Bastion - Bulwark Rework v1.6

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Razakai
Uruivellas
Posts: 889
Joined: Tue May 14, 2013 3:45 pm

Re: Bastion - Bulwark Rework v1.6

#31 Post by Razakai »

http://te4.org/node/6110

v1.6

- Riposte has been added back to Shield Offense. Counterstrikes will still apply to incompletely blocked damage even without Riposte.
- Shockwave has been moved to Retaliation T2.
- Shield Toss has been moved to Retaliation T1, replacing Sword and Board.
- Revenge has been simplified. No longer stacks, has a longer cooldown, only usable against counterstriked targets.
- Flow of Battle no longer grants life regeneration, and the stamina generation has been reduced.
- Steel Fortress has been reworked. Now grants an enhanced block at the cost of reducing physical damage dealt for the duration. No longer provides a stacking effect.
- Shield Expertise now grants the Sword and Board free melee attack. No longer increases block value.
- Shield Wall grants increased block value instead of damage adaptation.
- Indomitable now provides the old Shield Wall damage adaptation, and no other effects.
- Slightly reduced the effect of Honor.
- Shining Armor instead inflicts its debuffs on blocking an attack, rather than on using block.
- Slightly reduced the duration of Provoke.
- Warcries now last 8 turns, and have slightly reduced power. Stamina cost slightly increased.
- Reduced the healing and stamina of Second Wind.
- Warcries triggered by Warsong have their duration reduced to 4 turns and stamina cost doubled. While not sustained, Warsong provides a chance to reduce the duration of Winded.
- Removed the healing bonus of Vitality.
- Reduced the duration of Adrenaline Surge to 6 turns.
- Iron Guard: Mace now provides die_at rather than damage reduction.

The good old 'nerf it from orbit' approach. Maybe they won't be able to bump attack to victory on Insane now? Curious to hear experiences with Warcries. Should be something there both for people that want to actively manage warcries, and people that just want to have them as random passives.

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

Re: Bastion - Bulwark Rework v1.6

#32 Post by astralInferno »

Got a really random lua error earlier. Wasn't playing a bastion, didn't see a rare or boss using their talents.

Image

TangerineOfDoom94
Low Yeek
Posts: 5
Joined: Sat Apr 25, 2015 3:57 am

Re: Bastion - Bulwark Rework v1.6

#33 Post by TangerineOfDoom94 »

I got an infinite lua error earlier today in the Old Forest, after getting Shining Armor and heading into the mold/poison water vault. I'll post the first error. I have a recording of the rest of the infinite loop, and it was repeating whenever I entered the vault.
Attachments
Bastion error.png
Bastion error.png (242.29 KiB) Viewed 9899 times

Dracos
Archmage
Posts: 405
Joined: Sun Jul 13, 2014 4:09 pm

Re: Bastion - Bulwark Rework v1.6

#34 Post by Dracos »

Trying this out for the first time. It's neatish.

Looking over the trees, I have to ask: Can more desc get on the Warcries tree? It's hard telling how the mechanics of it work from not having it, which as an optional tree is kind of a rough bit. It looks like it will be neat, but I can't guess at all how it works? We get 3 abilities with unknown cooldowns and power level and action economy (what are they using), that trigger a winded status effect preventing using them until it is off? Pretty sure that's it, but lots of unknowns there and sorta guesswork. Complicated abilities benefit from longer descs.

Playing on nightmare, I've had a couple close calls, but mostly aside from bad inscription drops been having a clean go of it.

Got admit some curiousity:

I understand adding some different trees, but why was Combat Techniques (specifically Precise Strikes) messed with? It's a fairly common tree in a lot of classes, so changing it has lot more ripple effect through the game in general. It's not as surprising with superiority (which is more narrow, and you adjusted everything and I can't say I've at least ever tried it before), but Combat Techniques being messed with is odd.

Mostly through the game at this point. Wouldn't hurt to have somewhere where the class gets some save buffs from anything (if it wasn't for dwarf, I'd basically be resistant to stun and disarm and vulnerable everwhere else). Also wouldn't hurt to have one (of the many trees) have some decent answer to sustains or enemy buffs (largely not seeing an answer to them aside from 'be thicker'/apply debuff).

Tried and liked the warcry stuff, even if it doesn't really explain it well up front at all.

Most likely unrelated, but I don't think I've ever had worse item luck. Some item categories have only shown up like 6 times all game so far (ring). Hard to get a good read with that kinda craziness going on.

Having fun with it though :) Spine of the world sure shuts it down hard on the offense end.
ToME Tips - auto-generated spoilers for ToME. - someone else made. I find super awesome, so spreading as well.

Razakai
Uruivellas
Posts: 889
Joined: Tue May 14, 2013 3:45 pm

Re: Bastion - Bulwark Rework v1.6

#35 Post by Razakai »

I've neglected this for a while as I've been working on changes to the main game. Will have a look at fixing those bugs soon.

