Anguished 1.0.6: Spellpower/Mindpower Hybrid!
Moderator: Moderator
Anguished 1.0.6: Spellpower/Mindpower Hybrid!
Init.lua description:
Adds the Anguished class, part of the Psionic subclass. A caster Vim/Psi mix, The Anguished spend their time balancing their vim/psi and their spellpower/mindpower, mixing in spellcasts with mind powers.
The Anguished have 6 unique talent trees:
On the mindpower side we have...
Pain: The main darkness/blight damage attack/debuff tree. Painfully good!
Consumption: Vim and Psi regeneration/management tree. Consume all!
Control (Generic): Defense/utility tree. Control the area around you!
Cleansing: High level anti-magic fire damage tree. Burn those filthy magic users!
On the spell side we have...
Dark Thoughts: High level attack/debuff tree. Use your insanity against your enemies!
Balance: Tree all about the balance between Vim and Psi. Balance in all things!
Doom: Debuffs and DoT talents. DOOOOOOOOOOOOM!
Defiled Mind (Generic): Caster benefits, loosely based off cursed body. Kill them with your dirty* mind!
Anguished can do well with double mindstars, short staff + mindstar or simply staff.
Also adds a new race, the Soulless. An Elf sublcass, the Soulless specialize in offense as their life rating of 8 causes them to be a little bit weaker.
Adds a few mind based artifacts, mostly tied to the theme of the Anguished (3 mindstars, one light armor)
Special thanks to Razakai and StarKeep and a couple of others on the IRC channel for all the help!
Icons done by Zerru.
*Not like that. Don't make me explain the pun.
Please post all bug reports, suggestions and etc. here.
All feedback is welcome!!
Website Download Link here!!
Steam Workshop Link here!!
Change Log:
6/16/16: 1.0.0: Release.
6/16 but slightly later/16: 1.0.1 Vim changes
6/17/16: 1.0.2: I made mistakes
6/19/16: 1.0.3: The Optimistic Bugfix
6/20/16: 1.0.4: Now with less errors
7/03/16: 1.0.5: The Great Description Fixer
8/27/16: 1.0.6: I hope it was only a typo
Adds the Anguished class, part of the Psionic subclass. A caster Vim/Psi mix, The Anguished spend their time balancing their vim/psi and their spellpower/mindpower, mixing in spellcasts with mind powers.
The Anguished have 6 unique talent trees:
On the mindpower side we have...
Pain: The main darkness/blight damage attack/debuff tree. Painfully good!
Consumption: Vim and Psi regeneration/management tree. Consume all!
Control (Generic): Defense/utility tree. Control the area around you!
Cleansing: High level anti-magic fire damage tree. Burn those filthy magic users!
On the spell side we have...
Dark Thoughts: High level attack/debuff tree. Use your insanity against your enemies!
Balance: Tree all about the balance between Vim and Psi. Balance in all things!
Doom: Debuffs and DoT talents. DOOOOOOOOOOOOM!
Defiled Mind (Generic): Caster benefits, loosely based off cursed body. Kill them with your dirty* mind!
Anguished can do well with double mindstars, short staff + mindstar or simply staff.
Also adds a new race, the Soulless. An Elf sublcass, the Soulless specialize in offense as their life rating of 8 causes them to be a little bit weaker.
Adds a few mind based artifacts, mostly tied to the theme of the Anguished (3 mindstars, one light armor)
Special thanks to Razakai and StarKeep and a couple of others on the IRC channel for all the help!
Icons done by Zerru.
*Not like that. Don't make me explain the pun.
Please post all bug reports, suggestions and etc. here.
All feedback is welcome!!
Website Download Link here!!
Steam Workshop Link here!!
Change Log:
6/16/16: 1.0.0: Release.
