Please be patient, I haven't forgotten this addon but as it stands I won't be able to work on it for the next 2 months at most. I may be able to do a quick bugfix release before that but I'm not in a position to assure you guys *anything*.
[1.7.6] Pepper Pack v0.1.16: Roll it Over
Moderator: Moderator
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Peppersauce
- Thalore
- Posts: 190
- Joined: Tue Jul 03, 2012 7:04 pm
Re: [1.2.5] Pepper Pack v0.1.2: Day Tripper
I'm sorry Deis, I won't lie, I know *exactly* where the problem lies but I have no time at the moment to fix it... I got some really tough exams lining up. 
Please be patient, I haven't forgotten this addon but as it stands I won't be able to work on it for the next 2 months at most. I may be able to do a quick bugfix release before that but I'm not in a position to assure you guys *anything*.
Please be patient, I haven't forgotten this addon but as it stands I won't be able to work on it for the next 2 months at most. I may be able to do a quick bugfix release before that but I'm not in a position to assure you guys *anything*.
Re: [1.2.5] Pepper Pack v0.1.2: Day Tripper
Good luck, Pepper.
Interested in giving this a try, but since the last message says not 1.3 compatible, hanging in until you get back.
Interested in giving this a try, but since the last message says not 1.3 compatible, hanging in until you get back.
ToME Tips - auto-generated spoilers for ToME. - someone else made. I find super awesome, so spreading as well.
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Peppersauce
- Thalore
- Posts: 190
- Joined: Tue Jul 03, 2012 7:04 pm
Re: [1.3.1] Pepper Pack v0.1.3: No Refund
Aaaand that took a long time, sorry everyone. I just put up a new version, it's mostly bugfixes, rebalancing and updating some code to 1.3.1.
Enjoy!
Changelog:
- Bunnymorph character model by rexorcorum
- Bunnymorphs are allowed to go Bikini/Mankini (untested, I never unlocked that)
- nerfed Tonic Chord and Know When to Run a bit
- nerfbat on Streetwise
- fixed Vanish
- fixed Gone Electric's lightning damage scaling
- String Shots could be cancelled after the first shot without putting it on cooldown and causing LUA errors, now it's fixed (also maxed at level 5 for real this time)
- Updated for 1.3.1 ofc
Enjoy!
Changelog:
- Bunnymorph character model by rexorcorum
- Bunnymorphs are allowed to go Bikini/Mankini (untested, I never unlocked that)
- nerfed Tonic Chord and Know When to Run a bit
- nerfbat on Streetwise
- fixed Vanish
- fixed Gone Electric's lightning damage scaling
- String Shots could be cancelled after the first shot without putting it on cooldown and causing LUA errors, now it's fixed (also maxed at level 5 for real this time)
- Updated for 1.3.1 ofc
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astralInferno
- Uruivellas
- Posts: 834
- Joined: Mon Jan 27, 2014 10:40 am
Re: [1.3.1] Pepper Pack v0.1.3: No Refund
When I first started using addons, it was already after sustain costs on this never came back. So looking forward to actually getting to try it
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Peppersauce
- Thalore
- Posts: 190
- Joined: Tue Jul 03, 2012 7:04 pm
Re: [1.3.1] Pepper Pack v0.1.3: No Refund
Waiting for it was a good call, the previous version is only for 1.2.5, by playing it on 1.3.1 you'd mess up a lot of thingsastralInferno wrote:![]()
When I first started using addons, it was already after sustain costs on this never came back. So looking forward to actually getting to try it
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Chronosplit
- Archmage
- Posts: 318
- Joined: Fri Oct 09, 2015 2:27 pm
Re: [1.3.1] Pepper Pack v0.1.3: No Refund
Bunnymorph is just wonderful. Actually makes a really fun Brawler, between the almighty Bunny Hop that you can use even while being pinned (is that a bug?) and all the talents that benefit from a lot of cunning.
Last edited by Chronosplit on Tue Nov 24, 2015 7:27 pm, edited 1 time in total.
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Peppersauce
- Thalore
- Posts: 190
- Joined: Tue Jul 03, 2012 7:04 pm
Re: [1.3.1] Pepper Pack v0.1.3: No Refund
Nice to hear that 
Bunny Hop is that way by design, when I made Bunnymorphs I knew very little about ToME's code so I basically copied Tk Leap. Now, disabling it while pinned is a pretty easy fix, but I kind of don't see the point when it's not the best first talent in a racial tree by a longshot. Also, Bunnymorphs do have pinning resistance.
I'll change it if players ask for it or if Tk Leap doesn't work while pinned.
Bunny Hop is that way by design, when I made Bunnymorphs I knew very little about ToME's code so I basically copied Tk Leap. Now, disabling it while pinned is a pretty easy fix, but I kind of don't see the point when it's not the best first talent in a racial tree by a longshot. Also, Bunnymorphs do have pinning resistance.
