Reworking Chronomancy ver 2

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edge2054
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Re: Reworking Chronomancy ver 2

#481 Post by edge2054 »

Parcae2 wrote:Latest git results in LUA error on character creation. I'm assuming this is the result of a WIP talent, but if it's unexpected, I'll post the log.
The commit I just pushed? I'm not seeing an error so if it's the commit that I pushed half an hour ago yes, please post the log :)

Kiba333
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Re: Reworking Chronomancy ver 2

#482 Post by Kiba333 »

Something about point zero is bugging out
error = "Lua Error: /data/zones/town-point-zero/npcs.lua:194: table index is nil\
At [C]:-1 __newindex\
At /data/zones/town-point-zero/npcs.lua:194 f\
At /engine/Entity.lua:987 loadList\
At /engine/Zone.lua:164 loadBaseLists\
At /engine/Zone.lua:119 init\
At /engine/class.lua:97 new\
At /mod/class/Game.lua:841 changeLevelReal\
At /mod/class/Game.lua:734 changeLevel\
At /mod/class/Game.lua:259 at_end\
At /mod/dialogs/Birther.lua:306 fct\
At /mod/dialogs/Birther.lua:188 fct\
At /engine/ui/Dialog.lua:113 fct\
At /engine/ui/Button.lua:64 fct\
At /engine/Mouse.lua:56 receiveMouse\
At /engine/Mouse.lua:94 delegate\
At /engine/ui/Dialog.lua:558 mouseEvent\
At /engine/ui/Dialog.lua:337 fct\
At /engine/Mouse.lua:56 "
seen = true
reported = false

edge2054
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Re: Reworking Chronomancy ver 2

#483 Post by edge2054 »

haha.. yeah, I renamed the old temporal fugue to temporal fugue old then forgot to change it back when I renamed the new one to preserve pattern. Of course... I playtest most things on skeletons so I have a have the necromancer to test things on.

Sorry all, should be fixed now.

Kiba333
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Re: Reworking Chronomancy ver 2

#484 Post by Kiba333 »

As for Temporal fugue, how about the name "Theseus Paradox"?

I also love the hempel's raven paradox (high 5 to anyone who knows this from umineko), too bad there can only be 4 paradox spells xD

Parcae2
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Re: Reworking Chronomancy ver 2

#485 Post by Parcae2 »

The LUA error is gone, but Paradox Shield/Preserve Pattern doesn't actually seem to be reducing damage at all.

tylor
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Re: Reworking Chronomancy ver 2

#486 Post by tylor »

What is the git address? Can't find it.

edge2054
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Re: Reworking Chronomancy ver 2

#487 Post by edge2054 »

Parcae2 wrote:The LUA error is gone, but Paradox Shield/Preserve Pattern doesn't actually seem to be reducing damage at all.
Thanks, fixed.
tylor wrote:What is the git address? Can't find it.
http://git.net-core.org/edge2054/t-engine4.git

Parcae2
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Re: Reworking Chronomancy ver 2

#488 Post by Parcae2 »

Preserve Pattern now works but I'm not sure if the going-on-cooldown part is working. Will investigate further.

Edit: It's definitely not going on cooldown in the sense of deactivating the sustain. I have not yet been able to tell if it's going on cooldown in the sense of not absorbing damage for 10 turns.

Edit edit: I THINK it's working as designed but it's hard to tell. It would be nice to have something clearer in the combat log when it goes on cooldown.

edge2054
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Re: Reworking Chronomancy ver 2

#489 Post by edge2054 »

The particles should be gone while it's on cooldown and the icon overlay should also indicate that it's cooling down.

But I put in a log message anyway.

donkatsu
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Re: Reworking Chronomancy ver 2

#490 Post by donkatsu »

edge2054 wrote:I'm going to rename Temporal Fugue to something more Paradoxy and rework the bonus damage on Paradox Bolt into a variation of the Lorentz Contraction (Ladder Paradox). It's already doing this basically but I want it to be more like -50% damage if the ball is 10 tiles away from the caster and +50% at range one or something.
Honestly I really really like the way Paradox Bolt works now. Maybe it doesn't fit well conceptually, but mechanically, teleporting and leading your bolts around makes for great gameplay. Plus choosing how far away you want to start your bolt when your target is right in your face. Can I afford to delay the damage by a turn or two, or should I start the bolt closer so that I get the damage now, even if that means I'll be doing less?

If the bolt just does more damage at closer range then I'll always just start it right on top of whatever I want to hit with it.

Parcae2
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Re: Reworking Chronomancy ver 2

#491 Post by Parcae2 »

I agree with Donkatsu here. Paradox Bolt is beautiful and needs no changes.

0player
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Re: Reworking Chronomancy ver 2

#492 Post by 0player »

In the lastest git tree, there are both Paradox Bolt and Icarus Paradox. Is this intentional or are things just moving around a lot?

edge2054
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Re: Reworking Chronomancy ver 2

#493 Post by edge2054 »

0player wrote:In the lastest git tree, there are both Paradox Bolt and Icarus Paradox. Is this intentional or are things just moving around a lot?
Icarus Paradox isn't finished so it's just a copy paste of another talent right now. It also needs a new name.

edge2054
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Re: Reworking Chronomancy ver 2

#494 Post by edge2054 »

Induced Phenomena is rewritten and pushed.

Parcae, just so you know I haven't been ignoring you on the Fateweaver thing. I'm still working on balancing numbers and i'm trying to use spellpower scaling wherever possible so that keeping Paradox above 300 is strongly encouraged. If I can find a good balance on it I'd prefer to use spellpower but if I can't I'll use something more linear.

Parcae2
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Re: Reworking Chronomancy ver 2

#495 Post by Parcae2 »

What is Icarus Paradox going to be when it's done? That would help with suggesting names, if you're looking for suggestions.

Also, although Cosmic Cycle claims that its values increase with Spellpower, they do not appear to do so.
Last edited by Parcae2 on Wed Aug 06, 2014 7:40 pm, edited 1 time in total.

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