"Odyssey of The Summoner" is OUT!! Find it here...

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Wyrmic
Posts: 298
Joined: Tue Mar 08, 2016 3:55 pm

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#16 Post by tabs »

nekarcos wrote:@tabs
I'm looking into it right now. Do you have happen to know which object was on the ground?
I do not, sorry. If it happens again I'll make a note of what items are there.

Radon26
Sher'Tul
Posts: 1439
Joined: Mon Jun 23, 2014 11:50 am

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#17 Post by Radon26 »

there were no mods.
normally i have quite a few, but for this i had none, other than the 'default auto include'

there was no message as far as i remember, i was a ritch avatar.

after i left 'the siege', i went immediately to derth. should i have returned to the summoner first?

edit,
no, i went to see the trollmire first, then went to derth.
didn't dare to look at trollmire 3 with how massively underpowered i felt.

nsrr
Sher'Tul
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Re: "Odyssey of The Summoner" is OUT!! Find it here...

#18 Post by nsrr »

rexorcorum wrote: A-M-A-Z-I-N-G stuff.
:shock: He's not exaggerating, this is extremely impressive! I've barely scratched the surface and it's already more than I expected, even after reading all your posts leading up to it.

I'm totally engrossed, and I'll get back to you with anything constructive I come up with, but I just wanted to take a minute to say how blown away I am!

Chronosplit
Archmage
Posts: 318
Joined: Fri Oct 09, 2015 2:27 pm

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#19 Post by Chronosplit »

This looks awesome! But before I try this, has anyone tried mixing this with Verdant? The focus on summoners tells me I should probably turn off that class's rework at least.

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

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#20 Post by 64legos »

Micbran wrote:After the army retreats in the very first Ritch quest:

Code: Select all

error = "Lua Error: /data/chats/summon-start-kill.lua:8: attempt to call method 'disappear' (a nil value)\
  At [C]:-1 disappear\
  At /data/chats/summon-start-kill.lua:8 action\
  At /engine/dialogs/Chat.lua:96 use\
  At /engine/dialogs/Chat.lua:70 on_input\
  At /engine/KeyCommand.lua:71 receiveKey\
  At /engine/ui/Dialog.lua:666 keyEvent\
  At /engine/ui/Dialog.lua:401
After fooling around with some add-ons, I think Zominibus Addon Pack is the cause of this error.

Chronosplit
Archmage
Posts: 318
Joined: Fri Oct 09, 2015 2:27 pm

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#21 Post by Chronosplit »

I got an error before I even got to the character select screen. Something about a talent "Soul Reaper" already existing. I couldn't take a screenshot because of when the error came up.

I'm pretty sure this is related to the Deathknight class as it has a talent named as such.

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

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#22 Post by nsrr »

64legos wrote:
Micbran wrote:After the army retreats in the very first Ritch quest:

Code: Select all

error = "Lua Error: /data/chats/summon-start-kill.lua:8: attempt to call method 'disappear' (a nil value)\
  At [C]:-1 disappear\
  At /data/chats/summon-start-kill.lua:8 action\
  At /engine/dialogs/Chat.lua:96 use\
  At /engine/dialogs/Chat.lua:70 on_input\
  At /engine/KeyCommand.lua:71 receiveKey\
  At /engine/ui/Dialog.lua:666 keyEvent\
  At /engine/ui/Dialog.lua:401
After fooling around with some add-ons, I think Zominibus Addon Pack is the cause of this error.
I've been playing with ZOmnibus and have not encountered this error with any of three race/classes.

I did, however, encounter the same problem as Tabs:

Code: Select all

[LOG]	Charmander picks up (d.): #00FF80##UID:100738:0#balanced iron dagger (10-13 power, 5 apr)#LAST#.
[Identify]	mighty rough leather sling of power	true
[LOG]	Charmander picks up (e.): #00FF80##UID:100732:0#mighty rough leather sling of power#LAST#.
[ActorObjectUse] useObjectEnable: 	Serpent's Glare	by	Charmander	inven/slot	1	nil
[ActorObjectUse] Object	Serpent's Glare	100727	is ineligible for talent interface
[PROFILE] filtering save of 	artifacts	 to profile 	online
[PROFILE] mounted 	online	on /current-profile
[PROFILE] unmounted 	online	from /current-profile
Lua Error: /data-neka_therianthropy_summoner/replacements.lua:625: stack overflow
	At [C]:-1 __index
	At /data-neka_therianthropy_summoner/replacements.lua:625 previousFunction
	At /data-neka_therianthropy_summoner/replacements.lua:625 previousFunction
	At /data-neka_therianthropy_summoner/replacements.lua:625 previousFunction
                                  .....
        At /data-neka_therianthropy_summoner/replacements.lua:625 neka_inspect
	At /hooks/neka_therianthropy_summoner/load.lua:518 
	At [string "return function(l, self, data) local ok=false..."]:1 triggerHook
	At /mod/dialogs/UseItemDialog.lua:151 use
	At /mod/dialogs/UseItemDialog.lua:44 fct
	At /engine/ui/List.lua:155 onUse
	At /engine/ui/List.lua:86 
	At /engine/KeyBind.lua:230 receiveKey
	At /engine/ui/Dialog.lua:665 keyEvent
	At /engine/ui/Dialog.lua:401 
It didn't completely freeze my machine (came close though), so I was able to note that the objects on the ground (this was also after defeating Prox) included Serpent's Glare and Kor's Fall, as well the hidden treasure note. I don't know if it is relevant, but Serpent's Glare was, curiously, unidentified in my inventory after picking it up.

Also had a LUA error pop up with no obvious cause while playing a Drake:

http://imgur.com/a/8vLCM

This repeated every turn for several turns, and then stopped completely. I did get one more error, just once, a turn or two into the first error repeating itself:

http://imgur.com/a/rBto4

Having a great time with it, in spite of the occasional hang up, and I'll try to keep track of the details of any more errors I may encounter.

nsrr
Sher'Tul
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Location: Middle of Nowhere

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#23 Post by nsrr »

Chronosplit wrote:I got an error before I even got to the character select screen. Something about a talent "Soul Reaper" already existing. I couldn't take a screenshot because of when the error came up.

I'm pretty sure this is related to the Deathknight class as it has a talent named as such.
There's a fairly simply way to avoid conflicts like this... unfortunately, since this has already come so far, it would be mean a /lot/ of editing.

When creating a new talent you can define a short_name as well as a name. I'm actually quite amazed you managed to create so many talents without using a single short_name. If a talent /has/ a short_name defined, it will use that as the 'id' for the talent, while the 'name' will just be the string that appears in the level up dialog. If it doesn't have a short_name, it will default to the name. Here's a little example:

Code: Select all

newTalent{
	short_name = 'K_FRENZY',
	name = "Frenzy",
	type = {"technique/gladiator", 2},
	require = techs_req2,
	points = 5,
	mode = "sustained",
	sustain_stamina = 15,
	cooldown = 20,
        ... 
        etc.
So in a Gladiator's level up dialog, this talent will display the name "Frenzy", but for all other purposes the name of the talent is K_FRENZY. This means that when other talents want to call it, or when the engine wants to assign a gfx file for it, it will look for K_FRENZY. Because this is in place, the player could have a dozen other add ons that add a dozen other talents named "Frenzy" and all will be hunky dory, so long as none of them use K_FRENZY for a short_name.

To do that at this point in your mod, though, would require editing every talent, and every talent icon to match. It's unfortunate, but since none of your talents (or at least the ones I looked at) have a short_name defined, they /will/ conflict with any add ons which add talents with the same name.

I personally only toggle addons which add calsses/races when I intend to create a character of said race/class... but I know that many add on users tend to use a /lot/ of add ons... fairly indiscriminately :lol:

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

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#24 Post by nsrr »

Using 'Drag In' or 'Wring Out' (at least) while the temporary buff from Hydra Mixtures is active causes the following error:

http://imgur.com/a/RHamG

Bump attacks worked fine, however.