Was trying to balance information with giant descriptions on Warcries, but makes sense. Will give them the full details with numbers, scaling and cooldowns on the main talent.

How combat tech changes should have been done is making a clone of it specifically for bastion. It's the sort of thing I'd want to change for every class to give everyone a general source of physical penetration, but is outside of the scope of this mod.

Dirty Fighting is being changed in 1.5 and does have an ability that removes buffs in it. I might make the T4 ability in Retaliation cancel a sustain or 2 though, that was one of the original ideas.

TangerineOfDoom94
Low Yeek
Posts: 5
Joined: Sat Apr 25, 2015 3:57 am

Re: Bastion - Bulwark Rework v1.6

#36 Post by TangerineOfDoom94 »

Another small bug: this add-on seems to reduce blocking with steam saws to 0, not really a big deal since you shouldn't really be blocking with them, but I did want to bring it up.

St_ranger_er
Thalore
Posts: 172
Joined: Fri Jul 18, 2014 11:48 am

Re: Bastion - Bulwark Rework v1.6

#37 Post by St_ranger_er »

Got this error, when hit somebody with Skullcracker talent provided by helm.

Code: Select all

stack traceback:
	/data-bastion/talents/techniques/arms_raz.lua: in function 'callTalent'
	/mod/class/Actor.lua:4989: in function 'fireTalentCheck'
	/mod/class/interface/Combat.lua:1091: in function 'attackTargetHitProcs'
	/mod/class/interface/Combat.lua:616: in function 'attackTargetWith'
	/data/talents/techniques/thuggery.lua:57: in function 'action'
	/mod/class/Object.lua:194: in function 'useObject'
	/mod/class/Object.lua:253: in function 'use'
	/mod/class/Player.lua:1322: in function </mod/class/Player.lua:1313>
Lua Error: /engine/interface/GameTargeting.lua:119: /data-bastion/talents/techniques/arms_raz.lua:37: attempt to index local 'weapon' (a nil value)
	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:254 targetMouse
	At /mod/class/Game.lua:2157 fct
	At /engine/Mouse.lua:58 
Also that "new bulwark" class is awesome.

Thexare
Halfling
Posts: 105
Joined: Sun Aug 24, 2014 7:09 am
Location: A Holding Pattern on the Eidolon Plane

Re: Bastion - Bulwark Rework v1.6

#38 Post by Thexare »

Had an error when I shot this Guardian in the Ruined Dungeon. I'm an Archer. This mod and Stoic came up in the log. May be weird cross-mod interaction; this is the first time I know of that I've had this, but these types of enemies mix a lot of different shit together that wouldn't normally come up.

Code: Select all

[LOG]	#{bold}#Belkor the Seeker's Pin Down performs a ranged critical strike against Poraba the Guardian!#{normal}#
checkHit	23	vs	62	=> chance to hit	0
[callbackOnEffectSave]	T_DANGER_SENSE	additional save at	-14.101941747573
Lua Error: /data/talents/cunning/survival.lua:123: attempt to perform arithmetic on field 'save' (a nil value)
	At [C]:-1 __add
	At /data/talents/cunning/survival.lua:123 callTalent
	At /mod/class/Actor.lua:5193 fireTalentCheck
	At /mod/addons/bastion/superload/mod/class/Actor.lua:42 base_on_set_temporary_effect
	At /mod/addons/stoic/superload/mod/class/Actor.lua:87 check
	At /engine/interface/ActorTemporaryEffects.lua:118 setEffect
	At /data/talents/techniques/archery.lua:290 archery_onhit
	At /mod/class/interface/Archery.lua:440 damtype
	At /engine/interface/ActorProject.lua:419 projectDoAct
	At /engine/interface/ActorProject.lua:508 projectDoStop
	At /mod/addons/stoic/superload/engine/Projectile.lua:24 act
	At /engine/GameEnergyBased.lua:129 tickLevel
	At /engine/GameEnergyBased.lua:64 tick
	At /engine/GameTurnBased.lua:51 tick
	At /mod/class/Game.lua:1386 

Kamdiere
Yeek
Posts: 12
Joined: Fri Mar 24, 2017 10:37 pm

Re: Bastion - Bulwark Rework v1.6

#39 Post by Kamdiere »

Found a bug, a simple one. Disarm resist bonus from Technique/Arms -> Iron Guard is 100% and I suspect over 100% if it could go that far.

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

Re: Bastion - Bulwark Rework v1.6

#40 Post by astralInferno »

I dont think razakai is updating this anymore, he's moved onto better things.