6/16 but slightly later/16: 1.0.1 Vim changes
6/17/16: 1.0.2: I made mistakes
6/19/16: 1.0.3: The Optimistic Bugfix
6/20/16: 1.0.4: Now with less errors
7/03/16: 1.0.5: The Great Description Fixer
8/27/16: 1.0.6: I hope it was only a typo
- Attachments
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- Anguished Change log.txt
- 1.0.1-1.0.5
- (2.83 KiB) Downloaded 189 times
Last edited by Micbran on Sat Aug 27, 2016 1:41 pm, edited 7 times in total.
A little bit of a starters guide written by yours truly here.
Re: Anguished 1.0.2: Spellpower/Mindpower Hybrid!
Hoi. Trying it out. First impression is definitely that I kinda' like it. Been keeping some notes as I go along... haven't gotten very far, but I figure I might as well put 'em out just to make sure I don't lose it or somethin'. Will say that it does feel like some of the numbers will be needing work... erode, ferex, seems ridiculously overtuned, damage wise; my level 11 dark fae (with only a single point in the damage bumping passive) is doing nearly 600 damage with a single cast of a tlvl 3 erode, all told. Is bit much, approaching Impending Doom level, heh, while hellfire is sitting there down ~half the damage. Stuff like that.
Also have noticed just eyeballing the talents is that there may be a bit too much healing, though the concern there was lessened somewhat when I noticed siphon's tooltip is wrong (see below). Also kinda' leery about the silences... two on a scaling duration feels a bit iffy, strength wise. Tentatively worried it'd be a bit much. Maybe consider having cauterize be a spellcasting speed penalty instead?
Looks like it might be something up with erase? Assuming it's not mod conflict, anyway.
E2: Also kinda' looks like there may be something off with hellfire? Tooltip seems to suggest the -resist all should be stacking, but it doesn't look like it is.
Also have noticed just eyeballing the talents is that there may be a bit too much healing, though the concern there was lessened somewhat when I noticed siphon's tooltip is wrong (see below). Also kinda' leery about the silences... two on a scaling duration feels a bit iffy, strength wise. Tentatively worried it'd be a bit much. Maybe consider having cauterize be a spellcasting speed penalty instead?
E: Hey, different lua error:Siphon's psi drain doesn't show. Actually took me a bit to figure out what had happened to my psi meter after I turned it on for the first time, heh. Talent is a loooooot less attractive knowing there's a pretty massive psi drain attached to it.
Erode has no resource cost (also it may be a little excessive, damage wise, at least early on). Looks like it's supposed to be a tier two instead of tier one talent, too; you can invest in it until level 4, and hellfire could have points in it at level 0 (if it didn't need investment in another talent in the tree). Seems you caught this, heh, though still unsure if erode's supposed to be free or not.
Overcharge has no sustain cost. May or may not be intentional, but if you're going to make it a zero cost sustain it might be better to just make it passive, at least for an effect that doesn't really do anything on deactivation or effect enemies. In relation to your in-code note of it being boring, some immediate thoughts would be having it add extra AoE effects to basically everything, that scale down until it hits a threshold (probably fairly high, 60-75%) and stops (spell shattering impact, basically; X%, based on your resources, of the damage splashes outwards as bonus damage until you use enough resources), having it grant effective talent level for some/all unique trees based on current resources, or having it let your resources go over their maximum, and grant various effects based on how much they're in excess and/or (if kept as a sustain) do some effect on deactivation based on how much excess vim/psi you have at the time.
