Afflicted Overhaul v0.5

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

Afflicted Overhaul v0.5

#1 Post by HousePet »

Obtainable here: http://www.users.on.net/~curtisnd/tome- ... htmare.zip

Have started coding an Afflicted class overhaul, starting with Cursed.
I've attached an addon with the code in it.
Around 4 categories still need writing but you should get the general idea from it.
This addon is very bad, so disable all other addons when using it.

Coded so far:
Cursed two hander category (Slaughter).
Cursed dual weapon category (Endless Hunt).
Cursed shield category (Strife).
Three supporting categories (Gloom, Fears and Anger).
Four advanced categories for Cursed.
A replacement talent for Unnatural Body (Broken Body).
Reaching 100 Hate will trigger a Rampage effect.
Reaching 0 Hate will trigger a reversed Rampage effect.
The first two choices, with their talents and categories.
Doomed version of Broken Body (Broken Mind).
Dark Sustenance changed to class and reworked.
New base class category for Doomed/Gifted (Fury).
Three new advanced class categoris for Doomed/Gifted (Madness, Destruction and Malign Manifestation).
New generic category: Cursed Arms.

Hate mechanics have been changed.
You no longer have innate hate gain on kills.
Hate no longer decays to 50% of the value it was when you last killed something.
Hate now relaxes towards 50.

In future:
An entirely new Afflicted assassin class.

Unnatural Body will be a dynamic category, with its 4 talents changing depend on class and choices.
This first talent is a direct expression of how the curse affects your character, and is characterised by a tension between effects that scale with how high and how low your Hate is. (For Cursed, low Hate impairs healing but improves stamina regeneration.)
The next three talents will be the same for each class. As you progress through the game you will be asked three questions about how you are dealing with the curse. Each answer unlocks a talent.
The first choice also unlocks a class category based around enhancing either Rampage or the reversed Rampage effect.
The final choice may grant a Redemption category/quest.
Last edited by HousePet on Sat Jun 25, 2016 11:19 pm, edited 10 times in total.
My feedback meter decays into coding. Give me feedback and I make mods.

64legos
Thalore
Posts: 136
Joined: Wed Nov 14, 2012 2:24 am

Re: Afflicted Overhaul

#2 Post by 64legos »

Sounds great!

I've always liked the idea of the afflicted classes, and I'm happy to see that they are getting some love! :D

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

Re: Afflicted Overhaul

#3 Post by HousePet »

Updated:
Implemented the effects for exceeding/emptying your Hate pool.
Implemented the first choice, Rage or Despair, with its two talents and granted categories.

There is now enough coded to do a proper assessment of whether the adjusted Hate mechanic is any good or not.
Cursed is ready for testing and balancing.
My feedback meter decays into coding. Give me feedback and I make mods.

nsrr
Sher'Tul
Posts: 1126
Joined: Mon Sep 21, 2015 8:45 pm
Location: Middle of Nowhere

Re: Afflicted Overhaul

#4 Post by nsrr »

HousePet wrote:Updated:
Implemented the effects for exceeding/emptying your Hate pool.
Implemented the first choice, Rage or Despair, with its two talents and granted categories.

There is now enough coded to do a proper assessment of whether the adjusted Hate mechanic is any good or not.
Cursed is ready for testing and balancing.
Excellent, can't wait to try it out! I'll try to get back to you with some constructive comments, once I finish up some updates for Gladiator and test them out... might be a little while :lol:

stinkstink
Spiderkin
Posts: 543
Joined: Sat Feb 11, 2012 1:12 am

Re: Afflicted Overhaul

#5 Post by stinkstink »

Played to about level 13.

