Arcanum Class Pack v2.3

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HousePet
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Re: Arcanum Class Pack v2 Enchanter beta 2 available

#451 Post by HousePet »

Found the bug with Poison Coat.

Discovered that Alchemist's Protection was protecting enemies from Chloroform too.

And it appears that the poison beam is using accuracy as the apply power, so I'll change that to spellpower.
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
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Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack v2 Enchanter beta 3 available

#452 Post by HousePet »

Hopefully final beta version: http://www.users.on.net/~curtisnd/tome-arcanum.rar

Now with a Lesser Runes talent and an Enchanted Combat category.
My feedback meter decays into coding. Give me feedback and I make mods.

marshmallowpeep
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Re: Arcanum Class Pack v2 Enchanter beta 3 available

#453 Post by marshmallowpeep »

I know this is super minor and easy to fix, but I'm still starting with a point auto allocated to arcane smite.

If the idea behind lesser runes is to enable no-mastery builds (that is the context in which the idea came up, correct?) I don't think it's enough. Someone who wants rune staff would still need to put a category point in staff mastery. Right now, there's no reason to use the first three talents granted by it after you've got 5 points because the last two are better in every way. heat beam is obsolete as soon as you get it. Why would you want to do X damage over 5 turns when you can do X damage instantly with lightning? Biting Gale is very good because of the freeze, but as a damage talent, with 5 points it does about the same as one point force punch, which itself does less damage than the three turn cooldown basic nukes available to other mages. Even with the low damage you just don't have enough talents to maintain any kind of real rotation without weapon based skills.

I don't like that lesser runes all put each other on cooldown. The whole fun of poison and traps is that they actually give you more than one useful talent. With lesser runes, the new effects may as well replace the old ones because of the cooldown thing, and the fact that each (except heat beam) is just plain better than the last. They already mess with each other enough from from the saturation.

Lua error when I try to weapon enchant gloves. Didn't occur to me to test this earlier.
Gloves error.jpg
Gloves error.jpg (54.49 KiB) Viewed 6303 times
Lua error at random when I attack or use flying weapon. Might be related to daze chance from zircon? I got several variations on this one, but they all say the bit about "attempt to call method 'combatPhysResist' (a nil value)" so I'm just putting one. I can post a couple others if that's needed.
Attack error.jpg
Attack error.jpg (76.04 KiB) Viewed 6303 times
Inscription mastery is 100 times as effective as it says for inscriptions. Seems to be working fine for lesser runes.

My character is level 15 and effectively immortal from the inscription mastery issue. I'll test more later.

HousePet
Perspiring Physicist
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Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack v2 Enchanter beta 3 available

#454 Post by HousePet »

Yeah, I forgot to change the starting talents and unlock Staff Combat. :oops:

I did think I'd made Lesser Runes too pathetic. I'll remove the shared cooldown, as saturation should cover that. Damage values will be roughly doubled.

I rewrote the enchanting code to be more efficient, so that might be a new bug on the gauntlets.

Should all be easily fixed.
My feedback meter decays into coding. Give me feedback and I make mods.

marshmallowpeep
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Re: Arcanum Class Pack v2 Enchanter beta 3 available

#455 Post by marshmallowpeep »

Okay I've made it to 22 and tried all the new skills. Everything seems to be working as expected, except that I didn't get any combo points when I used enchanted assault with unarmed. I haven't tried it with shield, sling or bow.

I'm still getting the thing where I keep damage reduction when Shield Guardian is unequipped so I can stack it up by taking it on and off, and the thing where ammo drops when I use animate weapon on a ranged weapon and the duration runs out.

Nothing else to report really. I haven't tried chaotic hedgemagic or morph because they seem unchanged from the older versions that presumably worked.

HousePet
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Re: Arcanum Class Pack v2 Enchanter beta 3 available

#456 Post by HousePet »

Combo points might require that you have the ability to gain combo points first.

I forgot about the Shield Guardian issue. :lol:

I've had presuming it work cos it was in an earlier version blow up before. :D
That was Morph though, so it probably won't explode again.
My feedback meter decays into coding. Give me feedback and I make mods.

marshmallowpeep
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Re: Arcanum Class Pack v2 Enchanter beta 3 available

#457 Post by marshmallowpeep »

Shortly after posting that I got a lua error trying to use an emerald with enchanted gem pommel :oops:
Attachments
Emerald.jpg
Emerald.jpg (62.27 KiB) Viewed 6235 times

HousePet
Perspiring Physicist
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Re: Arcanum Class Pack v2 Enchanter final beta available

#458 Post by HousePet »

Okay, this should be the final version.
http://www.users.on.net/~curtisnd/tome-arcanum.rar
Hopefully no bugs.
This should fix issues with Inscription Mastery and Shield Guardian. Buff Lesser Runes to be useful. Gem should list Pommel properties to people with the skill to use them. Artifact gems are now Pommel able.

Also added a two piece artifact set with some lore.
My feedback meter decays into coding. Give me feedback and I make mods.

marshmallowpeep
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Re: Arcanum Class Pack v2 Enchanter final beta available

#459 Post by marshmallowpeep »

Shield guardian bug is still happening. :( The damage reduction doesn't go away when you take off the shield so it keeps stacking with itself. The free ammo when you animate a ranged weapon is also still happening, but I don't think that's your fault, since I think it also happens with the cursed talent that animate weapon is based on.