Error:Code: Select all
Lua error: [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/gfx/particles/circle.lua:32: attempt to perform arithmetic on global 'radius' (a nil value) stack traceback: /data/gfx/particles/circle.lua:32: in function 'f' /engine/Particles.lua:67: in function 'loaded' /engine/Particles.lua:37: in function 'init' /engine/class.lua:79: in function 'new' /engine/Map.lua:1341: in function 'particleEmitter' /data-anguish/talents/corruptions/dark-thoughts.lua:52: in function </data-anguish/talents/corruptions/dark-thoughts.lua:45> [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 runAI At /mod/ai//party.lua:36 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
May or may not be some kind of conflict with one of the other mods I'm running; most likely culprit is the faerie mod's dark fae, which has a racial that produces clones of itself. Said clones are often one of the best bug magnets I've ever seen :V
Related: Actually looks like it may just be a problem with mangle. Second error, this time with the spell being cast by me instead of a clone.Choke should totally have an air reduction component. Possibly not work on things that don't need to breath, too. Wouldn't even have to consider balance with the former; air levels are such it's almost never a balance concern unless the drain is significant. Would mostly just be an aesthetic thing, eheh.Code: Select all
[C]: in function 'error' /engine/interface/ActorTalents.lua:150: in function </engine/interface/ActorTalents.lua:140> Lua Error: /engine/interface/GameTargeting.lua:119: /engine/interface/ActorTalents.lua:150: /data/gfx/particles/circle.lua:32: attempt to perform arithmetic on global 'radius' (a nil value) stack traceback: /data/gfx/particles/circle.lua:32: in function 'f' /engine/Particles.lua:67: in function 'loaded' /engine/Particles.lua:37: in function 'init' /engine/class.lua:79: in function 'new' /engine/Map.lua:1341: in function 'particleEmitter' /data-anguish/talents/corruptions/dark-thoughts.lua:52: in function </data-anguish/talents/corruptions/dark-thoughts.lua:45> [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/GameTargeting.lua:119 fct At /engine/interface/GameTargeting.lua:125 targetMode At /engine/interface/GameTargeting.lua:186 accept At /engine/interface/GameTargeting.lua:193 fct At /engine/interface/PlayerHotkeys.lua:317 At /engine/KeyBind.lua:230
Code: Select all
[C]: in function 'error'
/engine/interface/ActorTalents.lua:150: in function </engine/interface/ActorTalents.lua:140>
Lua Error: /engine/interface/GameTargeting.lua:119: /engine/interface/ActorTalents.lua:150: /data-anguish/talents/corruptions/doom.lua:163: attempt to index local 'eff' (a nil value)
stack traceback:
/data-anguish/talents/corruptions/doom.lua:163: in function </data-anguish/talents/corruptions/doom.lua:141>
[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/GameTargeting.lua:119 fct
At /engine/interface/GameTargeting.lua:125 targetMode
At /engine/interface/GameTargeting.lua:186 accept
At /engine/interface/GameTargeting.lua:193 fct
At /engine/interface/PlayerHotkeys.lua:317
At /engine/KeyBind.lua:230
E2: Also kinda' looks like there may be something off with hellfire? Tooltip seems to suggest the -resist all should be stacking, but it doesn't look like it is.
Re: Anguished 1.0.2: Spellpower/Mindpower Hybrid!
Glad you like it! Hopefully it isn't just fun because one or two talents are strong.
1). I coded Overcharged as a sustain because it was giving me difficulty as a passive.
I'll definitely take a look at one of your suggestions to make it better (probably going to be one of the easier ones, though I might try tackling the splash effect).
2). I actually I have no clue if the damage values are high or not. Unlike Razakai who pulls his numbers from what's already in the game, I opt for choosing arbitrary numbers that seem like they would be a "good."
3). 2 5ish turn silences might be strong... But one is in a locked tree and they both have quite high cooldowns. We'll see if the class ends up becoming too op.
4). I'll take a look at those bugs, let's see if I can manage to squash 'em.
5). A minus air component, huh? I'll agree with you on it being pointless, mainly why I didn't bother anyways.
6). Stacking as in from re-applying the hellfire debuff or just as it ticks?
1). I coded Overcharged as a sustain because it was giving me difficulty as a passive.

2). I actually I have no clue if the damage values are high or not. Unlike Razakai who pulls his numbers from what's already in the game, I opt for choosing arbitrary numbers that seem like they would be a "good."

3). 2 5ish turn silences might be strong... But one is in a locked tree and they both have quite high cooldowns. We'll see if the class ends up becoming too op.