The addon breaks Arena mode and errors out when trying to enter the Lumberjack village

Code: Select all

Loading entities file from file	/data/general/npcs/horror-corrupted.lua
Lua Error: /data/zones/arena/npcs.lua:512: table index is nil
	At [C]:-1 __newindex
	At /data/zones/arena/npcs.lua:512 f
	At /engine/Entity.lua:1193 loadList
	At /engine/Zone.lua:166 loadBaseLists
	At /engine/Zone.lua:121 init
	At /engine/class.lua:147 new
	At /mod/class/Game.lua:931 changeLevelReal
	At /mod/class/Game.lua:824 changeLevel
	At /mod/class/Game.lua:276 at_end
	At /mod/dialogs/Birther.lua:311 fct
	At /mod/dialogs/Birther.lua:196 checkNew
	At /mod/dialogs/Birther.lua:246 atEnd
	At /mod/dialogs/Birther.lua:64 fct
	At /engine/ui/Button.lua:63 fct
	At /engine/Mouse.lua:58 receiveMouse
	At /engine/Mouse.lua:98 delegate
	At /engine/ui/Dialog.lua:657 mouseEvent
	At /engine/ui/Dialog.lua:399 fct
	At /engine/Mouse.lua:58 

Code: Select all

Loading entities file from file	/data/zones/town-lumberjack-village/npcs.lua
Lua Error: /data/zones/town-lumberjack-village/npcs.lua:47: table index is nil
	At [C]:-1 __newindex
	At /data/zones/town-lumberjack-village/npcs.lua:47 f
	At /engine/Entity.lua:1193 loadList
	At /engine/Zone.lua:166 loadBaseLists
	At /engine/Zone.lua:121 init
	At /engine/class.lua:147 new
	At /mod/class/Game.lua:931 changeLevelReal
	At /mod/class/Game.lua:824 base_changeLevel
	At /mod/addons/zomnibus/superload/mod/class/Game.lua:98 changeLevel
	At /mod/class/Game.lua:1857 
	At /engine/KeyBind.lua:242 
Lua error after being hit by Sunder Foe

