35
- Joined: Fri Jan 10, 2014 6:06 pm
Re: Arcanum Class Pack v1.9.3
Personally, I thought it was a pretty cool idea; I always wondered why I couldn't do any alchemy as an alchemist, so I really liked that arcanum let me.
Re: Arcanum Class Pack v1.9.3
Some teasers for feedback on the next version.
Revised Enchanter class:
Class Categories
Enhancement
Morph (locked)
Enchanted Weapons
Enchanted Armour
Enchanted Trinkets (locked)
Ordered Hedgemagic
Chaotic Hedgemagic (locked)
Inanimation (locked)
Generic Categories
Staff Magic
Force
Mana Alchemy
Staff Combat (locked)
Stone Alchemy (locked)
Enchanted Weapons
Enchant Weapon: active. Reduces requirements, increases accuracy, adds arcane to power source and adds Enchanted Weapon Mastery as a mastery talent.
Enchanted Weapon Mastery: passive. Weapon Mastery talent.
Fortify Weapon: passive. Enchant Weapon adds arcane damage to the weapon and mag stat mod to damage.
Enchanted Pommel Gem: active. Insert a gem to add extra bonuses to the weapon.
Enchanted Armour
Enchant Armour: active. Reduces requirements, decreases fatigue, adds arcane to power source and adds Enchanted Armour Mastery as a mastery talent.
Enchanted Armour Mastery: passive. Armour Mastery talent.
Fortify Armour: passive. Enchant Armour adds armour and physical save.
Enchanted Bindings: passive. Enchant Armour adds a special bonus based on the item type.
Enchanted Trinkets
Enchant Cloth/Leather: active. Adds defense and spellsave to items and makes them arcane powered.
Fortify Magic: active. Enhances magical activations.
Enchanted Jewelery: active. Add a gem to a ring or amulet.
Runestaff: active. Inscribe a rune on a stave. Also increases spellpower.
Revised Ordered Hedgemagic
Arcane Smite: active. Melee attack that does knockback.
Perfect Step: active. Perfect phase door.
Hold: active. Mass pin and stun.
Fire Shield: active/sustain?. Does fire/arcane to attackers. Some fire/cold/arcane resistance and projectile defense.
Revised Inanimation
Flying Weapon: active. Attack a target at range with weapon damage. Inflict off balance?
Animate Weapon: active. Turn a weapon in a minion.
Bladestorm:
Shield Guardian:
Arcane Harmony relocated to Staff Magic 4.
Arcanist Tweaks:
Spell Acceleration replaced with - Space Warp: active. Swap place with target creature, spellshocking them.
Spell Reflection replaced with - Warp Master: passive. Lowers the cooldowns on temporal and conveyance talents.
Unlight replaced with - Prismatic Chaos: active. Light damage chain that inflicts confusion.
Alchemist Goodies:
Poison Alchemy
Poison Infusion: sustain. Bombs do poison damage. Increases nature damage.
Poison Coat: passive. Your bombs coat your golem in poison. Adding poison to its melee and ranged attacks.
Chloroform: active. Sleep bomb.
Mutation: sustain. Increases physical power, physical save, max life, life regen and adds poison damage to your melee and ranged attacks.
Metal Alchemy
Metal Infusion: sustain. Bombs inflict bleeding. Increases physical damage.
Shrapnel Shield: passive. Your bombs cover your golem in a spiked damage shield.
Razor Wire: active. Creates a wall of metal shards that inflict pin and bleed to creatures trying to cross it.
Golem Suit: active. Merge with your golem temporarily. Removes you from play. Adds your current statuses to golem. Buffs golem in some way. when it ends, all statuses remain on golem and you are healed.
Any other requests while I'm making a huge update?
Revised Enchanter class:
Class Categories
Enhancement
Morph (locked)
Enchanted Weapons
Enchanted Armour
Enchanted Trinkets (locked)
Ordered Hedgemagic
Chaotic Hedgemagic (locked)
Inanimation (locked)
Generic Categories
Staff Magic
Force
Mana Alchemy
Staff Combat (locked)
Stone Alchemy (locked)
Enchanted Weapons
Enchant Weapon: active. Reduces requirements, increases accuracy, adds arcane to power source and adds Enchanted Weapon Mastery as a mastery talent.
Enchanted Weapon Mastery: passive. Weapon Mastery talent.
Fortify Weapon: passive. Enchant Weapon adds arcane damage to the weapon and mag stat mod to damage.
Enchanted Pommel Gem: active. Insert a gem to add extra bonuses to the weapon.
Enchanted Armour
Enchant Armour: active. Reduces requirements, decreases fatigue, adds arcane to power source and adds Enchanted Armour Mastery as a mastery talent.
Enchanted Armour Mastery: passive. Armour Mastery talent.
Fortify Armour: passive. Enchant Armour adds armour and physical save.
Enchanted Bindings: passive. Enchant Armour adds a special bonus based on the item type.
Enchanted Trinkets
Enchant Cloth/Leather: active. Adds defense and spellsave to items and makes them arcane powered.
Fortify Magic: active. Enhances magical activations.
Enchanted Jewelery: active. Add a gem to a ring or amulet.
Runestaff: active. Inscribe a rune on a stave. Also increases spellpower.
Revised Ordered Hedgemagic
Arcane Smite: active. Melee attack that does knockback.
Perfect Step: active. Perfect phase door.
Hold: active. Mass pin and stun.
Fire Shield: active/sustain?. Does fire/arcane to attackers. Some fire/cold/arcane resistance and projectile defense.
Revised Inanimation
Flying Weapon: active. Attack a target at range with weapon damage. Inflict off balance?