4). I'll take a look at those bugs, let's see if I can manage to squash 'em.
5). A minus air component, huh? I'll agree with you on it being pointless, mainly why I didn't bother anyways.
6). Stacking as in from re-applying the hellfire debuff or just as it ticks?
A little bit of a starters guide written by yours truly here.
Re: Anguished 1.0.2: Spellpower/Mindpower Hybrid!
Just as it ticks. Was how it read to me, anyway, that for every turn the debuff was active it was supposed to add another X amount of -resist all. Another X% reduction for each turn they've been on fire.
E.g. for the tlvl 1 talent I have right now, the first turn it was active it'd be ~-5%, and the fifth and last turn it would be ~-25% (or ~-45, if you hit it with doom and it continued the full +4 duration).
Which'd be a pretty neat mechanic, really. Possibly needing some tuning (maybe just leave the % reduction static or very low scaling and have the majority of the scaling be the other aspects, or something those lines?), but neat.
But it doesn't seem to; near as I can tell the resist all penalty just persists for the duration instead of growing stronger.
E: Waaaiiitt. Now it seems to be working. I... I am so confused ;_;
E2: Though, uh. It kinda' looks like the numbers might be acting weirdly? Seem to be getting notably higher penalties than I should be. Can't really test it properly because everything dies before the duration ends, but... anyway. Will give update after I hit the fortress and can use it on the testing dummies for a bit. E.g. I use it on a bear. Between it and spellshock, it starts at ~25% penalty. Then it gets hit with another ability I've got (that's not from the class itself) that adds another -10% and goes up to... fortish. And then the next turn it's in the 70s, when at most I should be getting, like... 25+20+10, 55ish or so at max.
E3: Yeeeaaah, got it on a boss this time. It's definitely ramping up oddly. Not a steady gain, the increase itself seems to be increasing per tick to some degree, or at least has the possibility of it under some condition or another. Maybe there's something odd going on with it and spellshock?
E.g. for the tlvl 1 talent I have right now, the first turn it was active it'd be ~-5%, and the fifth and last turn it would be ~-25% (or ~-45, if you hit it with doom and it continued the full +4 duration).
Which'd be a pretty neat mechanic, really. Possibly needing some tuning (maybe just leave the % reduction static or very low scaling and have the majority of the scaling be the other aspects, or something those lines?), but neat.
But it doesn't seem to; near as I can tell the resist all penalty just persists for the duration instead of growing stronger.
E: Waaaiiitt. Now it seems to be working. I... I am so confused ;_;
E2: Though, uh. It kinda' looks like the numbers might be acting weirdly? Seem to be getting notably higher penalties than I should be. Can't really test it properly because everything dies before the duration ends, but... anyway. Will give update after I hit the fortress and can use it on the testing dummies for a bit. E.g. I use it on a bear. Between it and spellshock, it starts at ~25% penalty. Then it gets hit with another ability I've got (that's not from the class itself) that adds another -10% and goes up to... fortish. And then the next turn it's in the 70s, when at most I should be getting, like... 25+20+10, 55ish or so at max.
E3: Yeeeaaah, got it on a boss this time. It's definitely ramping up oddly. Not a steady gain, the increase itself seems to be increasing per tick to some degree, or at least has the possibility of it under some condition or another. Maybe there's something odd going on with it and spellshock?
Last edited by Frumple on Sat Jun 18, 2016 12:40 am, edited 1 time in total.
Re: Anguished 1.0.2: Spellpower/Mindpower Hybrid!
Odd. It might be conflicting with other sources of resist all... Or the floats are just acting weird.
A little bit of a starters guide written by yours truly here.
Re: Anguished 1.0.2: Spellpower/Mindpower Hybrid!
Mm... here's a full duration shot for you, at tlvl 1:
Thing actually started 5% in the positive.
Log file doesn't seem to have anything in it about when/how the resist all penalty is added, so... not sure what else I could help with, heh.
