Verdant Class Pack: v2.3

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astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: Verdant Class Pack v1.1.2 - Surprise Ooze

#136 Post by astralInferno »

HousePet wrote:You just want the name changed... :shock:
The name is all I was commenting on, yeah. :oops: I know it's a dumb thing to mention. It's just there are... seven aspect categories, eight if you include the Higher Draconic category, and seven of them have a cone-type talent which is called (type) breath, and given Wing Buffet is in the same slot, with the same mechanics...

It's petty, I probably should have kept it to myself. ._. As I said, this is a really really epic addon.
Micbran wrote:If it was a breath, I wouldn't take it seriously. Your character would literally be just exhaling air. Doesn't sound very impressive.
(snrks)
Okay, you kinda have a point there. That said, breathing water at people doesn't sound tremendously impressive either. Think of it more as breathing a hurricane at people?

trenggiling
Halfling
Posts: 86
Joined: Fri Dec 12, 2014 9:39 pm

Re: Verdant Class Pack v1.1.2 - Surprise Ooze

#137 Post by trenggiling »

Wouldn't it be super cool if your character model changed, depending on your animal form?
Similar to the archmage "Shivgoroth Form" ability, only as a sustain.
Attachments
WB-CM.zip
(77.81 KiB) Downloaded 210 times

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

Re: Verdant Class Pack v1.1.2 - Surprise Ooze

#138 Post by Thexare »

I don't really like visual transformations, but I'm probably in the minority.

Also, the 1.3.0 update broke it. Same situation as Spellsword - stuck on generating first level.

Code: Select all

Lua Error: /engine/interface/ActorTalents.lua:271: /engine/interface/ActorTalents.lua:248: /mod/addons/verdant/superload/mod/class/Actor.lua:385: attempt to call method 'paradoxAnomalyChance' (a nil value)
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/ActorTalents.lua:271 useTalent
	At /mod/resolvers.lua:598 check
	At /engine/Zone.lua:716 addEntity
	At /engine/Zone.lua:994 newLevel
	At /engine/Zone.lua:896 getLevel
	At /mod/class/Game.lua:928 changeLevelReal
	At /mod/class/Game.lua:807 changeLevel
	At /mod/class/Game.lua:261 at_end
	At /mod/dialogs/Birther.lua:306 fct
	At /mod/dialogs/Birther.lua:191 checkNew
	At /mod/dialogs/Birther.lua:241 atEnd
	At /mod/dialogs/Birther.lua:63 fct
	At /engine/ui/Button.lua:62 fct
	At /engine/Mouse.lua:56 receiveMouse
	At /engine/Mouse.lua:94 delegate
	At /engine/ui/Dialog.lua:602 mouseEvent
	At /engine/ui/Dialog.lua:343 fct
	At /engine/Mouse.lua:56 

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

Re: Verdant Class Pack v1.1.2 - Surprise Ooze

#139 Post by HousePet »

Hey trenggiling, any chance you could do some inscription icons too?

I've got 5 inscription in Verdant.
Oxygen: Regenerates air and stamina.
Vine Lasso: Pulls an enemy to you and strangles them.
Cleansing: Does manaburn damage and dispels magic.
Inverted Mana Surge: Reduces equilibrium.
Goliath: Increases size and physical power.

Thanks.

As for updating for 1.3, this is taking some time. It might be a few days before its ready. :|
My feedback meter decays into coding. Give me feedback and I make mods.

trenggiling
Halfling
Posts: 86
Joined: Fri Dec 12, 2014 9:39 pm

Re: Verdant Class Pack v1.1.2 - Surprise Ooze

#140 Post by trenggiling »

HousePet wrote:Hey trenggiling, any chance you could do some inscription icons too?

I've got 5 inscription in Verdant.
Oxygen: Regenerates air and stamina.
Vine Lasso: Pulls an enemy to you and strangles them.
Cleansing: Does manaburn damage and dispels magic.
Inverted Mana Surge: Reduces equilibrium.
Goliath: Increases size and physical power.

