Arcanum Class Pack v2.3
Moderator: Moderator
Re: Arcanum Class Pack v2.2.3
Disenchant already does work like that?
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v2.2.3
Which one? D.Creature or D.Item?HousePet wrote:Disenchant already does work like that?
btw, Enchant Armor 3+ does not apply to prodigy "I can carry the world".

Re: Arcanum Class Pack v2.2.3
Disenchant Item.
Won't change the I Can Carry The World prodigy to work with Enchant Armour. It doesn't make sense and you already get reduced fatigue.
Won't change the I Can Carry The World prodigy to work with Enchant Armour. It doesn't make sense and you already get reduced fatigue.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v2.2.3
I was wrong, DI works correctly. Sorry for yoou time. :/HousePet wrote:Disenchant Item.
So... I will miss its 500 "backpack".HousePet wrote:Won't change the I Can Carry The World prodigy to work with Enchant Armour. It doesn't make sense and you already get reduced fatigue.

Re: Arcanum Class Pack v2.2.3
It looks like advanced training in angwolen don't want to unlock metal or energy alchemy for alchemist
ok after leveling up to 21 i was able to buy them using token, at 20 lvl i wasn't able...
ok after leveling up to 21 i was able to buy them using token, at 20 lvl i wasn't able...
Re: Arcanum Class Pack v2.2.3
Will look into patching this tomorrow.
Bring out your bugs!
Bring out your bugs!
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v2.2.3
I apologize for posting a lot with your addons threads, but I got a bug a while back with this pack when I had the skill "Golem Refuge" skill. The skill itself would work fine, but whenever I left or entered the map or an area from the map I would get this error:
Lua Error: /data-arcanum/talents/spells/metal-alchemy.lua:21: attempt to index field 'level' (a nil value)
At [C]:-1 __index
At /data-arcanum/talents/spells/metal-alchemy.lua:21 getGolem
At /data-arcanum/talents/spells/metal-alchemy.lua:145 on_pre_use
At /mod/addons/verdant/superload/mod/class/Actor.lua:447 preUseTalent
At /engine/HotkeysIconsDisplay.lua:174 display
At /engine/HotkeysIconsDisplay.lua:264 toScreen
At /mod/class/uiset/Minimalist.lua:1920 displayHotkeys
At /mod/class/uiset/Minimalist.lua:2154 display
At /mod/class/Game.lua:1562
At [C]:-1 forceRedraw
At /engine/ui/Waiter.lua:69 getWaitDisplay
At /engine/ui/Dialog.lua:47 simpleWaiter
At /engine/Zone.lua:847 getLevel
At /mod/class/Game.lua:928 changeLevelReal
At /mod/class/Game.lua:807 changeLevel
At /mod/class/Game.lua:1834
At /engine/KeyBind.lua:263 triggerVirtual
At /mod/dialogs/MapMenu.lua:75 use
At /mod/dialogs/MapMenu.lua:39 fct
At /engine/ui/List.lua:154 onUse
At /engine/ui/List.lua:80 fct
At /engine/Mouse.lua:56 receiveMouse
At /engine/Mouse.lua:94 delegate
At /engine/ui/Dialog.lua:602 mouseEvent
At /mod/dialogs/MapMenu.lua:53 fct
At /engine/Mouse.lua:56
I made a post about this error a while back, but since it was my first ever post it got lost in the forum, so you might not have seen it.