Code: Select all

[LOG]	Gubrema the ghoul uses Sunder Foe.
[ATTACK] attacking with (mainhand)	dwarven-steel battleaxe of crippling
[ATTACK] to 	player	 :: 	71.69961546609	2	27.56	39	vs.	15	::	1.5099019513593
checkHit	39	vs	15	=> chance to hit	100
[ATTACK] raw dam	71.69961546609	versus	27.56	0.88454810495627	with APR	2
[ATTACK] after armor	46.13961546609
[ATTACK] after range	61
[PHYS CRIT %] axe accuracy bonus	39	15	=	4.8
[PHYS CRIT %]	0
[ATTACK] after crit	61
[ATTACK] after mult	92.104019032916
[PROJECTOR] starting dam	92.104019032916
[PROJECTOR] after difficulty dam	92.104019032916
[PROJECTOR] res	0	1	 on dam	69.078014274687
[PROJECTOR] after resists dam	69.078014274687
[PROJECTOR] after flat damage armor	69.078014274687
[PROJECTOR] final dam after static checks	69.078014274687
[PROJECTOR] final dam after hooks and callbacks	69.078014274687
[LOG]	#F53CBE#You fight through the pain! (+7 hate)
[ENGINE] Setting requested FPS to 30 (33 ms)
[ENGINE] Setting requested FPS to 30 (33 ms)
[PROJECTOR] starting dam	11
[PROJECTOR] after difficulty dam	11
[PROJECTOR] res	0	1	 on dam	11
[PROJECTOR] after resists dam	11
[PROJECTOR] after flat damage armor	11
[PROJECTOR] final dam after static checks	11
stack traceback:
	[C]: in function 'error'
	/engine/interface/ActorTalents.lua:256: in function </engine/interface/ActorTalents.lua:240>
Lua Error: /engine/interface/ActorTalents.lua:279: /engine/interface/ActorTalents.lua:256: /engine/interface/ActorTalents.lua:150: /data/damage_types.lua:33: attempt to index local 'src' (a nil value)
stack traceback:
	/data/damage_types.lua:33: in function 'useImplicitCrit'
	/data/damage_types.lua:839: in function 'projector'
	/data/timed_effects/mental.lua:3369: in function 'damtype'
	/engine/interface/ActorProject.lua:218: in function 'project'
	/data/timed_effects/mental.lua:3367: in function 'callEffect'
	/mod/class/Actor.lua:5026: in function 'cb'
	/data/damage_types.lua:438: in function 'defaultProjector'
	/data/damage_types.lua:667: in function 'projector'
	/mod/class/interface/Combat.lua:815: in function 'attackTargetHitProcs'
	/mod/class/interface/Combat.lua:614: in function 'attackTargetWith'
	/mod/class/interface/Combat.lua:183: in function 'attackTarget'
	/data/talents/cursed/slaughter.lua:43: in function </data/talents/cursed/slaughter.lua:39>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:140>
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/ActorTalents.lua:279 useTalent
	At /mod/ai//tactical.lua:418 runAI
	At /mod/ai//tactical.lua:446 doAI
	At /mod/class/NPC.lua:72 act
	At /engine/GameEnergyBased.lua:129 tickLevel
	At /engine/GameEnergyBased.lua:64 tick
	At /engine/GameTurnBased.lua:51 tick
	At /mod/class/Game.lua:1277 
 ----------------  Stack Dump ----------------
--------------- Stack Dump Finished ---------------
The defense bonus from Deceptive Strike doesn't match its description
Either the talents in Strife need to be shield-agnostic or Cursed need to start with Armor Training 2 and a shield. At level 1 their options are Sunder Foe (only useful for higher damage% early), Deceptive Strike (unreliable and leaves you surrounded while while corridor-fighting), Beckon (useless against melee) and Instill Fear (your best option but still unreliable). Shield Thrust would be a tolerable low level escape... if you could actually use it at low levels.
You can't use Instill Fear on an empty space even if there are enemies within the target area.
Harrass Prey requires Willpower when the other talents in the tree use Strength.
Vigour drain should probably have resource multipliers similar to Mana Clash so it isn't worthless against Mana.
Assail description - "assualt" should be assault.
The unlockable capstones seem fun but at a glance Loss/Apathy seem like the most attractive pair unless you're really, really squeezing everying for enough Defense for a Cursed Duelist gimmick build to work. Not having Preternatual Senses makes Blindside a lot less attractive.
Leveling instantly resets your hate to 50, which is annoying if you're trying to trigger Misery/Rampage through that mechanic.
Fall to Rage is worse than the old Rampage tree both mechanically and thematically. You'll die before it goes off if you don't invest heavily in the first talent, it's too risky to deliberately allow it to trigger before you have heroism, the benefits aren't impressive enough to save your life or make a low-health playstyle attractive, and the long cooldown undercuts it completely. Burning Rage feels like a filler talent, and the capstones are boring and barely applicable to what Cursed does. The fact that Fall to Misery lowers your speed when you're near death makes me want to never touch it even though Depressing Darkness is the most attractive talent in either tree. My suggestions:
-Investing in the the Fall talent should improve its effect, reduce its penalty, and/or slow the Hate equilizing when the effect is active so you can trigger it more frequently through that mechanic
-The trigger conditions for the Fall talents need to either be a lot more forgiving (25-50% life instead of 10-25%) or be moved closer to vanilla Rampage
-Burning Rage is boring and off-type. I'd change the melee projection to bleed (stacks another debuff for the unlockable capstones) and replace the retaliation damage with increased weapon/movement speed to bring back some of the old Rampage glory.
-Replace the capstone sustains entirely. My suggestion is for them to be actives that trigger a Rampage/Misery and passively enhance them further. Rampage makes your attacks trigger Off-Guard and delay the target's next turn, Misery disrupts attackers' cooldowns and has a chance to brainlock them, etc.

