Arcanum Class Pack v2.3
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Re: Arcanum Class Pack v2.1
But it does for melee weapons?
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- Thalore
- Posts: 151
- Joined: Mon Oct 24, 2011 8:05 pm
Re: Arcanum Class Pack v2.1
Straw man argument dude.
But i invite you to play a sling user using enchanter in its current form on anything above normal difficulty.
But i invite you to play a sling user using enchanter in its current form on anything above normal difficulty.
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- Higher
- Posts: 79
- Joined: Wed Mar 12, 2014 10:30 am
Re: Arcanum Class Pack v2.1
The game is balanced with normal difficulty in mind, and I imagine add-on classes follow suit.
Re: Arcanum Class Pack v2.1
You are saying that because 1 talent doesn't work at range, an entire possible build is useless?spiralrazor wrote:Straw man argument dude.
This is not a coherent argument.
Also, me trying to understand your reasoning doesn't mean I'm making a straw man argument. A straw man argument would be me saying your opinions are invalid because you just misused straw man argument.
My feedback meter decays into coding. Give me feedback and I make mods.
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- Thalore
- Posts: 151
- Joined: Mon Oct 24, 2011 8:05 pm
Re: Arcanum Class Pack v2.1
Mmm:) Just run a bow/sling user and get back to me on how much you have to rely on the spells to advance:)
Btw, yes...melee users will get a ton more use out of the class...Lesser runes are short ranged. The best ranged attack is channel staves, but staves can still be swung in melee quite hard.
Am i not seeing something here that you are? Changing both "hands" spells may help for sure, but other then that?
Btw, yes...melee users will get a ton more use out of the class...Lesser runes are short ranged. The best ranged attack is channel staves, but staves can still be swung in melee quite hard.
Am i not seeing something here that you are? Changing both "hands" spells may help for sure, but other then that?
Re: Arcanum Class Pack v2.1
What you are not seeing is that it is written nowhere that this is a good class for ranged weapon users.
Another hint is the lack of a reload boosting talent.
Lesser Runes are range 6. That isn't short range. Ranged weapon users will get just as much use out of Lesser Runes. Just because you have a ranged weapon, doesn't mean the enemies are going to stay at that range.
Another hint is the lack of a reload boosting talent.
Lesser Runes are range 6. That isn't short range. Ranged weapon users will get just as much use out of Lesser Runes. Just because you have a ranged weapon, doesn't mean the enemies are going to stay at that range.
My feedback meter decays into coding. Give me feedback and I make mods.
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- Halfling
- Posts: 105
- Joined: Sun Aug 24, 2014 7:09 am
- Location: A Holding Pattern on the Eidolon Plane
Re: Arcanum Class Pack v2.1
Not unrecoverable, but leaves me with a broken rune slot... error comes up on mouseover on the Ancient Rune icon, after inscribing it.
Edit: Further testing indicates that the spell works, it's just a broken tooltip.
Edit2: Even further testing indicates that my character sheet (the one with resistances and such, not the levelup screen) is inaccessible, blocked with the following error
Code: Select all
Loading tile talents/rune__ancient_rune.png
Lua Error: /data-arcanum/inscriptions.lua:213: attempt to index field 'ancientrune' (a nil value)
At [C]:-1 __index
At /data-arcanum/inscriptions.lua:213 old_info
At /data-arcanum/inscriptions.lua:49 info
At /engine/interface/ActorTalents.lua:78 info
At /mod/class/Actor.lua:5103 getTalentFullDescription
At /engine/HotkeysIconsDisplay.lua:359 onMouse
At /mod/class/uiset/Minimalist.lua:1933 fct
At /engine/Mouse.lua:76
Edit2: Even further testing indicates that my character sheet (the one with resistances and such, not the levelup screen) is inaccessible, blocked with the following error
Code: Select all
Lua Error: /data-arcanum/inscriptions.lua:217: attempt to index field 'restore' (a nil value)
At [C]:-1 __index
At /data-arcanum/inscriptions.lua:217 old_info
At /data-arcanum/inscriptions.lua:49 info
At /engine/interface/ActorTalents.lua:78 info
At /mod/class/Actor.lua:5103 getTalentFullDescription
At /mod/dialogs/CharacterSheet.lua:538 drawDialog
At /mod/dialogs/CharacterSheet.lua:122 switchTo
At /mod/dialogs/CharacterSheet.lua:112 init
At /engine/class.lua:97 new
At /mod/class/Game.lua:1816
At /engine/KeyBind.lua:235
Re: Arcanum Class Pack v2.1
Ooopsy.
Did you use an old Ancient Rune? (yes I know that sounds silly)
I can't see any way for it to be useable but still giving errors.
Anyway patching now.
Edit: Never mind I see where it went wrong. Have coded this update to reroll your rune when you use it next, which should fix it.
Did you use an old Ancient Rune? (yes I know that sounds silly)
I can't see any way for it to be useable but still giving errors.
Anyway patching now.
Edit: Never mind I see where it went wrong. Have coded this update to reroll your rune when you use it next, which should fix it.
My feedback meter decays into coding. Give me feedback and I make mods.