I'll change it if players ask for it or if Tk Leap doesn't work while pinned.
Re: [1.3.1] Pepper Pack v0.1.3: No Refund
Nothing wrong with a racial move that's similar to a non-racial being simply better. Just throughout the core races, the racial abilities are usually pretty significant effects.
ToME Tips - auto-generated spoilers for ToME. - someone else made. I find super awesome, so spreading as well.
Re: [1.3.1] Pepper Pack v0.1.3: No Refund
hey can you make a version without the rapier? i already have a mod that adds in a rapier, and i dont want 2 versions of rapiers in my game. i would be really thankful if you did.
Re: [1.3.1] Pepper Pack v0.1.3: No Refund
Hmm.
Initial thoughts (1 screen in~):
Looks to favor generally doing Dex/Cun/Will as the three. Good to have that easily spottable.
Singswords look cool, but based on reading this thread, are a trap? I'm not sure other than this thread why they'd be unusable for dashing swordsman. Oh, last line of the first skill says rapier/harp only. Okay. yeah, not sure where those fit in.
The addon is pretty good about explaining itself but I don't know what weapon proficiency rapiers are? Harps are Harp Mastery, but I'm not sure what Rapiers build up on, since they aren't saying a Mastery type?
A lot of the early moves seem to have a LOT of qualifiers, making it confusing as a start up (bust out has a lot of 'if, if, if' in its writing for an example). The later moves oddly are more straightforward to understand.
I feel sort of unhittable. My accuracy and defense basically are so high that the first dungeon area is unable to land a hit. Kinda neat but unexpected.
Feel dumb, see the dagger mastery comment in the desc for rapiers. Got me from my habit of reading just the stats.
Initial thoughts (1 screen in~):
Looks to favor generally doing Dex/Cun/Will as the three. Good to have that easily spottable.
Singswords look cool, but based on reading this thread, are a trap? I'm not sure other than this thread why they'd be unusable for dashing swordsman. Oh, last line of the first skill says rapier/harp only. Okay. yeah, not sure where those fit in.
The addon is pretty good about explaining itself but I don't know what weapon proficiency rapiers are? Harps are Harp Mastery, but I'm not sure what Rapiers build up on, since they aren't saying a Mastery type?
A lot of the early moves seem to have a LOT of qualifiers, making it confusing as a start up (bust out has a lot of 'if, if, if' in its writing for an example). The later moves oddly are more straightforward to understand.
I feel sort of unhittable. My accuracy and defense basically are so high that the first dungeon area is unable to land a hit. Kinda neat but unexpected.
Feel dumb, see the dagger mastery comment in the desc for rapiers. Got me from my habit of reading just the stats.
ToME Tips - auto-generated spoilers for ToME. - someone else made. I find super awesome, so spreading as well.
Re: [1.3.1] Pepper Pack v0.1.3: No Refund
I think I encountered my first enemy dashing swordsman (I'm playing with that tree but didn't have this problem until a single enemy). It's showing both of our addons, but it looks like that's just the callback trigger in actor.
--------------- Stack Dump Finished ---------------
Lua Error: /engine/interface/ActorTalents.lua:129: trying to cast talent table: 0x161bd198 but it is not defined
At [C]:-1
At [C]:-1 assert
At /engine/interface/ActorTalents.lua:129 useTalent
At /engine/interface/ActorTalents.lua:329 forceUseTalent
At /mod/class/Actor.lua:5260 forceUseTalent
At /data-pepper-pack/talents/performer/dashing-swordsman.lua:174 callTalent
At /mod/class/Actor.lua:4911 fireTalentCheck
At /mod/addons/improved-restauto/superload/mod/class/Actor.lua:146 act
At /mod/class/Player.lua:354 act
At /engine/GameEnergyBased.lua:126 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1255
---------------- Stack Dump ----------------
--------------- Stack Dump Finished ---------------
Current thoughts (still in early game, lvl 14):
It feels like there's not many ways of mid-combat melody regen. I'll toss music is magic and see how that goes.
Dashing swordsman transformed melody from a deep resource to a pretty easy to empty one it feels like. Doing a Tune-crafting combo (1-3 talents) basically half empties melody right away, suddenly causing a bunch of buffs to vanish. Doing any combo of it and melee seems the same. Having 41 cunning at this point implies I don't have a ton of room more to grow that pool either. Dashing swordsman seems mostly a one enemy attack, and takes a while to grow in power while potentially peeling off the song defenses. Initial vibe (again still early): maybe the sustain cost 'or' the usage cost? Having a big (60+40) sustain and draining melody seems a pretty hefty cost.
