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

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

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

#211 Post by nekarcos »

Stuntofthelitter wrote:It seems your code in replacements.lua:206 breaks the portal, at least for those who are not playing a summoner or the like but just have the addon active.
Crap. :?
I'll get right on this.


Addition: Let me remind everyone that I DO NOT recommend playing a standard ToME campaign with "Odyssey of The Summoner" active UNLESS you intend to test how well my code keeps to itself.
With that said-- I appreciate those who have been brave enough to experiment with this, and in acknowledgement to your suffering, I will ASSURE that this gets fixed RIGHT away with utmost priority.

... Besides-- I feel REALLY bad that someone's game got messed up at Eruan of all places... That SUCKS. :(


Update: The portal is, indeed, broken for non-Avatars! Allow me to channel my inner-Zemekkys and fix this portal up for all of you! :D


Update 2: Discovered the problem. It's very easy to fix, but unfortunately, I have already modified far too much of the add-on to release a mini-patch for this error. As such, I STRONGLY recommend you deactivate this add-on when playing a normal campaign. If this is not possible and you happen to be playing in developer/cheat mode, please copy-paste this code into the debugging console when you enter the 4th floor of Eruan (or the zone with the Charred Scar farportal). This will remove all of my alterations and restore the old functionality.

Code: Select all

local grd = game.zone.grid_list["CHARRED_SCAR_PORTAL"]	
if grd then
	if grd.orb_portal and grd.orb_portal._neka_previous then
		grd.orb_portal._neka_previous = nil
		grd.orb_portal.special = nil
	end
end
local grd = game.zone.grid_list["CCHARRED_SCAR_PORTAL"]	
if grd then
	if grd.orb_portal and grd.orb_portal._neka_previous then
		grd.orb_portal._neka_previous = nil
		grd.orb_portal.special = nil
	end
end
The code is foolproofed, so don't be afraid to spam it if you're not certain or are paranoid that it may have happened to you. :D
Once again-- Sorry about this guys :(


Update 3: Turns out this was a semi-general problem and I ended up fixing 3 other instances of this occurring. Here's hoping all the kinks are out :D
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

Stuntofthelitter
Spiderkin
Posts: 574
Joined: Sun May 12, 2013 7:00 am

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

#212 Post by Stuntofthelitter »

Also, some other errors I've pulled from the submitted reports that might be helpful to you:

Code: Select all

description: error removing prop die_at with id nil

backtrace:
    function: removeTemporaryValue (Lua) at @/engine/Entity.lua:946
    function: deactivate (Lua) at @/data-neka_therianthropy_summoner/timed_effects/hydra.lua:1474
    function: removeEffect (Lua) at @/engine/interface/ActorTemporaryEffects.lua:218
    function: cleanActor (Lua) at @/mod/dialogs/DeathDialog.lua:115
    function: ??? (Lua) at @/mod/dialogs/DeathDialog.lua:173
    function: onTickEndExecute (Lua) at @/engine/Game.lua:313
    function: tick (Lua) at @/engine/Game.lua:304
    function: tick (Lua) at @/engine/GameTurnBased.lua:49
    function: ??? (Lua) at @/mod/class/Game.lua:1271

Code: Select all

Lua Error: ...herianthropy_summoner/talents/heart/hydra/regenerate.lua:23: attempt to call method 'myName' (a nil value)
  At [C]:-1 myName
  At ...herianthropy_summoner/talents/heart/hydra/regenerate.lua:23 callTalent
  At /mod/class/Actor.lua:5026 cb
  At /data-neka_therianthropy_summoner/elements.lua:421 defaultProjector
  At /data/damage_types.lua:667 projector
  At /data/general/grids/sand.lua:73 act
  At /engine/GameEnergyBased.lua:129 tickLevel
  At /engine/GameEnergyBased.lua:64 tick
  At /engine/GameTurnBased.lua:51 tick
  At /mod/class/Game.lua:1271 

Code: Select all

Lua Error: /engine/interface/ActorTalents.lua:279: /engine/interface/ActorTalents.lua:256: /engine/interface/ActorTalents.lua:150: ...a-neka_therianthropy_summoner/talents/heart/hoarding.lua:851: attempt to call method 'getName' (a nil value)
stack traceback:
	...a-neka_therianthropy_summoner/talents/heart/hoarding.lua:851: in function 'callTalent'
	/mod/class/Actor.lua:5026: in function 'cb'
	/data-neka_therianthropy_summoner/elements.lua:421: in function 'defaultProjector'
	/data/damage_types.lua:667: in function 'projector'
	/mod/class/interface/Combat.lua:573: in function 'base_attackTargetWith'
	...thropy_summoner/superload/mod/class/interface/Combat.lua:197: in function 'attackTargetWith'
	/mod/class/interface/Combat.lua:183: in function 'attackTarget'
	/data/talents/misc/npcs.lua:311: in function </data/talents/misc/npcs.lua:307>
	[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:1271 
<astralInferno> poor stunt
<astralInferno> you suffer so that others may suffer in the intended way

Have a save in need of fixing? Open a ticket, send me a copy of your save: http://www.te4support.org/

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

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

#213 Post by nekarcos »

Thanks Stuntofthelitter! It took no time whatsoever to get to the root of each of these errors! Turns out ALL of them was me being a horrible human being.