Thanks.

As for updating for 1.3, this is taking some time. It might be a few days before its ready. :|
Okay sure!

And that's fine ^.^

trenggiling
Halfling
Posts: 86
Joined: Fri Dec 12, 2014 9:39 pm

Re: Verdant Class Pack v1.1.2 - Surprise Ooze

#141 Post by trenggiling »

Okay done.
Attachments
II.zip
(22.05 KiB) Downloaded 168 times

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

Re: Verdant Class Pack v1.1.2 - Surprise Ooze

#142 Post by HousePet »

Nice.
*casts cookie storm on trenggiling*
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: Verdant Class Pack v1.2.0

#143 Post by HousePet »

Updated:
Added some content switches.
Moved a load of code into more compatible places.
New icons for Werebeast and Infusions.
Rebalanced items.
My feedback meter decays into coding. Give me feedback and I make mods.

Barhandar
Posts: 1
Joined: Fri Mar 20, 2015 1:18 pm

Re: Verdant Class Pack v1.2.0

#144 Post by Barhandar »

Code: Select all

Lua Error: /data-verdant/damage_types.lua:145: attempt to call global 'initState' (a nil value)
	At [C]:-1 initState
	At /data-verdant/damage_types.lua:145 projector
	At /engine/Map.lua:1211 processEffects
	At /mod/class/Game.lua:1440 onTurn
	At /engine/GameEnergyBased.lua:88 tick
	At /engine/GameTurnBased.lua:46 tick
	At /mod/class/Game.lua:1255 
Happened when a rare enemy spawned smoke cloud-like thing, which persisted for more turns than it took to Recall out of the Gloom.

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

Re: Verdant Class Pack v1.2.1

#145 Post by HousePet »

Minor patch to fix bugs.
My feedback meter decays into coding. Give me feedback and I make mods.

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: Verdant Class Pack v1.2.1

#146 Post by astralInferno »

Not sure if it's meant to work this way or not; if you put points into Season Songs at a mastery of 1.2, you end up with 6.0 levels. But the songs themselves only have 5 levels. Is that deliberate?
...honestly, it could work the same way for chants and hymns, I haven't checked. It might work like that for all talents that give talents.

...also, the Symbiont tree looks super cool. Is it spelt Symbiant deliberately? A google search says there are things out there it could be referencing, but the word is with an o. Sorry I feel horrible

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

Re: Verdant Class Pack v1.2.1

#147 Post by HousePet »

Its not deliberate, its just annoying to set it up to correctly use category mastery, so I didn't. :P

Typos aside, Symbiant is a reference to the ToME2 class/skill.
My feedback meter decays into coding. Give me feedback and I make mods.

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: Verdant Class Pack v1.2.1

#148 Post by astralInferno »

Lol. Given how scared I am of learning Lua I totally understand that part. DXD

And ooooh. It looks super cool. I'mma try it as soon as I get the chance.

pheonix89
Halfling
Posts: 118
Joined: Mon Mar 05, 2012 10:35 pm

Re: Verdant Class Pack v1.2.1

#149 Post by pheonix89 »

Wyrmic issues with 1.30/1.31:
Ember Scales is gone.
Have Wild-Gift/Hunter
Don't have Wild-Gift/Feral Power
Wing Buffet is in both Fire Drake and Wind Drake.
Sea Drake is still hilariously underpowered.
New trees don't have a second passive boost like the base game does.
Speed boosts from Wind drake and Sea Drake are way low - DarkGod has Lightning speed giving +11% percent passive movement speed per level.

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

Re: Verdant Class Pack v1.2.1

#150 Post by HousePet »

Well I disabled the Wyrmic talents override since the base talents were updated.
Feral Power is meant to be gone.
Haven't got around to rebalancing Wind and Sea yet.
My feedback meter decays into coding. Give me feedback and I make mods.

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