nsrr
Sher'Tul
Posts: 1126
Joined: Mon Sep 21, 2015 8:45 pm
Location: Middle of Nowhere

Re: Afflicted Overhaul

#6 Post by nsrr »

Played up to level 9 or so, then got this error:

Code: Select all

[LOG]	#UID:2019:0##fbd578#Horsefeathers!#LAST# hits Midge swarm for #YELLOW#8 mind#LAST#, #LIGHT_RED#12 fire#LAST# (19 total damage).
checkHit	28	vs	25	=> chance to hit	58
[LOG]	#F53CBE#Xaneriatira the yellow ooze is weakened by the gloom.
checkHit	28	vs	7	=> chance to hit	95
[LOG]	#F53CBE#Midge swarm is lost in despair!
checkHit	28	vs	9	=> chance to hit	95
[LOG]	#F53CBE#Cold drake hatchling is weakened by the gloom.
[LOG]	#00ff00##UID:1023:0#Talent Beckon is ready to use.
[LOG]	
midge swarm	158374	dumb ai talents can use	Attack	T_ATTACK
dumb ai uses	T_ATTACK
[LOG]	Midge swarm is confused and fails to use Attack.
checkHit	26	vs	7	=> chance to hit	95
[LOG]	#F53CBE#Dire wolf struggles against the panic.
checkHit	26	vs	7	=> chance to hit	95
AI took for target	159090	white wolf	::	163243	tormentor	16	<	100
[LOG]	White wolf is tormented by a vision!
[LOG]	#UID:163243:0#Tormentor hits White wolf for #YELLOW#18 mind#LAST# damage.
checkHit	26	vs	10	=> chance to hit	90
Lua Error: /data/timed_effects/mental.lua:1219: 'for' limit must be a number
	At [C]:-1 
	At /data/timed_effects/mental.lua:1219 on_timeout
	At /engine/interface/ActorTemporaryEffects.lua:85 timedEffects
	At /mod/class/NPC.lua:320 timedEffects
	At /mod/class/Actor.lua:571 actBase
	At /engine/GameEnergyBased.lua:119 tickLevel
	At /engine/GameEnergyBased.lua:64 tick
	At /engine/GameTurnBased.lua:51 tick
	At /mod/class/Game.lua:1277 
 ----------------  Stack Dump ----------------
--------------- Stack Dump Finished ---------------
I included several lines before the error occurred, in case they can point you to the cause. I'm not sure what triggered it. After it popped this first time it came up every turn afterwards.

Other than that things went fairly smoothly.
Are you meant to gain Hate through the old mechanics of defeating strong enemies and taking damage, etc?
Sometimes I would, but most time I seemed not to. Also, when I defeated a rare or boss the log would report that I had "defeated an elite foe (+0 Hate)".
I like the idea of choosing to focus on Rampage or Misery, but there are probably some kinks to work out. I haven't played with it enough to give you many detailed ideas that this point, though.
On first impression it seems like going toward Misery would be more optimal because you can easily burn down your Hate by spamming talents to trigger the effect. Also, defensive is usually favorable over offense, at least on Nightmare or above. I'm still not quite sure how I would go about intentionally triggering Rampage, either, as my Hate seemed to increase pretty erratically.

I did notice that a lot of the capstone abilities are based on the number of effects stacked on the enemy, but with the new Fears mechanics it seems like this might be a bit overly strong on some abilities. Even at level 9 it was not hard to have 7 or so effects stacked on multiple enemies, mostly through Fears.

I'll try it out some more and see if I can come back with some more detailed critiques.
Overall, I definitely like this take more than the standard Cursed hate mechanic where I gain a bunch of Hate... after killing a tough mob... and then feel obliged not to rest so that I can save that Hate and (hopefully?) run into something worth spending it on before it all peters away
Although, with the new Cursed Body and not much to spend Generics on, I had enough life regen, even with 75% heal mod most of the time, that I could just bump almost anything, with no need to spend the now-plentiful Hate. This probably falls off at higher levels... we'll see if I can make it that far.