Lua Error: /data-arcanum/talents/spells/metal-alchemy.lua:21: attempt to index field 'level' (a nil value)
At [C]:-1 __index
At /data-arcanum/talents/spells/metal-alchemy.lua:21 getGolem
At /data-arcanum/talents/spells/metal-alchemy.lua:145 on_pre_use
At /mod/addons/verdant/superload/mod/class/Actor.lua:447 preUseTalent
At /engine/HotkeysIconsDisplay.lua:174 display
At /engine/HotkeysIconsDisplay.lua:264 toScreen
At /mod/class/uiset/Minimalist.lua:1920 displayHotkeys
At /mod/class/uiset/Minimalist.lua:2154 display
At /mod/class/Game.lua:1562
At [C]:-1 forceRedraw
At /engine/ui/Waiter.lua:69 getWaitDisplay
At /engine/ui/Dialog.lua:47 simpleWaiter
At /engine/Zone.lua:847 getLevel
At /mod/class/Game.lua:928 changeLevelReal
At /mod/class/Game.lua:807 changeLevel
At /mod/class/Game.lua:1834
At /engine/KeyBind.lua:263 triggerVirtual
At /mod/dialogs/MapMenu.lua:75 use
At /mod/dialogs/MapMenu.lua:39 fct
At /engine/ui/List.lua:154 onUse
At /engine/ui/List.lua:80 fct
At /engine/Mouse.lua:56 receiveMouse
At /engine/Mouse.lua:94 delegate
At /engine/ui/Dialog.lua:602 mouseEvent
At /mod/dialogs/MapMenu.lua:53 fct
At /engine/Mouse.lua:56
I made a post about this error a while back, but since it was my first ever post it got lost in the forum, so you might not have seen it.
Re: Arcanum Class Pack v2.2.3
Patched:
Pommel Gem really fixed this time.
Chloroform Bomb checks poison and sleep immunity.
Golem Refuge error fixed.
Sandy ritual blades fixed.
Alchemical infusions fixed.
Chaos Armour fixed.
Runestaff fixed.
Pommel Gem really fixed this time.
Chloroform Bomb checks poison and sleep immunity.
Golem Refuge error fixed.
Sandy ritual blades fixed.
Alchemical infusions fixed.
Chaos Armour fixed.
Runestaff fixed.
My feedback meter decays into coding. Give me feedback and I make mods.
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- Archmage
- Posts: 318
- Joined: Fri Oct 09, 2015 2:27 pm
Re: Arcanum Class Pack v2.2.3
Since you're asking for bugs:
- Magic Missile Rune's icon is the question mark, but Lesser Magic Missile has an icon. It's been a bit since I last picked up an MM rune though.
- Blunt Thrust in the Staff Combat tree (the one Enchanter, Druid, etc. has) seems to make no sound upon connecting. IIRC in the vanilla tree Blunt Thrust does this.
- Magic Missile Rune's icon is the question mark, but Lesser Magic Missile has an icon. It's been a bit since I last picked up an MM rune though.
- Blunt Thrust in the Staff Combat tree (the one Enchanter, Druid, etc. has) seems to make no sound upon connecting. IIRC in the vanilla tree Blunt Thrust does this.
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- Halfling
- Posts: 102
- Joined: Tue May 12, 2015 5:59 pm
Re: Arcanum Class Pack v2.2.3
Hey,
Thank you HousePet for all your work on the game and on your various add-ons. They seem prodigiously complex, and well-coded. I haven't read all 41 pages, as it seemed mostly like bug discussion, so please forgive me if this has been covered already, but I want to ask. Has there been discussion anywhere about the content of the mod? I'd like to find out what (in general) the new items do before I enable it for general use. I don't need a list of egos, just an explanation of what wardstones and ritual knives are. Also, I'm curious if you have anything to say about the intended balance point for the new new classes and the type of players they're aimed at.
Thank you HousePet for all your work on the game and on your various add-ons. They seem prodigiously complex, and well-coded. I haven't read all 41 pages, as it seemed mostly like bug discussion, so please forgive me if this has been covered already, but I want to ask. Has there been discussion anywhere about the content of the mod? I'd like to find out what (in general) the new items do before I enable it for general use. I don't need a list of egos, just an explanation of what wardstones and ritual knives are. Also, I'm curious if you have anything to say about the intended balance point for the new new classes and the type of players they're aimed at.
Re: Arcanum Class Pack v2.2.3
I don't think there is any in depth discussion anywhere, and it is probably easiest to just try the stuff to see if you like it.
However, I'll give some brief answers to your questions:
Ritual Blades are like the Life Drinker artefact knife. A one handed blade designed for spellcasters. They have innate spell crit and their egos tend to give damage bursts on weapon crit or casting a spell on spell hit.
Wardstones are metaphysical shields. They are equipped in the off hand like a shield, but give a small amount of projectile protection and flat damage reduction. Egos tend to give extra saves, racial resistances, the Ward talent or resource regen.
