Arcanum Class Pack v2.3
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Re: Arcanum Class Pack v2 alpha available
Most of the way through a run of the version up on steam (1.2.2). Enjoying a lot of the item and thematic additions. It's a pretty good pack, even when not playing a mage. See that there's a new version/alpha in testing, so my reason to yammer might already be fixed up.
It looks like Hold doesn't apply any save against it. Hold under Ordered Hedgemagic ended up on a Rare that could repeatedly use it for 11 rounds of 'stay put', despite a more than 30 point difference in his spellpower versus my spell save and 100 percent pin resistance. The talent description doesn't seem to say it applies against any save type, so there doesn't seem to be a way to protect against it? Maybe it checked stun (I only had 60 percent stun resistance), but I would've expected the spellpower to save difference alone to block most/all of it. Ended up being a long 'please come within my seven square range of death so I can kill you already' fight.
It looks like Hold doesn't apply any save against it. Hold under Ordered Hedgemagic ended up on a Rare that could repeatedly use it for 11 rounds of 'stay put', despite a more than 30 point difference in his spellpower versus my spell save and 100 percent pin resistance. The talent description doesn't seem to say it applies against any save type, so there doesn't seem to be a way to protect against it? Maybe it checked stun (I only had 60 percent stun resistance), but I would've expected the spellpower to save difference alone to block most/all of it. Ended up being a long 'please come within my seven square range of death so I can kill you already' fight.
ToME Tips - auto-generated spoilers for ToME. - someone else made. I find super awesome, so spreading as well.
Re: Arcanum Class Pack v2 alpha available
I gave the alpha a try:
Enchanters are broken for me, because I can't enchant weapons nor armors (trying gives a LUA error).
Also it is only possible to animate a weapon if there is no adjacent enemy. If this is intentional, please add that to the skill description.
Enchanters are broken for me, because I can't enchant weapons nor armors (trying gives a LUA error).
Also it is only possible to animate a weapon if there is no adjacent enemy. If this is intentional, please add that to the skill description.
Re: Arcanum Class Pack v2 alpha available
Okay, I'll add an explicit save check to Hold.
Doesn't surprise me that the Enchantment stuff isn't working. That version wasn't tested at all.
I should be able to release a version with beta archmage/arcanist/elementist/alchemist ready tonight.
Then I'll start finishing Enchanter.
Doesn't surprise me that the Enchantment stuff isn't working. That version wasn't tested at all.
I should be able to release a version with beta archmage/arcanist/elementist/alchemist ready tonight.
Then I'll start finishing Enchanter.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v2 beta available
Okay, Archmage/Alchemist/Arcanist/Elementist should be all fine in this version.
Enchanter, probably broken, but feel free to try it and report bugs.
In addition to numerous tweaks, I've also added 12 new artifacts, and removed the Staff of Chaos.
http://www.users.on.net/~curtisnd/tome-arcanum.rar
Enchanter, probably broken, but feel free to try it and report bugs.
In addition to numerous tweaks, I've also added 12 new artifacts, and removed the Staff of Chaos.
http://www.users.on.net/~curtisnd/tome-arcanum.rar
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v2 beta available
Ideas for Arcanum Alchemist:
Because there are already a lot of infusion, how about there are talents that allow you to use 2 infusions,
By mixing different infusions bomb and golem get unique effects, last talent should allow to use 3 infusions, it should be around 30 combination effects.
You should make talents that playing with alchemist gems, like make it drop chance to get alchemist gems from killing monster using bombs or combine multiple gems to upgrade tier or auto duplicate alchemist gems using magic
Because there are already a lot of infusion, how about there are talents that allow you to use 2 infusions,
By mixing different infusions bomb and golem get unique effects, last talent should allow to use 3 infusions, it should be around 30 combination effects.
You should make talents that playing with alchemist gems, like make it drop chance to get alchemist gems from killing monster using bombs or combine multiple gems to upgrade tier or auto duplicate alchemist gems using magic
Re: Arcanum Class Pack v2 beta available
now you can play with two infusion at one time 
but bomb deal only one type of damage.
chloroform bomb put you to sleep too.
i think it shouldn't becouse i have 5 in alchemist protection

but bomb deal only one type of damage.
chloroform bomb put you to sleep too.
i think it shouldn't becouse i have 5 in alchemist protection
Re: Arcanum Class Pack v2 beta available
Oh yes, I forgot to fix the first one.tokariew wrote:now you can play with two infusion at one time
but bomb deal only one type of damage.
chloroform bomb put you to sleep too.
i think it shouldn't becouse i have 5 in alchemist protection
I'll fix the second one too.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v2 beta available
Anyone found any other bugs?
I'll probably release a beta Enchanter version tomorrow.
I'll probably release a beta Enchanter version tomorrow.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v2 beta available
Disenchant Item isn't working and my implementation of Enchanted Armour Training won't work, so delayed.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v2 beta available
Got another bug that I'm pretty sure is arcanum pack (http://forums.te4.org/viewtopic.php?f=6 ... 17#p186017). Just started a rogue with only it and got this behavior.
Issue:
All dualwield damage is being listed as Shield damage in the log, preventing Windblade from being attainable.
Data from new test rogue with just arcanum:
d["damage_log"]={["weapon"]={["knife"]=44.909090909091,
["shield"]=44.909090909091,
}
,
["PHYSICAL"]=44.909090909091,
}
Without arcanum:
d["damage_log"]={["weapon"]={["knife"]=29.272727272727,
["dualwield"]=29.272727272727,
}
,
["PHYSICAL"]=29.272727272727,
}
Probable cause, Arcanum overwrites has shield, and adds a PSIONIC_FOCUS check. But if an offhand weapon isn't a psionic focus, it'll fall through to returning it, rather than returning nil, causing hasShield to return true for all non-psionic focus. Or at least, that's my read on it. Lua isn't a main language to me.