Edit: because I've made enough posts in a row already :lol:

You know when I got this error, I'm sure. I was playing a Ritch this time, which seems like a trend? I played another Ritch past this point with no issue, however. So... not much help there, I guess. Anyway, here's the error:


http://imgur.com/a/5wyzM

nekarcos
Uruivellas
Posts: 635
Joined: Tue Mar 01, 2016 9:50 pm

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#25 Post by nekarcos »

@tabs
@nsrr
@EVERYBODY :o
- AHHHHHHHHHHHHHHHH!!!!! The "Serpent's Glare" IS INDEED the cause of that horrible recursive error! This error is SO bad, it actually locked up my machine before causing a BLUE SCREEN!
For your safety, I ABSOLUTELY INSIST that people put "OoTS" on hiatus for a brief while until I post a new version. DO NOT try to "carefully avoid" picking up that item, because there are probably other items that will cause this too, if my theory is correct.
The patched version is going to REMOVE THE AUTOMATIC OBJECT INSPECTION CODE until I can figure out what the hell is causing this... :?


@Radon26
- I am going to investigate the problem with Derth not triggering the "truce" event. This event is 100% non-linear, and it is even has a special event for "after the skies get a little cloudy" (if you know what I mean)

@64legos
@nsrr
- The "disappear()" and "die()" error came up for me too, even though I have NO other add-ons installed. This is something that *I* caused, so leave this to me-- I'm definitely investigating that too.

@Chronosplit
- Talent ID has been renamed-- There should be no further conflicts. However, I didn't exactly prefix EVERY talent/effect with anything special, so it's VERY likely you will encounter more of these if you use other add-ons :?

@nsrr
- Oops. The "Boldly and Fiercely" error was caused by me.

Code: Select all

callbackOnTakeDamage = function(self, t, src, x, y, t, value, tmp)
An oversized cookie if you can see what's wrong with this. :D
- Also, funny story: At some point, DarkGod gave water demons a new talent called "Drench". Turns out the "Lurking Beast" talent tree ALSO used "Drench", so I ended up renaming that talent. :lol:


@nsrr
- That error popped up while using "Drag In", it seems! I have located what was causing it, and I think I can reproduce this very easily, so a solution will come fast.



All of the above each sound like problems I can very easily identify and solve, so once I get through all of these, I'm going to post a new version. Keep this up! I'm actually quite bewildered at how many things I NEVER discovered during my test runs :?


(PS: That bluescreen earlier caused me to lose all the messages I was typing up, so this post came out a little late lol)
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

nekarcos
Uruivellas
Posts: 635
Joined: Tue Mar 01, 2016 9:50 pm

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#26 Post by nekarcos »

"Odyssey of The Summoner" has been updated!! (Version 0.1.2)

I STILL don't know how to "update" the add-on instead of posting a new version... :?

In any case, I, at least, added the version number, so you'll know right away which one is the newest.

Here's the details:

Code: Select all

*** Currently known/possible bugs/errors:
$$$ <-- When you upchuck "certain objects", the number on the "Gluttony" talent doesn't reflect the change. This is simply a bug and your encumbrance is not actually being affected.
$$$ <-- Cannot seem to reproduce the situation where the Derth "truce" event may not trigger. Cannot determine cause without further experimentation...
$$$ <-- Solving the random-attack error also brought to attention another error: "Drool heads" aren't gaining priority during random attacks when you have "Hydra Mixture"...
Here's what's been patched:

Code: Select all

*** Version: 0.1.2 ~ "Now WITHOUT horrible recursions! (hopefully)"
- I have identified EXACTLY what causes the terrible recursion when picking up "Serpent's Glare" or other consumables. I have tested absolutely EVERY situation possible and are CONFIDENT we will NEVER be seeing that error again (wipes sweat off forehead) whew!
- Slight tweak to "Soul Reaper" talent identification. If you have, somehow, managed to unlock this already... I apologize! (xP)
- Fixed the error that fires when doing multi-head attacks while having "Hydra Mixture" active. Summary of the cause? I'm dumb. (xP)
- "Boldly and Fiercely" error is fixed. Silly coding was the problem!
- Determined the cause of the "disappear()" error during the beginning sequence. It seems I have NEVER once triggered the retreat while an Arrow/Shot was airborne, and the retreat event was trying (futilely) to despawn those (xP)
A side note to all the players out there: Currently, only "Fire Drake" has most of its "Reflection" quest completed, so you'll notice SIGNIFICANTLY more dialogue popping up for that class. Disappointing, I know-- But that will be included in my next big update. Just letting you know!