All my classes are intended to be about the same power level as vanilla classes, hopefully without any gimmicky tricks that are unfair to NPCs. So probably not good for Insane difficulty. Many of them have different play styles to vanilla classes as well as new talents, which can make them seem bad to people who think they are supposed to play like class X. I do try to make them have some flexibility though, so that you can choose which talents you want to use.
I've never really thought about what players their aimed at. I guess some are for players that want to try some particular combination that doesn't exist in vanilla, and some are for players that want to try something completely different.
However, I'll give some brief answers to your questions:
Ritual Blades are like the Life Drinker artefact knife. A one handed blade designed for spellcasters. They have innate spell crit and their egos tend to give damage bursts on weapon crit or casting a spell on spell hit.
Wardstones are metaphysical shields. They are equipped in the off hand like a shield, but give a small amount of projectile protection and flat damage reduction. Egos tend to give extra saves, racial resistances, the Ward talent or resource regen.
All my classes are intended to be about the same power level as vanilla classes, hopefully without any gimmicky tricks that are unfair to NPCs. So probably not good for Insane difficulty. Many of them have different play styles to vanilla classes as well as new talents, which can make them seem bad to people who think they are supposed to play like class X. I do try to make them have some flexibility though, so that you can choose which talents you want to use.
I've never really thought about what players their aimed at. I guess some are for players that want to try some particular combination that doesn't exist in vanilla, and some are for players that want to try something completely different.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v2.2.3
Good news, everyone! Happy New Year and New (?) bug here.
Script sometimes crashes on attack or use of Inanimation : Flying Weapon. Weapon in hands : mace "Entropy". Active sustains : Elemental dicord, battlesurge, fiery hands, shock hands, arcane fire shield, shielding, shield guardian.
ToME4 1.3.3, Arcanum 2.2.8, Necromancy+ 2.1.7, Urh'Rok 1.0.4, Weapons Pack, Thievery.
Script sometimes crashes on attack or use of Inanimation : Flying Weapon. Weapon in hands : mace "Entropy". Active sustains : Elemental dicord, battlesurge, fiery hands, shock hands, arcane fire shield, shielding, shield guardian.
Code: Select all
error = "Lua Error: /engine/interface/GameTargeting.lua:118: /engine/interface/ActorTalents.lua:148: /data-arcanum/damage_types.lua:187: attempt to index local 'dam' (a number value)\
stack traceback:\
\9/data-arcanum/damage_types.lua:187: in function 'projector'\
\9/mod/class/interface/Combat.lua:621: in function 'attackTargetWith'\
\9...wandir-weaponry/superload/mod/class/interface/Combat.lua:312: in function 'attackTargetWith'\
\9/mod/class/interface/Combat.lua:172: in function 'attackTarget'\
\9...wandir-weaponry/superload/mod/class/interface/Combat.lua:203: in function 'attackTarget'\
\9/data-arcanum/talents/spells/inanimation.lua:40: in function </data-arcanum/talents/spells/inanimation.lua:32>\
\9[C]: in function 'xpcall'\
\9/engine/interface/ActorTalents.lua:145: in function </engine/interface/ActorTalents.lua:138>\
At [C]:-1 \
At [C]:-1 error\
At /engine/interface/GameTargeting.lua:118 fct\
At /engine/interface/GameTargeting.lua:124 targetMode\
At /engine/interface/GameTargeting.lua:185 accept\
At /engine/interface/GameTargeting.lua:192 fct\
At /engine/interface/PlayerHotkeys.lua:316 \
At /engine/KeyBind.lua:229 "
seen = true
reported = false
Re: Arcanum Class Pack v2.2.3
Oops. Will only break on Wet targets.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Arcanum Class Pack v2.2.3
Not sure, if it is a really code bug or defect in documentation . Anyway, here:
Sword 'Wintertide' : pommelization with zircon or amber disables WinterStorm on-hit effect.
In general, same with any other pre-existing on-hit effect.
Sword 'Wintertide' : pommelization with zircon or amber disables WinterStorm on-hit effect.
In general, same with any other pre-existing on-hit effect.
Re: Arcanum Class Pack v2.2.3
Oh, that is silly of me. I should be able to stop it doing that.
My feedback meter decays into coding. Give me feedback and I make mods.