Arcanum Class Pack v2.3

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HousePet
Perspiring Physicist
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Re: Arcanum Class Pack v2 Released!

#466 Post by HousePet »

Have worked out fixes for those two minor bugs.
My feedback meter decays into coding. Give me feedback and I make mods.

Reidan
Higher
Posts: 77
Joined: Sat Oct 20, 2012 7:47 pm

Re: Arcanum Class Pack v2 Released!

#467 Post by Reidan »

enchanting a goedalath rock onto my void orb ring appears to be preventing my game from being saveable - just lost progress twice in a row after doing this

HousePet
Perspiring Physicist
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Re: Arcanum Class Pack v2 Released!

#468 Post by HousePet »

Hrm, why would it do that?
My feedback meter decays into coding. Give me feedback and I make mods.

Reidan
Higher
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Joined: Sat Oct 20, 2012 7:47 pm

Re: Arcanum Class Pack v2 Released!

#469 Post by Reidan »

after doing some more testing, using any gem with enchant jewelry seems to be the cause, some sort of addon clash could be contributing as well since I use quite a few

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

Re: Arcanum Class Pack v2 Released!

#470 Post by HousePet »

Oh, if its any gem then I think I know what is wrong.
Will fix asap.
My feedback meter decays into coding. Give me feedback and I make mods.

grayswandir
Uruivellas
Posts: 708
Joined: Wed Apr 30, 2008 5:55 pm

Re: Arcanum Class Pack v2 Released!

#471 Post by grayswandir »

Angolwen dies if Linaniil tries to generate with a magic missile rune, and I have no idea why.
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated. :)

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

Re: Arcanum Class Pack v2.1

#472 Post by HousePet »

Patched:
Should have a fixed all those bugs.
Also compacted Enchanted Weapons, Enchanted Armours and Enchanted Combat into Martial Enchantments and Advanced Martial Enchantments.
I tried to make it compatible with existing characters but it might not be.
My feedback meter decays into coding. Give me feedback and I make mods.

spiralrazor
Thalore
Posts: 151
Joined: Mon Oct 24, 2011 8:05 pm

Re: Arcanum Class Pack v2.1

#473 Post by spiralrazor »

Enchanter is quite ranged user unfriendly. Having arcane smite melee only makes no sense when the follow up skill can be used with ranged weapons. Also, skill doesnt take into account throwing daggers. Smite should be the Steady Shot of this class for ranged users.


Fiery hands and shock hands also dont work with ranged attacks.

HousePet
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Re: Arcanum Class Pack v2.1

#474 Post by HousePet »

Well Arcane Smite is a GetAWAYFROMME talent. Which is quite useful for a ranged weapon user. But not overly useful for using at range.

How am I supposed to take into account throwing daggers?

As for Firey Hands and Shock Hands, why didn't you tell me this before I updated it. I can change those easily.
My feedback meter decays into coding. Give me feedback and I make mods.

spiralrazor
Thalore
Posts: 151
Joined: Mon Oct 24, 2011 8:05 pm

Re: Arcanum Class Pack v2.1

#475 Post by spiralrazor »

I just started playing with Uhrok:)


I also found a loading conflict with Shalore Arcanist..not sure what the conflicting mod is yet, but game wont load to dungeon. Enchanter working fine, going to test the rest of the pack to see if theres an issue loading in with elementist etc.

Issue with smite is that bow/sling users have VERY little options otherwise in the enchanter pack.

For throwing daggers, i dont know if anyone uses them really, but treating them with the same code that slings has seems ok..blind on hit.



Edit: Okay, its gotta be an issue with the zone they load into...I can load in the game with Enchanter Alchemist but cant with Archmage, Arcanist or Elementist....some iss with expanse i think.


Also, if you update from the previous enchanter to the new one, it does load in as far as i can tell, but you lose a whole bunch of talent lvls from stuff being shifted around.

marshmallowpeep
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Joined: Wed Mar 12, 2014 10:30 am

Re: Arcanum Class Pack v2.1

#476 Post by marshmallowpeep »

A melee knock away on a short cooldown is the bee's knees on a ranged attacker. I'd much rather have smite as it is than a steady shot clone. If I'm not mistaken, a melee attack when you only have range weapons equipped becomes a punch, so you can enchant your gloves as weapons to make it do pretty good damage too.

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

Re: Arcanum Class Pack v2.1

#477 Post by HousePet »

Getting the error message out of the log file and posting it makes bugs get fixed 10 times faster.

Issue with saying that sling/bow users have very little options, is that melee weapon users don't have any more.
My feedback meter decays into coding. Give me feedback and I make mods.

spiralrazor
Thalore
Posts: 151
Joined: Mon Oct 24, 2011 8:05 pm

Re: Arcanum Class Pack v2.1

#478 Post by spiralrazor »

Difference of opinion then..id rather be able to crit for 1k every 3/4 turns.


Melee users have far more options with enchanter then ranged users...the only thing for ranged users is the last ability of that line, where you can pin or blind.

HousePet
Perspiring Physicist
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Re: Arcanum Class Pack v2.1

#479 Post by HousePet »

spiralrazor wrote:Melee users have far more options with enchanter then ranged users...the only thing for ranged users is the last ability of that line, where you can pin or blind.
What? I see no reason why Enchant Weapon and Enchant Armour are useless.
My feedback meter decays into coding. Give me feedback and I make mods.

spiralrazor
Thalore
Posts: 151
Joined: Mon Oct 24, 2011 8:05 pm

Re: Arcanum Class Pack v2.1

#480 Post by spiralrazor »

HousePet wrote:
spiralrazor wrote:Melee users have far more options with enchanter then ranged users...the only thing for ranged users is the last ability of that line, where you can pin or blind.
What? I see no reason why Enchant Weapon and Enchant Armour are useless.
Just having enchant weapon and enchant armor will not make an archer/slinger type character viable.

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