Beholder race/classes

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Nagyhal
Wyrmic
Posts: 282
Joined: Tue Feb 15, 2011 12:01 am

Re: Beholder race/classes

#181 Post by Nagyhal »

Brief update. I've got a beta repository going on at the following address:

https://github.com/Nagyhal/tome-beholder-cont-beta

Don't look too closely at the mess I tend to leave my code in as I'm working on it, you'll probably blind yourself.

I'd just like for someone else to have a good go at the Mage Eye class, see how the talents are playability-wise, and perhaps even come back with some excellent ideas and feedback.

Well, in any case, we'll have a lovely working version of the Mage Eye up and running very soon. Even sooner, with a little help. Thanks and see you all shortly!

marshmallowpeep
Higher
Posts: 79
Joined: Wed Mar 12, 2014 10:30 am

Re: Beholder race/classes

#182 Post by marshmallowpeep »

Kind of a rough start. Lost to the boss of the starting area a couple times. I feel like a weaker archmage. Since I've got three zaps the most obvious comparison is the "tri-beams" of the archmage and my eyebeams are worse than those in essentially every way. Mobility is a big problem.

The central eye talents aren't working and I don't understand why. When I made a Tyrant Eye (which started at level 20) they were functional, but on my mage eye, the sustain appears in my buff list, but there's a little green 0 on it and no cone shows up.

It's hard to say how representative my experience is with the whole central eye tree not working.

I don't entirely understand the growth system. What exactly do higher levels of growth do for me? I see they unlock the death eye tree and the ability to sustain multiple masteries, but do they do anything else? I noticed at some point my move speed seems to have been increased by a growth stage. Is there some place I can look to check my growth level?

At some point my spell crit chance became 100% and I don't know why. Is that related to the growth? Makes the increased crit chance on the overcharge abilities a little pointless.

The beam proc from fire mastery (maybe frost too) can target your escorts.

Lua error 1: Was exploring, took a step towards an enemy mold and got the lua and fire beam disabled. Another step towards it and the error repeated. Stepping away from it stopped it from happening.
Mage Eye Error 1.jpg
Mage Eye Error 1.jpg (38.91 KiB) Viewed 6817 times
Lua error 2: When I used overcharge: Magmatic rupture in the first floor of the sandworm lair when following the big sandworms.
Mage Eye Error 2.jpg
Mage Eye Error 2.jpg (41.23 KiB) Viewed 6817 times
Lua error 3: After I use death eye beam.
Mage Eye Error 3.jpg
Mage Eye Error 3.jpg (33.3 KiB) Viewed 6817 times
Lua error 4: Also after I use death eye beam. I can't add another screen shot so

Code: Select all

Lua Error: /engine/interface/GameTargeting.lua:118: /hooks/beholder-cont-beta/load.lua:136: attempt to index field 'ret' (a boolean value)
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/GameTargeting.lua:118 fct
	At /engine/interface/GameTargeting.lua:124 targetMode
	At /engine/interface/GameTargeting.lua:253 targetMouse
	At /mod/class/Game.lua:2017 fct
	At /engine/Mouse.lua:56 

Nagyhal
Wyrmic
Posts: 282
Joined: Tue Feb 15, 2011 12:01 am

Re: Beholder race/classes

#183 Post by Nagyhal »

Great, thanks!

This is some amazing testing for such a short period of time, marshmallowpeep and AuraOfTheDawn -thanks a lot!

Clarifications:

The Eye Tyrant's a testing class, I'll comment it out for future uploads to the repository. Indeed, I'll separate the git repository at some stage into a stable beta and an experimental alpha. Until then, please assume everything to be experimental.

Gazes weren't working because of a missing line of code, which I've fixed =D. You can download the latest update and see gazes in effect. We hope.

Here's a list of the fixes I'm going to have out before the day's end:
  • Magmatic Rupture talent fixed.
  • Death Beam talent fixed.
  • Masteries will no longer target allies
  • Spell crit will function properly
  • Eye Tyrant will not be selectable at the start screen ;)
  • Sustains with durations will properly display as such for all interfaces
  • Talent changes will be better documented in the info boxes
Functionality I'm working on today:
  • Expanding the functionality of gradient map effects
  • Draining Gaze will be made cooler
  • I'm attempting to make the central eye effects psionic, giving all beholders a functioning Psi bar, plus a reason to level Willpower
Ideas I'm working on today:
  • Re-envisaging the (soon to be psionic) gazes
  • Alternative implementations of the sustain-possessing attack talents
  • Sketching out a better concept for the Gauth class
If you've seen the new style of beholders (from the ideas thread) and were wondering what's happening to them, well... Crustaceans are still on the menu, I'm just forging ahead with the old designs and the old graphics to get the addon to a fun, playable state. Then we'll look at mad, hard-to-do, complete addon overhauls ;).
Last edited by Nagyhal on Tue Sep 02, 2014 10:48 pm, edited 1 time in total.

Kanos
Wayist
Posts: 20
Joined: Wed Jan 02, 2013 5:23 am

Re: Beholder race/classes

#184 Post by Kanos »

Is there a pre-compiled version available? I don't know a lick of lua.

Nagyhal
Wyrmic
Posts: 282
Joined: Tue Feb 15, 2011 12:01 am

Re: Beholder race/classes

#185 Post by Nagyhal »

No compilation involved, Kanos!

Just download the folder/directory from https://github.com/Nagyhal/tome-beholde ... its/master and put it in your game/addons folder.

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Beholder race/classes

#186 Post by edge2054 »

Nagyhal wrote: [*]Beholders will be reflavoured, reimaged, and cleansed of every reference to any WoTC copyrighted material.[/list]
Headless horrors >.>

Nagyhal
Wyrmic
Posts: 282
Joined: Tue Feb 15, 2011 12:01 am

Re: Beholder race/classes

#187 Post by Nagyhal »

New Beholders aren't out yet, but development is still going strong.

To celebrate a track record of a (hopeful) 28 days unbroken GitHub commits, I'm going to marathon through the psionic gaze talent trees over the next two days and that should give players a chance to enjoy a fairly polished Mage Eye 2.0.

Let the coding begin!

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