Also-- Now that people have gotten a bit of a taste of the add-on, I can mention a few errors/bugs you should look out for (though, I'm still omitting spoiler-ish ones)

Code: Select all

$$$ <-- Saving and reloading while certain projectiles/effects are active
$$$ <-- Leaving the zone while certain projectiles/effects are active
$$$ <-- Dying when certain "sensitive" effects are active (such as "Challenged", "Impermanence", etc...)
$$$ <-- Various effects on the wilderness (currently, "Fire Cloak" works on the wilderness. Harmless, but silly lol)
$$$ <-- Most talents when used by NPCs ("clone" battles VERY frequently break my add-on, such as the "Dark Crypt" one)
$$$ <-- Stomach inventory-related mechanics
$$$ <-- How do Drakelings react to the player dying (or THEM dying in funky ways, such as at the same moment that YOU do!)
$$$ <-- The army dudes are sometimes naked... When am I ever gonna fix that?!?! (._.;;)
$$$ <-- I have not even touched "Evil" Drakelings yet
$$$ <-- "Triad" talent tree is completely UN-FIELD-TESTED. I have no clue if the talents are overpowered or underpowered. Investigate!
$$$ <-- Impermanent durability was GREATLY modified since my test play-- Early game durability is up, while late game durability is down
$$$ <-- I have not tested how "Reject" projectiles interact with projectile-destruction abilities and effects (such as "Shoot Down")
$$$ <-- Lots of missing icons for miscellaneous talents/effects. I'll need to get on that... Eventually.
$$$ <-- I have seen "Swordbreaker" break a weapon that was a higher tier than my level... I think.
$$$ <-- I have only briefly tested "Stinger". At the time, it was broken and I ended up nerfing it. However, it is still mostly untested and is currently a toss-up-- But I have a feeling it's going to be REALLY good in the right hands... (xP)
$$$ <-- I am well aware that "Impermanence" disappears upon death, causing every single weapon to break. This is something I've wanted to fix (and will probably be a priority)
$$$ <-- "Burrowing" was really fun to use-- But I couldn't find any encouragement to invest a category point into it. Does it feel worthwhile, players?
$$$ <-- MOST "Avatar ailments" are not THOROUGHLY tested (though, there shouldn't be any problems... I think.)
$$$ <-- "Traps" currently aren't considered as "Intentional" damage... Is this okay? Is it breakable?? Investigate!
$$$ <-- The "Prudence" talent tree was a VERY late addition, since I felt the Hydra had very few Generic Point options. It is NOT field-tested.
$$$ <-- "Restart with Same Character" broke once for me. Can anyone else reproduce this...?
$$$ <-- Drakelings getting stuck around corners and not being able to get out. Hmmm... A pathfinding issue...
$$$ <-- When I was testing, I was unaware of a glitch that was causing "Bear Strength" to give DOUBLE the physical power. Tell me how your physical damage feels during the early/late game.
$$$ <-- ... Looks like I missed quite a bit of "genderization"/"identification" in Drakeling dialogue... (:/)
$$$ <-- On that note, I needed to do A LOT of proof-reading for the dialogue. Some of the color-coding or bracketing is totally wonky.

$$$ <-- VARIOUS, VARIOUS, VARIOUS non-developer mode things!! (ALL my testing was done in developer mode...)

As always, THANK YOU for, essentially, being my play-testers. :D
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

Radon26
Sher'Tul
Posts: 1439
Joined: Mon Jun 23, 2014 11:50 am

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#27 Post by Radon26 »

just saying, while dragon and hydra start with total of 6 generic points, mantis only starts with a total of 3.
none of them has more than 2 class points.

fire drake can hit much harder, AND multiple opponents from the very start, at a cost of i think like 3 equilibrium.
mantis, while might be able to keepup with the bump attack power, as far as i recall, on the ective talent side (at least early on) mantis only has the flame spit which... can miss, seems hilariouly weak, (at least early on) and ends up bumping your equi up like crzy, so you can't even spam it properly, despite it clearly being it intended purpose.

that's jsut my observation. are mantis intended to be soo much weaker than the other 2? i mean, sure its the t1 creature, but this disparity is quit... more than notable.