Out of curiosity: Can the dialog to choose Rage or Despair occur in the Orcs campaign, or only in Maj'Eyal? I've gotten used to the pacing of Embers, especially for testing, but I don't want to try out Cursed there if I doesn't.

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

Re: Afflicted Overhaul

#7 Post by HousePet »

Thanks for the awesome testing! :mrgreen:
Sorry about the bugs. I forgot to ensure that I kept the talents in case enemies used them. :oops:
Will sort out those minor issues tonight.

Will need to sort out starting talents/equipment for Cursed. What do people suggest?

The numbers on the debuff bonus capstones will definitely need adjusting, please give suggestions.

I thought the Fall talents were a bit weak, thanks for confirming.
I intend on making them alter where you Hate bar resets to as well, so its easier to trigger you Rampage/Misery from Hate changes.
Burning Rage is bothering me, but I'm not keen on adding more speed when you already get a 20% global boost.
The cap stones seem wrong because these categories are for all Afflicted classes, and Cursed doesn't have much non physical damage yet. I'm intending on tweaking the damages of a few talents so it isn't as pointless for them. But the other effects of those capstones are supposed to be more important.

The old Hate regain from specific events was retained deliberately. Messages for +0 Hate gain were not deliberate.

If you chose to go with Rampage, you get a talent that increases you hate when you take damage.

I have no idea if the dialog works in Embers.
My feedback meter decays into coding. Give me feedback and I make mods.

nsrr
Sher'Tul
Posts: 1126
Joined: Mon Sep 21, 2015 8:45 pm
Location: Middle of Nowhere

Re: Afflicted Overhaul

#8 Post by nsrr »

Went Rage on this run, I see the Hate generation mechanic now. Works quite nicely. Given the healing mod from high hate and the speed boost from Rampage, defensiveness might be comparable to Despair?

Ran into another bug though, this one seemed to be triggered by Share the Pain, but I can say for sure. This also started repeating every turn after it first appeared, ending the run.

Code: Select all

[C]: in function 'error'
	/engine/interface/ActorTalents.lua:256: in function </engine/interface/ActorTalents.lua:240>
Lua Error: /engine/interface/ActorTalents.lua:279: /engine/interface/ActorTalents.lua:256: /engine/interface/ActorTalents.lua:150: /data/damage_types.lua:33: attempt to index local 'src' (a nil value)
stack traceback:
	/data/damage_types.lua:33: in function 'useImplicitCrit'
	/data/damage_types.lua:839: in function 'projector'
	/data/timed_effects/mental.lua:3369: in function 'damtype'
	/engine/interface/ActorProject.lua:218: in function 'project'
	/data/timed_effects/mental.lua:3367: in function 'callEffect'
	/mod/class/Actor.lua:5026: in function 'cb'
	/data/damage_types.lua:438: in function 'defaultProjector'
	/data/damage_types.lua:739: in function 'projector'
	/data/damage_types.lua:1449: in function 'projector'
	/engine/interface/ActorProject.lua:219: in function 'project'
	/data/talents/spells/air.lua:120: in function </data/talents/spells/air.lua:76>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:140>
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/ActorTalents.lua:279 useTalent
	At /mod/ai//tactical.lua:418 runAI
	At /mod/ai//tactical.lua:446 doAI
	At /mod/class/NPC.lua:72 act
	At /engine/GameEnergyBased.lua:129 tickLevel
	At /engine/GameEnergyBased.lua:64 tick
	At /engine/GameTurnBased.lua:51 tick
	At /mod/class/Game.lua:1277 
As far as starting gear/stats, I would agree with Stinkstink that starting with two points in Armor Training and a sword and shield in your inventory or off set would be nice, considering that the shield tree is the only one that requires specific gear from the get-go.