First time using Dashing Swordsman against a thick enemy:
Looked like while normal hits keep raising the bonus, they don't refresh the outwit (so if you keep hitting an outwitted enemy, they lose outwitting before you can recover the ability to outwit them). Was kind of strange. I suppose with the later abilities I'd have a chance to refresh the stack using switch places. Even melee criticals don't refresh hmm.
Edit:
Music is Magic doesn't trigger you to have a mana bar...so if you're not doing magery yet, it just eats your melody when used it seems like? o_o
--------------- Stack Dump Finished ---------------
Lua Error: /engine/interface/ActorTalents.lua:129: trying to cast talent table: 0x161bd198 but it is not defined
At [C]:-1
At [C]:-1 assert
At /engine/interface/ActorTalents.lua:129 useTalent
At /engine/interface/ActorTalents.lua:329 forceUseTalent
At /mod/class/Actor.lua:5260 forceUseTalent
At /data-pepper-pack/talents/performer/dashing-swordsman.lua:174 callTalent
At /mod/class/Actor.lua:4911 fireTalentCheck
At /mod/addons/improved-restauto/superload/mod/class/Actor.lua:146 act
At /mod/class/Player.lua:354 act
At /engine/GameEnergyBased.lua:126 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1255
---------------- Stack Dump ----------------
--------------- Stack Dump Finished ---------------
Current thoughts (still in early game, lvl 14):
It feels like there's not many ways of mid-combat melody regen. I'll toss music is magic and see how that goes.
Dashing swordsman transformed melody from a deep resource to a pretty easy to empty one it feels like. Doing a Tune-crafting combo (1-3 talents) basically half empties melody right away, suddenly causing a bunch of buffs to vanish. Doing any combo of it and melee seems the same. Having 41 cunning at this point implies I don't have a ton of room more to grow that pool either. Dashing swordsman seems mostly a one enemy attack, and takes a while to grow in power while potentially peeling off the song defenses. Initial vibe (again still early): maybe the sustain cost 'or' the usage cost? Having a big (60+40) sustain and draining melody seems a pretty hefty cost.
First time using Dashing Swordsman against a thick enemy:
Looked like while normal hits keep raising the bonus, they don't refresh the outwit (so if you keep hitting an outwitted enemy, they lose outwitting before you can recover the ability to outwit them). Was kind of strange. I suppose with the later abilities I'd have a chance to refresh the stack using switch places. Even melee criticals don't refresh hmm.
Edit:
Music is Magic doesn't trigger you to have a mana bar...so if you're not doing magery yet, it just eats your melody when used it seems like? o_o
ToME Tips - auto-generated spoilers for ToME. - someone else made. I find super awesome, so spreading as well.
Re: [1.3.1] Pepper Pack v0.1.3: No Refund
Every time I try to make a bard, the game just begins flashing wildly when I close the level up screen, not letting me get past the starting text box about my race, and requiring me to use task manager to close the window.
Re: [1.3.1] Pepper Pack v0.1.3: No Refund
I suspect this has to do with the custom Melody resource. I know something changed in 1.4.x that affected custom resources because Stoic had a similar issue. The author of that add on was able to update it for the current version, but I don't think Pepper has been around much lately. You could try a PM; most folks get email alerts for those.Melac wrote:Every time I try to make a bard, the game just begins flashing wildly when I close the level up screen, not letting me get past the starting text box about my race, and requiring me to use task manager to close the window.
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Peppersauce
- Thalore
- Posts: 190
- Joined: Tue Jul 03, 2012 7:04 pm
Re: [1.3.1] Pepper Pack v0.1.3: No Refund
What the hell, I'm sure I was supposed to get mails when someone posted. Oh well, better late than never.
@123nick: if it's grayswandir's pack it's actually handled in a way that if that is active you get *those* rapiers, not mine. You get weapon egos from both addons tho.
I can't make it like that for all the addons since different addons to things in a different way etc. I could disable rapiers by doing a menu (I should eventually) but it's not a priority atm.
@Dracos: I actually think bunnymorphs' racials are the most balanced tree in this addon by now. It sure as hell isn't as good as Shalore or as useless as, say, Higher. It's the perfect balance.
singswords are there for, initially, just because... I planned a class around that weapon and never got around to code it. I removed them but then ogres came and they needed a bardic weapon, that's it really.
Yup, that's the first Bard song for you. Early game is pretty easy with those boosts.
For that bug I'd have to look at both your and my code and see what's happening (and who screwed up
)
All that you described is by design: both specialized trees eat your melody with sustains so you really gotta be careful with managing it at first, disabling some stuff for a bit to mantain what is best at the time, but by level 20 (or lucky drop) it all works out.
About tunecrafting, never forget to use Requiem. You stack all the debuffs you can (you got several different talents for those), then boom! You get your melody back. Or you can just, you know, get the soundshock buff from the first talent and leave it like that. As a tree it demands some investment before it truly shines. You aren't supposed to go rapier, sling and tunecrafting btw, you have to choose, not enough class points to go around.