The descriptions of lesser runes and enchanted pommel gem have been made inaccurate by this patch.

I know it's a little late in the process for this, but the first talent in enchanted armour is really underwhelming. As it currently stands, I need eight class points (three in the first talent and five in the second) to get mostly the same benefits (the enchanted version scales with spellpower but not all that strongly) as 5 generics in the normal armor training skill. I know you moved the unlocks to the first talent at my request a while ago; could you keep the first tier unlocks on the first talent and move shield and massive to the second so it's six points instead of eight to get the same? Or else add something that matters more in the long run to the first talent.

Everything else seems good. Lesser runes help a ton with the early game (Used to be a bit on the hard side for this class, now a bit on the easy side) but were outclassed by my bump attacks in terms of raw damage by level 15 or so. Acid Wave and Biting Gale still useful enough for AOE and debuffs that I don't regret spending points for them. Still use the other three on rare occasion as well.

HousePet
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Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack v2 Enchanter final beta available

#460 Post by HousePet »

Argh! Hmm it might be something screwing up in the base game code then. Naughty Shield Guardian.

I'm not sure why Animate Weapon drops the ammo. I've told it to put the non drop flag on it.

Will see what I can tweak with Enchant Armour.
Its very hard to judge between making the enchanting too powerful, and making it to costly points-wise. :?
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
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Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack v2 Released!

#461 Post by HousePet »

Version 2 released!

Thanks to stinkstink and jotwebe for icons, and marshmallowpeep for testing.

Major content:
Real icons for everything!
Enchanter now has lots of item enchanting talents.
New categories are:
Enchanted Weapons.
Enchanted Armours.
Enchanted Trinkets.
Enchanted Combat.
Disenchantment.
Rebalanced a variety of talents.
Alchemist has had its unique version of the Guild quest restored.
Two new categories: Poison Alchemy and Metal Alchemy.
Herbalism and Mana Alchemy restored.
12 new artifacts.
1 artifact removed, a few rebalanced.
One new staff ego.
Illusion and Distortion categories redone.
Ancient Rune buffed.
Marson's Alchemist Quest description upgrade merged.
Probably some things I've forgotten.
Bugs fixed.
Bugs likely added.
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Arcanum Class Pack v2 Released!

#462 Post by HousePet »

I should mention that Verdant pack will make a few things in this addon not work correctly. (Basically Enchanted Armour Training)
Will update Verdant to fix this soon.
My feedback meter decays into coding. Give me feedback and I make mods.

icyflames
Posts: 1
Joined: Mon Sep 29, 2014 1:48 am

Re: Arcanum Class Pack v2 Released!

#463 Post by icyflames »

Could you add the option to toggle on/off the spawning of Ritual Blades of Wardstones?

NemesisZeru
Archmage
Posts: 335
Joined: Wed Jan 15, 2014 12:56 pm
Location: Somewhere, probably.

Re: Arcanum Class Pack v2 Released!

#464 Post by NemesisZeru »

Mousing over those temporal afterimage things gives a lua error. The error isn't showing in the log, but I screencapped the first occurrence(Happened with Rantha the Abomination and the Chronolith Twins):

Image

Seems to be some sort of conflict between Gray's Trickster addon and Arcanum(Somehow I missed that at first). Hrm. Gray seems to be easier to find on the IRC, so I'll post this here, then talk to him on the IRC or somethin.

Thexare
Halfling
Posts: 105
Joined: Sun Aug 24, 2014 7:09 am
Location: A Holding Pattern on the Eidolon Plane

Re: Arcanum Class Pack v2 Released!

#465 Post by Thexare »

I got an error with one of the Guardians in the Ruined Dungeon.

Code: Select all

[LOG]	Poraldanne the Guardian casts Yonk.
[ONLINE PROFILE] sending error
stack traceback:
	[C]: in function 'error'
	/engine/interface/ActorTalents.lua:153: in function </engine/interface/ActorTalents.lua:135>
Lua Error: /engine/interface/ActorTalents.lua:175: /engine/interface/ActorTalents.lua:153: /data/timed_effects/magical.lua:1948: bad argument #2 to 'min' (number expected, got nil)
stack traceback:
	[C]: in function 'min'
	/data/timed_effects/magical.lua:1948: in function 'on_merge'
	/engine/interface/ActorTemporaryEffects.lua:115: in function 'setEffect'
	/data-arcanum/talents/spells/power.lua:32: in function </data-arcanum/talents/spells/power.lua:31>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:148: in function </engine/interface/ActorTalents.lua:135>
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/ActorTalents.lua:175 useTalent
	At /mod/ai//tactical.lua:395 runAI
	At /mod/ai//tactical.lua:421 doAI
	At /mod/class/NPC.lua:61 act
	At /engine/GameEnergyBased.lua:126 tickLevel
	At /engine/GameEnergyBased.lua:62 tick
	At /engine/GameTurnBased.lua:46 tick
	At /mod/class/Game.lua:1181 
The ability was being repeatedly used (and spamming new errors; my log is over 100KB) and I had to kill ToME in the task manager.

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