I'll try to get back to you with some thoughts on debuff capstone bonuses. Hopefully soon I can get to them without hitting a snag first. That's all the testing I have in me tonight, though. I'll give it a whirl with Orcs tomorrow and see what happens.

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

Re: Afflicted Overhaul

#9 Post by HousePet »

Updated with bug fixes and minor tweaks.
Cursed now start with 2 points in Armour Mastery and have lost a point from Weapon Mastery.
They also start with a Waraxe, Dagger and Shield.
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: Afflicted Overhaul

#10 Post by HousePet »

And found a couple of bugs, so reuploaded.
My feedback meter decays into coding. Give me feedback and I make mods.

nsrr
Sher'Tul
Posts: 1126
Joined: Mon Sep 21, 2015 8:45 pm
Location: Middle of Nowhere

Re: Afflicted Overhaul

#11 Post by nsrr »

stinkstink wrote: You can't use Instill Fear on an empty space even if there are enemies within the target area.

Harrass Prey requires Willpower when the other talents in the tree use Strength.
Being able to target an empty tile with instill fear would make the targeting less awkward. At lower levels when the radius is only one, your best tactic with more than one adjacent enemy is to target yourself, which requires a confirmation.

I didn't actually check Harass Prey, but I noticed that Assail requires Strength when the rest of the tree is Willpower.

And another pair of erros, after taking the Master of Fears talent:

Code: Select all

[LOG]	Mal uses Panic.
checkHit	24	vs	32	=> chance to hit	30
[LOG]	#F53CBE#Brteojan the halfling resists the panic!
checkHit	29	vs	32	=> chance to hit	43
checkHit	24	vs	32	=> chance to hit	30
[LOG]	#F53CBE#Brteojan the halfling struggles against the paranoia.
[LOG]	Brteojan the halfling uses Mana Clash.
[MIND CRIT %]	32.734689174899
[LOG]	#{bold}#Brteojan the halfling's mind surges with critical power!#{normal}#
stack traceback:
	[C]: in function 'error'
	/engine/interface/ActorTalents.lua:256: in function </engine/interface/ActorTalents.lua:240>
Lua Error: /engine/interface/ActorTalents.lua:279: /engine/interface/ActorTalents.lua:256: /engine/interface/ActorTalents.lua:150: /data/talents/cursed/fears.lua:259: attempt to index local 'target' (a nil value)
stack traceback:
	/data/talents/cursed/fears.lua:259: in function 'attemptFearCrosstier'
	/data/talents/cursed/fears.lua:272: in function 'callTalent'
	/mod/class/Actor.lua:5040: in function 'cb'
	/data/damage_types.lua:438: in function 'projector'
	/data/talents/gifts/antimagic.lua:152: in function 'damtype'
	/engine/interface/ActorProject.lua:218: in function 'project'
	/data/talents/gifts/antimagic.lua:147: in function </data/talents/gifts/antimagic.lua:143>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:140>
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/ActorTalents.lua:279 useTalent
	At /mod/ai//tactical.lua:418 runAI
	At /mod/ai//tactical.lua:446 doAI
	At /mod/class/NPC.lua:72 act
	At /engine/GameEnergyBased.lua:129 tickLevel
	At /engine/GameEnergyBased.lua:64 tick
	At /engine/GameTurnBased.lua:51 tick
	At /mod/class/Game.lua:1277 
 ----------------  Stack Dump ----------------
--------------- Stack Dump Finished ---------------
[LOG]	
checkHit	24	vs	32	=> chance to hit	30
[LOG]	#F53CBE#Brteojan the halfling struggles against the paranoia.
[LOG]	Brteojan the halfling throws a finishing uppercut.
[ATTACK] attacking with innate combat
[ATTACK] to 	Mal	 :: 	52.888587125934	9	35.92	49	vs.	5	::	2.0536617438636
checkHit	49	vs	5	=> chance to hit	100
[ATTACK] raw dam	52.888587125934	versus	35.92	0.81030927835052	with APR	9
[ATTACK] after armor	25.968587125934
[ATTACK] after range	34
[PHYS CRIT %]	22.368691779424
[ATTACK] after crit	34
[ATTACK] after mult	69.824499291364
[ATTACK] mace accuracy bonus	49	5	=	1.044
[LOG]	#F53CBE#You fight through the pain! (+8 hate)
stack traceback:
	[C]: in function 'error'
	/engine/interface/ActorTalents.lua:256: in function </engine/interface/ActorTalents.lua:240>
Lua Error: /engine/interface/ActorTalents.lua:279: /engine/interface/ActorTalents.lua:256: /engine/interface/ActorTalents.lua:150: /data/talents/cursed/fears.lua:271: attempt to index local 'source_talent' (a nil value)
stack traceback:
	/data/talents/cursed/fears.lua:271: in function 'callTalent'
	/mod/class/Actor.lua:5040: in function 'cb'
	/data/damage_types.lua:438: in function 'projector'
	/mod/class/interface/Combat.lua:687: in function 'attackTargetHitProcs'
	/mod/class/interface/Combat.lua:614: in function 'attackTargetWith'
	/mod/class/interface/Combat.lua:224: in function 'attackTarget'
	/data/talents/techniques/finishing-moves.lua:47: in function </data/talents/techniques/finishing-moves.lua:37>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:147: in function </engine/interface/ActorTalents.lua:140>
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/ActorTalents.lua:279 useTalent
	At /mod/ai//tactical.lua:418 runAI
	At /mod/ai//tactical.lua:446 doAI
	At /mod/class/NPC.lua:72 act
	At /engine/GameEnergyBased.lua:129 tickLevel
	At /engine/GameEnergyBased.lua:64 tick
	At /engine/GameTurnBased.lua:51 tick
	At /mod/class/Game.lua:1277 