Another good way to play it is going Tunecrafting, Cantrips, Phantasm and adding Electric later on. It makes for a weird almost-kind-of-mage vibe.
Dirty Fighting is key when you get Dashing Swordsman, you get tons of more chances of crits, so you can go on outwitting different targets (or even the same) and keep those bonuses going. The melody cost on it... I don't remember how it worked, I'll check it out. Outwits on crits should work fine (on 1.3.1) but quipster is such a complicated thing and I honestly don't remember all of it, if you're not outwitting with some crits there's a reason, buried within that description.
Melody is a small resource, I made it the lowest scaling of it all tbh, but that's all reflected on the costs too. You're not supposed to rely solely on melody with bards anyway.
About music is magic I... well, I have to add another check I guess.
@Melac: answered in the PM. Also what nsrr said, basically: some of the code I did for this addon is specific for 1.3.1 because it's some bad coding I couldn't avoid. So yeah, it's not meant to be played on other versions.
Stay tuned, an update will be coming. Eventually.
@123nick: if it's grayswandir's pack it's actually handled in a way that if that is active you get *those* rapiers, not mine. You get weapon egos from both addons tho.
I can't make it like that for all the addons since different addons to things in a different way etc. I could disable rapiers by doing a menu (I should eventually) but it's not a priority atm.
@Dracos: I actually think bunnymorphs' racials are the most balanced tree in this addon by now. It sure as hell isn't as good as Shalore or as useless as, say, Higher. It's the perfect balance.
singswords are there for, initially, just because... I planned a class around that weapon and never got around to code it. I removed them but then ogres came and they needed a bardic weapon, that's it really.
Yup, that's the first Bard song for you. Early game is pretty easy with those boosts.
For that bug I'd have to look at both your and my code and see what's happening (and who screwed up
All that you described is by design: both specialized trees eat your melody with sustains so you really gotta be careful with managing it at first, disabling some stuff for a bit to mantain what is best at the time, but by level 20 (or lucky drop) it all works out.
About tunecrafting, never forget to use Requiem. You stack all the debuffs you can (you got several different talents for those), then boom! You get your melody back. Or you can just, you know, get the soundshock buff from the first talent and leave it like that. As a tree it demands some investment before it truly shines. You aren't supposed to go rapier, sling and tunecrafting btw, you have to choose, not enough class points to go around.
Another good way to play it is going Tunecrafting, Cantrips, Phantasm and adding Electric later on. It makes for a weird almost-kind-of-mage vibe.
Dirty Fighting is key when you get Dashing Swordsman, you get tons of more chances of crits, so you can go on outwitting different targets (or even the same) and keep those bonuses going. The melody cost on it... I don't remember how it worked, I'll check it out. Outwits on crits should work fine (on 1.3.1) but quipster is such a complicated thing and I honestly don't remember all of it, if you're not outwitting with some crits there's a reason, buried within that description.
Melody is a small resource, I made it the lowest scaling of it all tbh, but that's all reflected on the costs too. You're not supposed to rely solely on melody with bards anyway.
About music is magic I... well, I have to add another check I guess.
@Melac: answered in the PM. Also what nsrr said, basically: some of the code I did for this addon is specific for 1.3.1 because it's some bad coding I couldn't avoid. So yeah, it's not meant to be played on other versions.
Stay tuned, an update will be coming. Eventually.
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Peppersauce
- Thalore
- Posts: 190
- Joined: Tue Jul 03, 2012 7:04 pm
[1.4.6] Pepper Pack v0.1.4: Fixing a hole
New version, mostly untested, just moving the addon to 1.4.6.
Changelog:
- Music is Magic isn't active if you don't have a mana pool (untested)
- Error/typo hunt in descriptions
- Updated the code to 1.4.6
Bugs:
- Bunnymorph hat graphics
- Bard rares with dashing swordsman error out sometimes
- Melody gain from Cun isn't shown in the level up screen
- Specific quips defined using names can't be triggered by rare/randbosses (I think)
- While not in LOS with amplifier it doesn't lower its summon duration (untested, should be fixed)
- Egoed harps with on hit effects show those instead of project values in the name
Changelog:
- Music is Magic isn't active if you don't have a mana pool (untested)
- Error/typo hunt in descriptions
- Updated the code to 1.4.6
Bugs:
- Bunnymorph hat graphics
- Bard rares with dashing swordsman error out sometimes
- Melody gain from Cun isn't shown in the level up screen
- Specific quips defined using names can't be triggered by rare/randbosses (I think)
- While not in LOS with amplifier it doesn't lower its summon duration (untested, should be fixed)
- Egoed harps with on hit effects show those instead of project values in the name