*** Error 1:
Ah. "Still As Death" was broken due to sloppy coding on my part. Fixed-- No problem!

*** Error 2:
OH! When a character with "Ceaseless Blood" receives a large amount of physical damage, it triggers a special effect called "Purging Cut". When this happens, it attempts to display the corrected name of the damage source-- Which I foolishly assumed would always be an actor (as opposed to something like a TRAP or a PROJECTILE).
No worries though-- I have created a solution:
I'm going to reposition "myName()" to the "Entity.lua" instead of the "Actor.lua" to see if this will prevent further issues like this. Afterall, the point of "myName()" is to put grammatically-correct names into the game log.
Normally: "quick fox jumped over lazy dog"
Corrected: "THE Quick Fox jumped over THE Lazy Dog")
*** Error 3:
Ah-ha! "Relief" is being mischievous again-- And thanks to seeing this error, I have just solved a functionality issue it used to have! Now, it should both work and display correctly~~


... Meheheheh...
You all must have A LOT of faith in me if you would sooner ask Stuntofthelitter to fix your save file rather than reporting the problem to me here! TRUST ME-- I am VERY fallible, and the whole point of this early release is to discover just how terrible I really am at making a stable release :lol:
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

Stuntofthelitter
Spiderkin
Posts: 574
Joined: Sun May 12, 2013 7:00 am

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

#214 Post by Stuntofthelitter »

Just another data point for the eruan portal - someone just sent me a save with the issue but they're a Fire Drake. They get pop-ups to choose whether to go alone or take the hatchlings, but either way it doesn't take them anywhere.

I could easily force a normal transition to Charred Scar but it seems that something specific is supposed to happen here so I don't think I can really "fix" this save without maybe breaking whatever narrative you have in place.
<astralInferno> poor stunt
<astralInferno> you suffer so that others may suffer in the intended way

Have a save in need of fixing? Open a ticket, send me a copy of your save: http://www.te4support.org/

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

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

#215 Post by nekarcos »

@Stuntofthelitter
It's designed not to send them the first time they ask (since "Charred Scar" is a death sentence for Drakelings)
When the player asks a second time, they're SUPPOSED to get sent there, but an issue with how I coded it makes it... Well... Not do anything at all. :?

It's fixed now, but if anyone asks-- Ya, just send them over... That's what's supposed to happen.


Edit: Also-- Can you tell them to direct any "Odyssey of The Summoner" related issues to my thread? The ToME support desk really shouldn't be the middle man for problems with my add-on... This, and I never get to hear about any bugs/issues like this when they all go to you :(
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...

#216 Post by nsrr »

nekarcos wrote: ... Meheheheh...
You all must have A LOT of faith in me if you would sooner ask Stuntofthelitter to fix your save file rather than reporting the problem to me here! TRUST ME-- I am VERY fallible, and the whole point of this early release is to discover just how terrible I really am at making a stable release :lol:
Part of the trouble, I think, is that a lot of people simply do not get on the forum... or read things in add on descriptions, such as where they should report errors. Another thing is that a lot of people probably are not aware of where these errors are coming from, especially if they are playing with the add on in the 'background', so to speak. They just see the error report pop up and hit that 'send' button. Which is great, but those errors are obviously going to DarkGod and Stunt, not to you... Not that there's really much to be done about it :?

Anyway, speaking of errors, Tear Apart throws an error if you try to use it while the Hydra Mixture buff is active:

http://imgur.com/a/ahKXw

Also, as far as I can tell, 'Drag In' only does the 'ranged' version of the attack and never the 'adjacent' version, even when enemies are next to you.

Maybe I'm just dense, but the description for Ceaseless Blood seems a bit unclear. I thought at first that the recuperation was only triggered by Bleed effects, and that a hit of more than X% life physical damage only reduced the duration of poison and diseases.
Whenever you receive a Bleed effect, you will recuperate for Y% of its total damage over Z turns.
Additionally, if you receive physical damage beyond X% your maximum life, it will cause a harmless, hygienic bleed that triggers this talent, as well as reducing the duration of your Poisons and Diseases by A each turn.
Deactivating Ceaseless Blood will immediately remove all Cuts and Bleeds currently affecting you.
Eventually I realized that this means any physical damage over X% of my life will also start a recuperation effect for Y% of it's total damage over Z turns. Which is fantastic. The more damage smearing, the better.

I tried to think of something that was a little more clear without explicitly spelling it out separately; this is the best I could come up with:
Whenever you receive a Bleed effect, you will recuperate for Y% of its total damage over Z turns.
Additionally, if you receive physical damage beyond X% of your maximum life, it will cause a hygienic bleed, reducing the duration of your Poisons and Diseases by A each turn. This effect is harmless, but begins recuperation as though the triggering damage were a Bleed effect.
Deactivating Ceaseless Blood will immediately remove all Cuts and Bleeds currently affecting you.
I think this makes it absolutely clear that direct physical damage will trigger recuperation, which is the very important bit that was getting lost on me for so long. Not trying to nitpick; this is a good talent, and I wouldn't want anyone to make the same mistake as me and overlook it.