(all on normal)
as a dragon, i leapt stright into the fray, burned multiple enemies, and none of me or my hatchlings died.
as ritch, i had to stay back, and could only spew fire, which did like nothing.
even if i am underestimating ritches melee power, the disparity in active damage talents is rediculous!

was that intended?

nekarcos
Uruivellas
Posts: 635
Joined: Tue Mar 01, 2016 9:50 pm

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#28 Post by nekarcos »

@Radon26
All 3 classes have their caveats... Though, Hydra easily has the strongest early game, while Ritch has the weakest one.

- Hydra has a very strong early game because of the Hydra Breath talents. However, Hydra Breath talents ALSO taper off VERY quickly (around Lv20). After that, the "Regenerate" tree starts kicking in, because you will have (likely) been pumping up your Constitution. I still need to investigate this. Tell me if it continues to feel very strong, even late game.
(As for the "Hydragon" generic points-- They each come with a rather severe drawback as well! There's a bit of give-and-take :lol: )

- Fire Drake has a (debateably) weak early game because of how easily you can lose the "Unique" Drakelings you get at the start of the game. If you've played a Tactical RPG before, you'll know what I mean when I say "The game is over when you lose a special character". This continues to be an issue, even in the late game. Losing a Drakeling is almost as bad as dying. In fact, there are times I would purposely kill myself because ALL of my Drakelings were on "Anti-Death" and I was stunned for like 9 turns :cry:
(As for the Fire Scales generic points-- This is mainly so that you can (somewhat) be healed by "DragonFire". It's also to prevent you from selecting anything but 1 other scale. Finally, don't forget that your Drakelings are ALSO inheriting the 5 levels you get at the start (which ALSO improves how well you can heal them). So, these 5 points are freebies for the sake of giving the Fire Drake some essential utility. I didn't want to compel the player into spending those points themself. :? )

- Ritch... Yes. No question about it. In my experience, this class has a VERY, VERY weak early game. I found myself hopping between dungeons until I reached level 10 and could finally pick one of the really good locked talent trees (they REALLY change everything). Personally, I find a good strategy is to invest in "Growing Bones"-- The Maximum Life gives you more survivability, and the life steal is great thanks to your rather high damage output.
(Also, in case you're concerned about how strong the Ritch is... My winning Ritch "beat the boss" in 10 actions... :? )

With all that said-- Ritch is the biggest blip on my radar, while the other classes... Well, keep feeling them out guys. I want to hear all your stories about how overpowered/underpowered certain things feel. I NEED to hear these stories! Share them with me! :D
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

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

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#29 Post by nsrr »

nekarcos wrote: I STILL don't know how to "update" the add-on instead of posting a new version... :?
I think you do, you just don't know it :wink:

From what I see on te4.org/addons, you have been updating correctly all along. I think you just may be finding the language confusing, and the way that ToME posts updates on the add on page.
Yes, older version will still appear on the add on page (this is actually great; I have had to revert to an older version from the webpage for a couple add ons because I had somehow completely borked the file structure while working on an update).
However, players should not need to manually download the new version each time. The t-engine launcher should (though it has been known to have issues) automatically update the add on if the player has it set to Auto:Active in their add on menu when t-engine launches (or update it the next time they toggle it back to Active). If it is on Steam (haven't checked), players should receive updates automatically if they are 'subscribed' to OotS.

nekarcos
Uruivellas
Posts: 635
Joined: Tue Mar 01, 2016 9:50 pm

Re: "Odyssey of The Summoner" is OUT!! Find it here...

#30 Post by nekarcos »

@nsrr
Ooooh! So THAT'S what Auto/Manual does! Also, this is all VERY good to know! Hopefully, everyone got that 0.1.2 version patch.

There's still SO much more to talk about-- But believe me when I say I AM A PERSON THAT HATES SPOILERS-- I would lose a bit of my soul if I didn't allow you all to have a chance to experience the add-on first :D
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

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