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- Halfling
- Posts: 105
- Joined: Sun Aug 24, 2014 7:09 am
- Location: A Holding Pattern on the Eidolon Plane
Re: Arcanum Class Pack v2.1.1
Yeah, that got it. Of course, now my rune's a line rather than a cone, but that's probably intentional.
Re: Arcanum Class Pack v2.1.1
Not intentional for it to be a beam, but it was intentional for it to do a full reroll of the properties.
What else did it roll and do you find it useful?
What else did it roll and do you find it useful?
My feedback meter decays into coding. Give me feedback and I make mods.
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- Halfling
- Posts: 105
- Joined: Sun Aug 24, 2014 7:09 am
- Location: A Holding Pattern on the Eidolon Plane
Re: Arcanum Class Pack v2.1.1
Lightning damage beam and regaining Vim when used. The damage was decent but not great, but the vim refill (I think it was about 30?) was very useful since I was playing a Doombringer. Had a few vim-hungry sustains going that the rune helped out quite a bit with, and had I thought about it before running out of lives, I probably could've fired it off into empty space to ensure I went into every fight with full vim.
Of course, playing a Doombringer probably affected my perception of just what "good damage" was.
Of course, playing a Doombringer probably affected my perception of just what "good damage" was.
Re: Arcanum Class Pack v2.1.1
Code: Select all
Got this infinite error when drowning random npc in Gates of Morning:
[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: /engine/interface/ActorInventory.lua:168: attempt to index local 'inven' (a nil value)
stack traceback:
/engine/interface/ActorInventory.lua:168: in function 'removeObject'
/data-arcanum/talents/spells/mana-alchemy.lua:88: in function </data-arcanum/talents/spells/mana-alchemy.lua:80>
[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
- Quick Drown NPCs 1.2.1
- Escorts Enhanced 1.2.3
- Weapons Pack 1.2.3 (only using extra egos)
- Alternate Reality 1.2.5
- Midnight 1.2.5
- Difficulty Addon 1.2.3
- Marson's Character Recycler 1.2.3
- ZOmnibus Addon Pack 1.2.0
- Arcanum Class Pack 1.2.5
- Ignore Race/Class Locks 1.0.6
- Constitution Buffs 1.1.5
- The lost city of Vulcus 1.3 1.2.4
- Doctornull's Ego Pack 1.1.6
- Tomes of Knowledge 1.2.4
- Faster Adventurer Levelup 1.0.5
- Faster Run/Rest/Explore 1.0.6
Re: Arcanum Class Pack v2.1.1
Located the bug, but I'm not releasing a fix cos you are a bad person!
My feedback meter decays into coding. Give me feedback and I make mods.
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- Posts: 1
- Joined: Wed Nov 12, 2014 11:44 am
Re: Arcanum Class Pack v2.1.1
Is it possible to move the Shield Guardian slot in the inventory to the upper right corner? Because when I went to try an Adventurer with a TK weapon and a shield and, after finally getting it to survive up to level twelve, I was disappointed in that you can only have one on the slot at a time. Not sure if this is intentional or not.
Re: Arcanum Class Pack v2.1.1
hi.
i just have the same errors as thexare with the ancient rune. as i was able to continue playing without error by pressing the hotkey for the rune, i just didn't care. then i notice that i couldn't configure my hotkeys bar anymore, neither by right clicking on hit nor by pressing "m". didn't try sliding an objet from the inventory by the way. i'm just thinking about it. and now that is problematic....especially because i play an anothiril with twilight surge on auto when travelling in dungeons....can't enter towns anymore without causing a bloodbath. i don't want to kill innocent people
so i let my character on stand by and came here, seen what thexare post and housepet answer about a fix. then i check the last arcanum update on te4 site and confirm it was the 11 of november, date of housepet answer to thexare BUT the last update on steam is apparently the 7 of november so as i run on steam i suppose that the reason i still have that bug. then i'm just going to start a new character and wait for the next update, no prob. but as it is my first lvl 50 character, and i'm kind a thrilled to finally being close to the ending so i just want to know when i can hope to continue that character. sorry to bother about that ^^
and while i'm here : thanks for the job. i'm very satisfied with this addon.
i just have the same errors as thexare with the ancient rune. as i was able to continue playing without error by pressing the hotkey for the rune, i just didn't care. then i notice that i couldn't configure my hotkeys bar anymore, neither by right clicking on hit nor by pressing "m". didn't try sliding an objet from the inventory by the way. i'm just thinking about it. and now that is problematic....especially because i play an anothiril with twilight surge on auto when travelling in dungeons....can't enter towns anymore without causing a bloodbath. i don't want to kill innocent people

so i let my character on stand by and came here, seen what thexare post and housepet answer about a fix. then i check the last arcanum update on te4 site and confirm it was the 11 of november, date of housepet answer to thexare BUT the last update on steam is apparently the 7 of november so as i run on steam i suppose that the reason i still have that bug. then i'm just going to start a new character and wait for the next update, no prob. but as it is my first lvl 50 character, and i'm kind a thrilled to finally being close to the ending so i just want to know when i can hope to continue that character. sorry to bother about that ^^
and while i'm here : thanks for the job. i'm very satisfied with this addon.