Animate Weapon: active. Turn a weapon in a minion.
Bladestorm:
Shield Guardian:
Arcane Harmony relocated to Staff Magic 4.
Arcanist Tweaks:
Spell Acceleration replaced with - Space Warp: active. Swap place with target creature, spellshocking them.
Spell Reflection replaced with - Warp Master: passive. Lowers the cooldowns on temporal and conveyance talents.
Unlight replaced with - Prismatic Chaos: active. Light damage chain that inflicts confusion.
Alchemist Goodies:
Poison Alchemy
Poison Infusion: sustain. Bombs do poison damage. Increases nature damage.
Poison Coat: passive. Your bombs coat your golem in poison. Adding poison to its melee and ranged attacks.
Chloroform: active. Sleep bomb.
Mutation: sustain. Increases physical power, physical save, max life, life regen and adds poison damage to your melee and ranged attacks.
Metal Alchemy
Metal Infusion: sustain. Bombs inflict bleeding. Increases physical damage.
Shrapnel Shield: passive. Your bombs cover your golem in a spiked damage shield.
Razor Wire: active. Creates a wall of metal shards that inflict pin and bleed to creatures trying to cross it.
Golem Suit: active. Merge with your golem temporarily. Removes you from play. Adds your current statuses to golem. Buffs golem in some way. when it ends, all statuses remain on golem and you are healed.
Any other requests while I'm making a huge update?
Last edited by HousePet on Wed Jul 09, 2014 1:32 pm, edited 1 time in total.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v1.9.3
Make it work? Any time I try to load Arcanum now it gives me a LUA error about a talent time warp already existing.
Re: Arcanum Class Pack v1.9.3
And when did this start happening?
I thought I altered the short name of all my talents so that that couldn't happen.
I thought I altered the short name of all my talents so that that couldn't happen.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v1.9.3
Well I've checked the code, and there is no way that error should be happening.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v1.9.3
well...this is how
For some reason my Steam client isnt updating Arcanum and this is the only one it's not happening to. tome-arcanum.teaa was last updated 01/05/2014 in my filesystem.
Is anyone else having this problem by chance? I'll just delete it and re-download im just curious as to why it didnt update to a newer version but the rest of my addons do.
Code: Select all
long_name = "Arcanum Class Pack"
short_name = "arcanum"
for_module = "tome"
version = {1,1,0}
Is anyone else having this problem by chance? I'll just delete it and re-download im just curious as to why it didnt update to a newer version but the rest of my addons do.
Re: Arcanum Class Pack v1.9.3
There were two entries for Arcanum on the workshop at one point from the workshop screwing up. You might have been subscribed to the dud one.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v1.9.3
I am a dingbat, ignore me.
Re: Arcanum Class Pack v1.9.3
I am just not having any luck with Arcanum anymore
Code: Select all
Loading entities file from file /data-arcanum/world-artifacts.lua
Lua Error: /engine/Entity.lua:966: Entity definition has a closure: Entity closure checker: value[on_set_broken] has upvalue Talents
At [C]:-1
At [C]:-1 error
At /engine/Entity.lua:966 newEntity
At /data-arcanum/world-artifacts.lua:614 f
At /engine/Entity.lua:987 loadList
At /hooks/arcanum/load.lua:22
At [string "return function(l, self, data) local ok=false..."]:1 triggerHook
At /engine/Entity.lua:991 loadList
At /engine/Entity.lua:980 load
At /data/general/objects/objects.lua:22 loadIfNot
At /data/general/objects/objects.lua:85 f
At /engine/Entity.lua:987 loadList
At /mod/dialogs/Birther.lua:56 init
At /engine/class.lua:97 new
At /mod/class/Game.lua:237 newGame
At /mod/class/Game.lua:134 runReal
At /mod/class/Game.lua:91 run
At /engine/Module.lua:850 instanciate
At /engine/utils.lua:2199 showMainMenu
At /engine/init.lua:156
At [C]:-1 dofile
At /loader/init.lua:196
Re: Arcanum Class Pack v1.9.3
That error will only appear with debug mode active.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v1.9.3
Does anyone like the current Chaos Armour?
Protect yourself with powerful but wild energies for up to 10 turns.
The armour will grant %d%% evasion, resistance to a random damage type and critical hit reduction.
This magic is unstable and each turn there is a 1 in %0.2f chance that the duration will decrease faster than normal; the damage resistance changes each turn as well.
The total damage the barrier can absorb will increase with your Spellpower.
I'm thinking of changing it to a chance to avoid damage, like Leaves Tide uses.
Protect yourself with powerful but wild energies for up to 10 turns.
The armour will grant %d%% evasion, resistance to a random damage type and critical hit reduction.
This magic is unstable and each turn there is a 1 in %0.2f chance that the duration will decrease faster than normal; the damage resistance changes each turn as well.
The total damage the barrier can absorb will increase with your Spellpower.
I'm thinking of changing it to a chance to avoid damage, like Leaves Tide uses.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v2 alpha available
Early access beta (aka alpha) version for everyone!
I've done barely any testing on the new talents, but you can still look at the pretty icons and play with the existing talents.
I'm only about half way through this update, so there is still time for more things to be included if anyone has requests.
Forum won't let me attach the file, says its too phat.
http://www.users.on.net/~curtisnd/tome-arcanum.rar
I've done barely any testing on the new talents, but you can still look at the pretty icons and play with the existing talents.
I'm only about half way through this update, so there is still time for more things to be included if anyone has requests.
Forum won't let me attach the file, says its too phat.

http://www.users.on.net/~curtisnd/tome-arcanum.rar
My feedback meter decays into coding. Give me feedback and I make mods.