E: oh
oh gods
I just noticed the cooldown is lower than the duration, and it apparently keeps stacking to some degree if you reapply it. I'm... just going to take this into debug mode real quick, and pop over to the fortress.
E2: Ahahahahahaha:
yeah, that probably shouldn't be happening
Would say the talent needs to reset on application or have some kind of cap to it, heh.
And yeah, the incrementing is definitely wonky as the buggery. Just watched it for a few turns; the first turn it incremented by 8 (which is about right; the talent's at tlvl 3.9 and claiming to increment at 9.2), the second it jumped by 37, the third it jumped by 102, the turn after by 64. Reapplied it and it dropped by 35... then incremented by 18. This thing has been infected by a Pythagorean Poltergeist.

Log file doesn't seem to have anything in it about when/how the resist all penalty is added, so... not sure what else I could help with, heh.
E: oh
oh gods
I just noticed the cooldown is lower than the duration, and it apparently keeps stacking to some degree if you reapply it. I'm... just going to take this into debug mode real quick, and pop over to the fortress.
E2: Ahahahahahaha:

yeah, that probably shouldn't be happening
Would say the talent needs to reset on application or have some kind of cap to it, heh.
And yeah, the incrementing is definitely wonky as the buggery. Just watched it for a few turns; the first turn it incremented by 8 (which is about right; the talent's at tlvl 3.9 and claiming to increment at 9.2), the second it jumped by 37, the third it jumped by 102, the turn after by 64. Reapplied it and it dropped by 35... then incremented by 18. This thing has been infected by a Pythagorean Poltergeist.
Last edited by Frumple on Sat Jun 18, 2016 1:03 am, edited 1 time in total.
Re: Anguished 1.0.2: Spellpower/Mindpower Hybrid!
...And that's what I was worried about. I'll look into it. Side note, does Balance of Powers ever provide you a meaningful bonus? In debug mode with near 0 psi it seems to be providing around... 5 spellpower.
Edit: Testing it dev mode before I've made any changes... It seems to be working fine. Re-applying properly removes the negative resistance of the previous eff and each tick removes the same amount of all resist. I don't know what to say.
Edit 2: Tested it a little more extensively, works fine.
Edit: Testing it dev mode before I've made any changes... It seems to be working fine. Re-applying properly removes the negative resistance of the previous eff and each tick removes the same amount of all resist. I don't know what to say.
Edit 2: Tested it a little more extensively, works fine.
Last edited by Micbran on Sat Jun 18, 2016 1:18 am, edited 1 time in total.
A little bit of a starters guide written by yours truly here.
Re: Anguished 1.0.2: Spellpower/Mindpower Hybrid!
I... guess it could be an addon conflict? Gimme a sec to disable everything but this and see if it changes anything.
And I'll see about testing BoP just as soon as I figure out how to drain my resource bars in godmode, heh.
E: Nope, just tested with every addon but anguished, and marson's and the base ToME dev tools turned off. It's still incrementing very strangely (got to >100% penalty in the span of a single tlvl 3.9 casting) and persisting after reapplication, at the very least on a test dummy.
E2: Hrm. Though now that I'm thinking on it, I am using one of the rogue rework test builds to do this. I'll go get 1.4.8 and see if it changes anything.
And I'll see about testing BoP just as soon as I figure out how to drain my resource bars in godmode, heh.
E: Nope, just tested with every addon but anguished, and marson's and the base ToME dev tools turned off. It's still incrementing very strangely (got to >100% penalty in the span of a single tlvl 3.9 casting) and persisting after reapplication, at the very least on a test dummy.
E2: Hrm. Though now that I'm thinking on it, I am using one of the rogue rework test builds to do this. I'll go get 1.4.8 and see if it changes anything.
Re: Anguished 1.0.2: Spellpower/Mindpower Hybrid!
Well, that just means that 1.5 breaks my addon. 
