Arcanum Class Pack v2.3

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Q't'ulu
Cornac
Posts: 31
Joined: Mon May 25, 2015 10:44 am

Re: Arcanum Class Pack v2.2.3

#616 Post by Q't'ulu »

HousePet, your addon IS really good. Alas, yet another bug was found.
A weapon pommelized with amber (20% stun). Attacking with it XPs will crash script. Although, I was unable to reproduce this crash on a training dummy.

Code: Select all

error = "Lua Error: /engine/interface/ActorTalents.lua:271: /engine/interface/ActorTalents.lua:248: /engine/interface/ActorTalents.lua:148: ...arcanum/talents/spells/advanced-martial-enchantments.lua:99: attempt to index upvalue 'o' (a nil value)\
stack traceback:\
\9...arcanum/talents/spells/advanced-martial-enchantments.lua:99: in function <...arcanum/talents/spells/advanced-martial-enchantments.lua:98>\
\9/mod/class/interface/Combat.lua:825: 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/talents/misc/misc.lua:75: in function </data/talents/misc/misc.lua:54>\
\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/ActorTalents.lua:271 useTalent\
  At /engine/interface/PlayerHotkeys.lua:169 \
  At /engine/interface/PlayerHotkeys.lua:161 activateHotkey\
  At /mod/class/Game.lua:2062 f\
  At /mod/class/Game.lua:1653 fct\
  At /engine/interface/PlayerHotkeys.lua:316 \
  At /engine/KeyBind.lua:229 "
seen = true
reported = false

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

Re: Arcanum Class Pack v2.2.3

#617 Post by HousePet »

Yes, I have good quality bugs. :x
My feedback meter decays into coding. Give me feedback and I make mods.

Q't'ulu
Cornac
Posts: 31
Joined: Mon May 25, 2015 10:44 am

Re: Arcanum Class Pack v2.2.3

#618 Post by Q't'ulu »

btw, HousePet, will be Enchanted missile weapon code (if any) fixed any time soon? E.g., when I shoot from sling/bow and most times I miss. In other hand, hits of melee weapons lands directly in right direction.

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

Re: Arcanum Class Pack v2.2.3

#619 Post by HousePet »

I have no idea what you are referring to.
My feedback meter decays into coding. Give me feedback and I make mods.

Q't'ulu
Cornac
Posts: 31
Joined: Mon May 25, 2015 10:44 am

Re: Arcanum Class Pack v2.2.3

#620 Post by Q't'ulu »

An Enchant Weapon applicable to launchers and ammo. Anccording decription, Accuracy should be evaluated from spellpower (as for melee). So, chance to hit target (using shoot or attack commands) with same ranged/melee defence should be same. But, my PC successfully hacks and chops given target(s), but most times unable to hit them with missiles. This is a bit unsettling.

HousePet
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Re: Arcanum Class Pack v2.2.3

#621 Post by HousePet »

Enchant Weapon doesn't make the weapon use spellpower for accuracy.
Only Arcane Smite does that.
My feedback meter decays into coding. Give me feedback and I make mods.

Q't'ulu
Cornac
Posts: 31
Joined: Mon May 25, 2015 10:44 am

Re: Arcanum Class Pack v2.2.3

#622 Post by Q't'ulu »

HousePet wrote:Enchant Weapon doesn't make the weapon use spellpower for accuracy.
Only Arcane Smite does that.
Oops, sorry. Anyway, why enchanted missile weapon virtually useless? afaiu, they still should use accuracy, physical power and damage bonuses -- but they aren't. Is it intended?

p.s. my interest in long-range weapons obvious -- enchanter lacks of far-reaching attacks. This makes him a sitting duck for enemy manaclash/ooze spitters, spellcasters and archers. Most notable exercise -- Vor armory wyrms.

HousePet
Perspiring Physicist
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Re: Arcanum Class Pack v2.2.3

#623 Post by HousePet »

I have no idea why or how ranged weapons are not benefiting. All the Enchant Weapon talent does is add an accuracy bonus and an extra mastery talent.
My feedback meter decays into coding. Give me feedback and I make mods.

