Arcanum Class Pack v2.3

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

Re: Arcanum Class Pack v2.1

#481 Post by HousePet »

But it does for melee weapons?
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

#482 Post by spiralrazor »

Straw man argument dude.

But i invite you to play a sling user using enchanter in its current form on anything above normal difficulty.

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

Re: Arcanum Class Pack v2.1

#483 Post by marshmallowpeep »

The game is balanced with normal difficulty in mind, and I imagine add-on classes follow suit.

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

Re: Arcanum Class Pack v2.1

#484 Post by HousePet »

spiralrazor wrote:Straw man argument dude.
You are saying that because 1 talent doesn't work at range, an entire possible build is useless?
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.

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

Re: Arcanum Class Pack v2.1

#485 Post by spiralrazor »

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?

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

Re: Arcanum Class Pack v2.1

#486 Post by HousePet »

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.
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: Arcanum Class Pack v2.1

#487 Post by Thexare »

Not unrecoverable, but leaves me with a broken rune slot... error comes up on mouseover on the Ancient Rune icon, after inscribing it.

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 
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

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 

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

Re: Arcanum Class Pack v2.1

#488 Post by HousePet »

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.
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: Arcanum Class Pack v2.1.1

#489 Post by Thexare »

Yeah, that got it. Of course, now my rune's a line rather than a cone, but that's probably intentional.

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

Re: Arcanum Class Pack v2.1.1

#490 Post by HousePet »

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?
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: Arcanum Class Pack v2.1.1

#491 Post by Thexare »

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.

Scol
Higher
Posts: 58
Joined: Sat May 31, 2014 10:41 am

Re: Arcanum Class Pack v2.1.1

#492 Post by Scol »

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 
My addons:
  • 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

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

Re: Arcanum Class Pack v2.1.1

#493 Post by HousePet »

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.

MentalVampire
Posts: 1
Joined: Wed Nov 12, 2014 11:44 am

Re: Arcanum Class Pack v2.1.1

#494 Post by MentalVampire »

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.

AranFinwe
Low Yeek
Posts: 6
Joined: Fri Nov 28, 2014 10:23 am

Re: Arcanum Class Pack v2.1.1

#495 Post by AranFinwe »

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.

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