Here, try my current version. For lowering the cooldown on hellfire use:
https://www.dropbox.com/s/4g4kmogfqiadk ... h.rar?dl=0

Here, try my current version. For lowering the cooldown on hellfire use:
Code: Select all
game.player:alterTalentCoolingdown(game.player.T_MIC_HOT_BURNY_FLAMES, -1000)
A little bit of a starters guide written by yours truly here.
Re: Anguished 1.0.2: Spellpower/Mindpower Hybrid!
Ah, that'll help. Will take lil' bit, the extra ~200 megs of extraneous stuff in the non-music version takes a little bit for me to download and the launchers... have never worked on this computer.
E: And yeah, that test version works just fine in 1.4.8. Though, uh. The current latest version on the addon page does not work just fine. It's got the same problem the 1.5.0 ones do. Looks a lot like it might be some kind of interaction with spellshock?
Lemme' test this a bit more. See if spellshock with the newer version causes it to flip out as well.
E: And yeah, that test version works just fine in 1.4.8. Though, uh. The current latest version on the addon page does not work just fine. It's got the same problem the 1.5.0 ones do. Looks a lot like it might be some kind of interaction with spellshock?
Lemme' test this a bit more. See if spellshock with the newer version causes it to flip out as well.
Re: Anguished 1.0.2: Spellpower/Mindpower Hybrid!
I disabled spellshock on the version you downloaded from dropbox. If you want to re-enable it, remove the "no_ct_effect = true" on line 104 of doom.lua.
A little bit of a starters guide written by yours truly here.
Re: Anguished 1.0.2: Spellpower/Mindpower Hybrid!
Will give a shot and see what happens. Also managed to check out BoP, and it definitely looks like something's up with the numbers. Here's a series of vim and mindpower bonus numbers:It does scale up to near what the tooltip says, but the scaling is very... bottom loaded. As is fairly evident, ehehe. Guess the thing to aim for would be to smooth out the curve and maybe have the max power at like 10-20% vim?
E: Okay... no, spellshock isn't doing anything with the test version of the addon. I... guess something you did fixed it?
Code: Select all
out of 296 max vim
vim MP
126 = 3
116 4
106 4
96 5
86 5
76 6
66 7
56 8
46 9
36 12
26 17
16 27
6 39
E: Okay... no, spellshock isn't doing anything with the test version of the addon. I... guess something you did fixed it?
Re: Anguished 1.0.2: Spellpower/Mindpower Hybrid!
Phew, that's a good sign. At least one of the 3 fixes I used worked then.
A little bit of a starters guide written by yours truly here.
Re: Anguished 1.0.2: Spellpower/Mindpower Hybrid!
Ah, 'nother LUA error. Seems to be popping up when I step on certain traps... happening in trollmire so far (in one of those honeytree vaults) and not from sliding rocks, so I guess it'd have to be poison vines. Also prevents the trap itself from activating, for whatever reason. Back to normal addon load, so there may be conflicts there, and still using that 1.0.3 testing version, but anyway:
Code: Select all
Lua Error: /hooks/anguish/load.lua:49: attempt to index field 'turn_procs' (a nil value)
At [C]:-1 __newindex
At /hooks/anguish/load.lua:49
At [string "return function(l, self, data) local ok=false..."]:1 triggerHook
At /data/damage_types.lua:435 defaultProjector
At /data/damage_types.lua:777 projector
At /data/damage_types.lua:1692 projector
At /engine/interface/ActorProject.lua:219 project
At /data/general/traps/natural_forest.lua:24 triggered
At /engine/Trap.lua:140 trigger
At /mod/class/Trap.lua:161 trigger
At /engine/Trap.lua:154 check
At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
At /engine/Actor.lua:230 move
At /mod/class/Actor.lua:1289 move
At /mod/class/Player.lua:300 moveDir
At /mod/class/Game.lua:1743
At /engine/KeyBind.lua:230
Re: Anguished 1.0.2: Spellpower/Mindpower Hybrid!
For those who care, latest update delayed until the game actually lets me upload my newest version.
A little bit of a starters guide written by yours truly here.