In Combat.lua of Arcanum Pack, vers
--- Check if the actor has a shield
function _M:hasShield()
if self:attr("disarmed") then
return nil, "disarmed"
end
if not self:getInven("MAINHAND") or not self:getInven("OFFHAND") then return end
local shield = self:getInven("OFFHAND")[1]
if not shield or not shield.special_combat then
if self:getInven("PSIONIC_FOCUS") then
shield = self:getInven("PSIONIC_FOCUS")[1]
if not shield or not shield.special_combat then
return nil
end
end
end
return shield
end
I have the version that is up on steam. Doesn't look like addons get specific version info, so don't know if that's an older one:
long_name = "Arcanum Class Pack"
short_name = "arcanum"
for_module = "tome"
version = {1,2,2}
Issue:
All dualwield damage is being listed as Shield damage in the log, preventing Windblade from being attainable.
Data from new test rogue with just arcanum:
d["damage_log"]={["weapon"]={["knife"]=44.909090909091,
["shield"]=44.909090909091,
}
,
["PHYSICAL"]=44.909090909091,
}
Without arcanum:
d["damage_log"]={["weapon"]={["knife"]=29.272727272727,
["dualwield"]=29.272727272727,
}
,
["PHYSICAL"]=29.272727272727,
}
Probable cause, Arcanum overwrites has shield, and adds a PSIONIC_FOCUS check. But if an offhand weapon isn't a psionic focus, it'll fall through to returning it, rather than returning nil, causing hasShield to return true for all non-psionic focus. Or at least, that's my read on it. Lua isn't a main language to me.
In Combat.lua of Arcanum Pack, vers
--- Check if the actor has a shield
function _M:hasShield()
if self:attr("disarmed") then
return nil, "disarmed"
end
if not self:getInven("MAINHAND") or not self:getInven("OFFHAND") then return end
local shield = self:getInven("OFFHAND")[1]
if not shield or not shield.special_combat then
if self:getInven("PSIONIC_FOCUS") then
shield = self:getInven("PSIONIC_FOCUS")[1]
if not shield or not shield.special_combat then
return nil
end
end
end
return shield
end
I have the version that is up on steam. Doesn't look like addons get specific version info, so don't know if that's an older one:
long_name = "Arcanum Class Pack"
short_name = "arcanum"
for_module = "tome"
version = {1,2,2}
ToME Tips - auto-generated spoilers for ToME. - someone else made. I find super awesome, so spreading as well.
Re: Arcanum Class Pack v2 beta available
You've misread. It actually checks for a shield in the psionic focus slot. Not a psionic focus in the off hand slot.
The error is actually that is returns shield if you don't have the psionic focus slot. I'll correct that.
The error is actually that is returns shield if you don't have the psionic focus slot. I'll correct that.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v2 beta available
Good to hear.
Though wouldn't that also mean if you have a shield in your psionic focus slot, and are dualwielding, that you won't count as dualwielding since it will be returning hasShield = true?
Though wouldn't that also mean if you have a shield in your psionic focus slot, and are dualwielding, that you won't count as dualwielding since it will be returning hasShield = true?
ToME Tips - auto-generated spoilers for ToME. - someone else made. I find super awesome, so spreading as well.
Re: Arcanum Class Pack v2 beta available
Yes.
I changed it to allow the use of Block with a psionic slot shield.
I should be able to alter the Block talent to do the same effect with less messiness.
I changed it to allow the use of Block with a psionic slot shield.
I should be able to alter the Block talent to do the same effect with less messiness.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v2 Enchanter beta available
I got some wisdom from The Dark One and fixed up the Enchanter issues.
So here is a working beta for Enchanter.
http://www.users.on.net/~curtisnd/tome-arcanum.rar
I've still got a few minor things to add/improve, so please break things with that addon and I'll correct them.
Also, any balance feedback would be great too.
Enjoy.
So here is a working beta for Enchanter.
http://www.users.on.net/~curtisnd/tome-arcanum.rar
I've still got a few minor things to add/improve, so please break things with that addon and I'll correct them.
Also, any balance feedback would be great too.
Enjoy.

My feedback meter decays into coding. Give me feedback and I make mods.
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Re: Arcanum Class Pack v2 Enchanter beta available
With that new enchanter beta, when I try to start a new game it hangs while loading and the log says
Code: Select all
Lua Error: /engine/utils.lua:1784: /data-arcanum/talents/spells/enchanted-armours.lua:113: unexpected symbol near ')'
At [C]:-1
At [C]:-1 error
At /engine/utils.lua:1784 loadfilemods
At /engine/interface/ActorTalents.lua:31 loadDefinition
At /engine/interface/ActorTalents.lua:39 load
At /data-arcanum/talents/spells/spells.lua:237 f
At /engine/interface/ActorTalents.lua:42 loadDefinition
At /hooks/arcanum/load.lua:12
At [string "return function(l, self, data) local ok=false..."]:1
At /mod/load.lua:312
At [C]:-1 require
At /engine/Module.lua:158 load
At /engine/Module.lua:815 instanciate
At /engine/utils.lua:2199 showMainMenu
At /engine/init.lua:156
At [C]:-1 dofile
At /loader/init.lua:196