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

Re: Afflicted Overhaul

#12 Post by HousePet »

Phooey. (though not surprising, that fear code was turning into spaghetti)

Well I think I made Instil Fear not require a creature target.

I didn't pay much attention to the talent requirements except to give them the right number. (Yes Rampage and Despair talents have deliberately higher talent/stat requirements.)
Slaughter, Endless Hunt and Strife should require strength, while Anger, Fears, Gloom, Rampage and Despair should require willpower.
I'm not sure whether to use strength, willpower or both for the advanced categories, so they currently are using non advanced category requirements.

I ran a Higher Cursed using Slaughter, Anger and Rampage up to level 15 last night.
Was pretty easy, but maybe I'm just way to used to normal difficulty...
I seemed to be just bumping a lot, and Rampage took a while before it started happening. This may be unavoidable level 1-5 stuff though.
I also had way more stamina than I could use and I'm wondering if Broken Body is too strong. I basically pulled the regen values from the Combat Veteran category. :lol:
Pondering adding stamina costs to all the Hate melee talents. But I don't want to add any to the Chaos category as it is also intended for the Depraved class, which won't use stamina. So either don't add stamina costs to Chaos talents or maybe remove Chaos from Cursed? They aren't exactly short on options at the moment.
Also pondering a visual flash when Rampage/Misery trigger as I didn't notice a few times when it triggered. It looked like I got an effective free move when it triggered because of the speed increase, which is good if it is real. Could add a damage burst to the visual flash?
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: Afflicted Overhaul

#13 Post by HousePet »

Posted an update that should fix Master of Fear.

I was using the wrong callback...
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: Afflicted Overhaul

#14 Post by HousePet »

So is no news good news?
My feedback meter decays into coding. Give me feedback and I make mods.

astreoth
Wyrmic
Posts: 213
Joined: Sat Oct 12, 2013 4:45 pm

Re: Afflicted Overhaul

#15 Post by astreoth »

I can't even get this addon to load right.
just put the init and the four folders in a renamed zip file run it as the only addon and it just hangs at 100%.

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