Jarinex
Higher
Posts: 79
Joined: Sun Aug 23, 2015 5:49 pm

Re: Bastion - Bulwark Rework v1.6

#41 Post by Jarinex »

He really should come back to it. I liked a lot of the ideas in this mod. Makes the bulwark feel less bland.

Razakai
Uruivellas
Posts: 889
Joined: Tue May 14, 2013 3:45 pm

Re: Bastion - Bulwark Rework v1.6

#42 Post by Razakai »

I might update this for bugfixes this week. I wouldn't mind putting a revised version of this into the main game but that'll be quite a way off, definitely 1.7 at the earliest.

Jarinex
Higher
Posts: 79
Joined: Sun Aug 23, 2015 5:49 pm

Re: Bastion - Bulwark Rework v1.6

#43 Post by Jarinex »

Ooo sweet! If you do, there was a bug I ran into with danger sense. It was a long while back though, but I might be able to find it again.

Jarinex
Higher
Posts: 79
Joined: Sun Aug 23, 2015 5:49 pm

Re: Bastion - Bulwark Rework v1.6

#44 Post by Jarinex »

I know that you've got bigger fish to fry atm, but I was thinking about this mod again, and went and found the error I ran into with Danger Sense:

error = "Lua Error: /engine/interface/ActorTalents.lua:322: /engine/interface/ActorTalents.lua:295: /engine/interface/ActorTalents.lua:162: /data/talents/cunning/survival.lua:123: attempt to perform arithmetic on field 'save' (a nil value)\
stack traceback:\
\9/data/talents/cunning/survival.lua:123: in function </data/talents/cunning/survival.lua:119>\
\9/engine/interface/ActorTalents.lua:1037: in function 'callTalent'\
\9/mod/class/Actor.lua:5241: in function 'fireTalentCheck'\
\9/mod/addons/bastion/superload/mod/class/Actor.lua:42: in function 'on_set_temporary_effect'\
\9/mod/class/Player.lua:741: in function 'check'\
\9/engine/interface/ActorTemporaryEffects.lua:118: in function 'setEffect'\
\9/data/damage_types.lua:1731: in function 'projector'\
\9/mod/class/interface/Combat.lua:600: in function 'attackTargetWith'\
\9/mod/addons/cults/superload/mod/class/interface/Combat.lua:30: in function 'attackTargetWith'\
\9/mod/class/interface/Combat.lua:225: in function 'attackTarget'\
\9/data-bastion/talents/talents.lua:307: in function </data-bastion/talents/talents.lua:286>\
\9[C]: in function 'xpcall'\
\9/engine/interface/ActorTalents.lua:160: in function </engine/interface/ActorTalents.lua:149>\
At [C]:-1 \
At [C]:-1 error\
At /engine/interface/ActorTalents.lua:322 base_useTalent\
At ...ns/mentalist/superload/engine/interface/ActorTalents.lua:78 useTalent\
At /mod/class/interface/Combat.lua:37 attack\
At /engine/interface/ActorLife.lua:42 check\
At [string \"return function(self, x, y, what, ...) local ...\"]:1 checkAllEntities\
At /engine/interface/ActorAI.lua:64 aiCanPass\
At /engine/interface/ActorAI.lua:86 runAI\
At /engine/ai//talented.lua:67 doAI\
At /mod/class/NPC.lua:75 act\
At /engine/GameEnergyBased.lua:129 tickLevel\
At /engine/GameEnergyBased.lua:64 tick\
At /engine/GameTurnBased.lua:51 tick\
At /mod/class/Game.lua:1489 base_tick\
At ...addons/improved_combat_text/superload/mod/class/Game.lua:61 "
seen = true
reported = false


It seems Thexare also ran into it. I can avoid it by not taking danger sense while this mod is active (so I'll probably turn it off unless I'm playing the class itself. In case you ever want to give this mod just a little more love, I thought I would post it.

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

Re: Bastion - Bulwark Rework v1.6

#45 Post by tabs »

LUA error for ya:

Code: Select all

error = "Lua Error: /data-bastion/talents/techniques/knighthood_raz.lua:147: attempt to index field 'turn_procs' (a nil value)\
  At [C]:-1 __index\
  At /data-bastion/talents/techniques/knighthood_raz.lua:147 \
  At /engine/interface/ActorTalents.lua:1037 callTalent\
  At /mod/class/Actor.lua:5241 fireTalentCheck\
  At /hooks/bastion/load.lua:62 do_block\
  At /data/damage_types.lua:187 defaultProjector\
  At /data/damage_types.lua:813 projector\
  At /data/damage_types.lua:1728 projector\
  At /engine/Map.lua:1244 processEffects\
  At /mod/class/Game.lua:1712 onTurn\
  At /engine/GameEnergyBased.lua:90 tick\
  At /engine/GameTurnBased.lua:51 tick\
  At /mod/class/Game.lua:1489 "
Really enjoying the class so far. :D

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