Playable Vampires

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Border42
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Posts: 5
Joined: Wed Jul 06, 2016 1:08 am

Re: Playable Vampires

#31 Post by Border42 »

astralInferno wrote:see, that's what the 'can't be unlearnt' bit is meant to prevent. X_x
That wouldn't actually fix the problem. It seems the trigger for getting the extra points happens when you put a point in at all, whether you confirm the point or not.

So I just right and left clicked several dozen times each one after the other and got dozens of points. Not being able to be unlearned would not fix that, as you can always take the point out before confirming it.

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: Playable Vampires

#32 Post by astralInferno »

Yeah, clearly. I'm not entirely sure what to do about it, though.

astralInferno
Uruivellas
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Joined: Mon Jan 27, 2014 10:40 am

Re: Playable Vampires

#33 Post by astralInferno »

1.0.7
-Updated the code for new category learning /intensely/. It should now remember whether you knew the category or not before leveling it up, and give the appropriate penalty if you unlearn the point.
This is not flawless, you can do weird things to the system by spending category points on a category you only have due to the racial talents. I have no clue how to fix this.
Tested learning and unlearning both vampire and sunwalker talents on berserkers and necromancers/sun paladins to check they work in normal circumstances. Can't guarantee they always work, but should do.
-Edited rewards for final sunwalker talent. Combat is replaced with Eclipse, Glory will be replaced with Light if you lack Midnight.

Race pack update coming soon (TM)

Coolerz
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Posts: 8
Joined: Thu Jul 07, 2016 9:27 pm

Re: Playable Vampires

#34 Post by Coolerz »

There's a slight issue with this mod. Mockery of Life changes my actual Model when I get it to level 5. Since I use custom tiles this is sort of an issue. It literally stops me from getting the full upgrade entirely. :/

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: Playable Vampires

#35 Post by astralInferno »

whooops. there's an easy way to check for custom tiles, but I didn't know that when I made this. I'll push out a fix for that asap.

Coolerz
Low Yeek
Posts: 8
Joined: Thu Jul 07, 2016 9:27 pm

Re: Playable Vampires

#36 Post by Coolerz »

astralInferno wrote:whooops. there's an easy way to check for custom tiles, but I didn't know that when I made this. I'll push out a fix for that asap.
Thank you. I've been enjoying the mod other than that part. Good Job! :D

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: Playable Vampires

#37 Post by astralInferno »

1.0.8
-Added one line of code to not change your tile if you have a custom tile.
-while I was there, I added contingency code for Sunwalkers: If you don't have midnight, they no longer try to use a tree that doesn't exist. They should now be perfectly usable without it. (Likely stronger, actually...)

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