Q't'ulu
Cornac
Posts: 31
Joined: Mon May 25, 2015 10:44 am

Re: Arcanum Class Pack v2.2.3

#624 Post by Q't'ulu »

btw, according to my observations, Flying Weapon (FW) and Arcane Smite (AS) with bow or sling damages like to be a empty-handed. So, FW (in average of 150 turns on training dummy, Lv 45, no sustains, now equipment) : bow - 30.85 (no on-hit effects), fists 11.48. Bow - L5, on-hit {40% disease, 20% daze, ranged dmg +18 lightning}, ph.power +21, str +7, ch.dmg +30% lightning; arrows - L5, dmg 53-74, on-hit {20% disease, 20% torment}, ranged dmg +15 blight +19 mind +15 darkness

May be it should also use ammo (for damage and effects, as well as launcher's 'cast on hit' effects) and (in case of sling, if applicable) 2nd hand weapon?

HousePet
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Re: Arcanum Class Pack v2.2.3

#625 Post by HousePet »

They weren't made to function with ranged weapons.
Flying Weapon with a ranged weapon doesn't even make sense. :P
My feedback meter decays into coding. Give me feedback and I make mods.

Q't'ulu
Cornac
Posts: 31
Joined: Mon May 25, 2015 10:44 am

Re: Arcanum Class Pack v2.2.3

#626 Post by Q't'ulu »

HousePet wrote:They weren't made to function with ranged weapons.
Flying Weapon with a ranged weapon doesn't even make sense. :P
MLRS! ... range and number of covered spots grows with effective skill level.

Still, question about accuracy bonus from Enchant Weapon to missile weapons remains.

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

Re: Arcanum Class Pack v2.2.3

#627 Post by HousePet »

Patched:
BLIGHT_FREEZE damage type correction.
Magic Missile Rune has an icon.
Pommel Gem can stack with existing special_on_hit effects.
Naughty upvalue removed from Pommel Gem.
Flying Weapon mentions it uses melee weapons.
Arcane Smite now works with ranged weapons.
Enchanted Assault with a ranged weapon fixed.

I couldn't see any difference in hit chance with melee versus ranged enchanted weapons. However, if you were using Flying Weapon and Arcane Smite with a ranged weapon, it would actually attack with your gloves, which might not have been weapon enchanted.
My feedback meter decays into coding. Give me feedback and I make mods.

sajberhippien
Halfling
Posts: 114
Joined: Thu Jan 14, 2016 11:10 am

Re: Arcanum Class Pack v2.2.3

#628 Post by sajberhippien »

Hi, I was wondering, is there any specific rationale as to what classes can learn what schools at Angolwen Academy? And is there a list of what classes can learn what? Otherwise I might make a list. I was naive enough to think most classes could learn most schools they didn't already have, so when my Shadowblade now has taken care of Urkis I got a bit sad that Martial Enchantments weren't available; been building around the idea that I'll get that instead of dagger/armor mastery. Sure, cheesy, but thought it'd be fun and somewhat compensated by the cost in class points.

ghostbuster
Uruivellas
Posts: 617
Joined: Mon Oct 09, 2006 7:47 pm

Re: Arcanum Class Pack v2.2.3

#629 Post by ghostbuster »

sajberhippien wrote:Hi, I was wondering, is there any specific rationale as to what classes can learn what schools at Angolwen Academy? And is there a list of what classes can learn what? Otherwise I might make a list. I was naive enough to think most classes could learn most schools they didn't already have, so when my Shadowblade now has taken care of Urkis I got a bit sad that Martial Enchantments weren't available; been building around the idea that I'll get that instead of dagger/armor mastery. Sure, cheesy, but thought it'd be fun and somewhat compensated by the cost in class points.
I think all spell trees and some magic technique trees can be learned. But there is a threshold on your level in magic. By raising your level in magic, you could learn more spells. And I think that to learn all spells, you need magic at 60.
Maybe it is your problem...

HousePet
Perspiring Physicist
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Re: Arcanum Class Pack v2.2.3

#630 Post by HousePet »

Yeah, its based on your magic stat, not class.
My feedback meter decays into coding. Give me feedback and I make mods.

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