Arcanum Class Pack v2.3

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HousePet
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Re: Arcanum Class Pack v1.9.2

#391 Post by HousePet »

No, its because it does Flameshock, so it does the full damage over three turns.
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HousePet
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Re: Arcanum Class Pack v1.9.3

#392 Post by HousePet »

Updated:
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.

HousePet
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Re: Arcanum Class Pack v1.9.3

#393 Post by HousePet »

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.
My feedback meter decays into coding. Give me feedback and I make mods.

FruitAndGarbage
Cornac
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Re: Arcanum Class Pack v1.9.3

#394 Post by FruitAndGarbage »

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.

HousePet
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Re: Arcanum Class Pack v1.9.3

#395 Post by HousePet »

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?
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.

Sradac
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Location: Angolwen

Re: Arcanum Class Pack v1.9.3

#396 Post by Sradac »

Make it work? Any time I try to load Arcanum now it gives me a LUA error about a talent time warp already existing.

HousePet
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Re: Arcanum Class Pack v1.9.3

#397 Post by HousePet »

And when did this start happening?
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.

HousePet
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Re: Arcanum Class Pack v1.9.3

#398 Post by HousePet »

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.

Sradac
Sher'Tul
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Re: Arcanum Class Pack v1.9.3

#399 Post by Sradac »

well...this is how

Code: Select all

long_name = "Arcanum Class Pack"
short_name = "arcanum"
for_module = "tome"
version = {1,1,0}
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.

HousePet
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Re: Arcanum Class Pack v1.9.3

#400 Post by HousePet »

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.

Talow
Cornac
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Re: Arcanum Class Pack v1.9.3

#401 Post by Talow »

I am a dingbat, ignore me.

Sradac
Sher'Tul
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Re: Arcanum Class Pack v1.9.3

#402 Post by Sradac »

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 

HousePet
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Re: Arcanum Class Pack v1.9.3

#403 Post by HousePet »

That error will only appear with debug mode active.
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
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Re: Arcanum Class Pack v1.9.3

#404 Post by HousePet »

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.
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
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Re: Arcanum Class Pack v2 alpha available

#405 Post by HousePet »

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
My feedback meter decays into coding. Give me feedback and I make mods.

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