On the subject of talent descriptions, 'Discretion' has a minor grammatical error. The line beginning 'At talent level...' contains both 'also' and 'as well', which is redundant (and repetitive, too :P ).

Ok, that one may be a little nitpick-y, but I figure you want to know about these kinds of things, too :lol:

Edit: Just noticed that Hydra starts with 100 gold while Ritch only starts with 15. Not sure about Drake.

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

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

#217 Post by nekarcos »

@nsrr
*** "Tear Apart"
... This is the SAME, EXACT problem I was having with "Random Attacks" earlier on... Only, this time, it's the very close cousin: "Rapid Attacks" :lol:

*** "Drag In"
... That's intentional :D
If you want the "full" damage, you have to... Well, "drag them in" :lol:
In the future, however... I'll make sure this ALWAYS targets the furthest applicable enemies possible (to maximize its effectiveness)

*** "Ceaseless Blood"
I was hoping people will realize the correlation between "recuperate when bleeding" and "get a safe bleed when injured badly"... But alas, I think you're right. Even though I DO specifically mention that the "Purging Cut" also triggers "Ceaseless Blood", I might just need to spell it out to people :lol:

*** "Discretion"
:twisted: GRAMMATICAL ERRORS WILL NOT BE TOLERATED :twisted:
-- I've also grayed out the text about extra defense if your talent level is still below 4.


*** 100 Gold
-- What??
AHHHHHHHHHHH!!!!!!!!!!!!!

Edit: Some investigation showed that they always get 15 gold. I'm not sure what you are doing, but you better tell ME how to do it! :shock:
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...

#218 Post by nsrr »

nekarcos wrote:*** "Drag In"
... That's intentional :D
If you want the "full" damage, you have to... Well, "drag them in" :lol:
In the future, however... I'll make sure this ALWAYS targets the furthest applicable enemies possible (to maximize its effectiveness)
Ah, this is a case of me not understanding the description, again.
You reach out at nearby targets in a W radius, dealing X physical damage and pulling them next to you.
If they are now next to you, you savage them, dealing Y physical damage and dazing them for Z turn(s).
The damage increases with your physical power.
To me this means that if they are next to you now, i.e. before you use the talent, they will be savaged. So I was going under the assumption that the first line is 'case one', where the target is away from you. It takes some damage and is pulled. Then the second line is a 'case two', where the target is already next to. They are not pulled (obviously), so they take increased damage.

Now that you've explained it, I understand this actually means that targets away from you will be pulled in and damaged for the first value, and then damaged again for the second value if they are successfully pulled.
Which makes this a much better talent than I had thought. Again :D
nekarcos wrote: I'm not sure what you are doing, but you better tell ME how to do it! :shock:
Literally nothing. I'm running official add ons(item vault, stone wardens and ashes), OoTS, and Neka QoL 1 and 3.

http://imgur.com/a/SF5Fr

Edit: Er... Have I mentioned I'm dense sometimes? I had somehow switched to Nightmare. No wonder I was dying so hard :oops:

Gottschkopf
Wayist
Posts: 22
Joined: Fri Mar 18, 2016 7:54 am

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

#219 Post by Gottschkopf »

First of all, thanks for the insane Add-on!
Did you update something around yesterday? I could swear survivability with Hydra went way up. (Or I'm just getting better...) :D

The nature-Talent "Growing Bones" gives you -1 Size Category. Is this intended? Shouldn't it be +1? Because most Talents get better the bigger you are.
Consuming Infusions raises your momentary HP by 1, but not your maximum, so it goes back after one step. Is this intended?
Edit: Just noticed that Hydra starts with 100 gold while Ritch only starts with 15. Not sure about Drake.
I never noticed, but I didn't watch out specifically. But this would make the dialogue about summons not having their pockets lined with Gold just all the funnier :lol:

All in all, superb work. Keep it up!

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

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

#220 Post by nekarcos »

@Gottschkopf
That's intentional-- For those who want to be "thematically" smaller-- And also as a penalty for only getting 1 level.
For example, Fire Drake's "Relativity" talent will cause you to go blind to things that are significantly smaller than you. You may, for some reason or another, WANT to be smaller, not bigger :lol:
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

Gottschkopf
Wayist
Posts: 22
Joined: Fri Mar 18, 2016 7:54 am

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

#221 Post by Gottschkopf »

nekarcos wrote:@Gottschkopf
That's intentional-- For those who want to be "thematically" smaller-- And also as a penalty for only getting 1 level.
So you get +/- 0 or +1 on higher levels? Good to know. Also, why is relief sustained? Would make more sense to me as a normal activated with a buff. Or am I overlooking something?

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

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

#222 Post by jenx »

Triad of Threes never activates. The description suggests I should be able to use it and then a breathe attack, but no matter when I click it, it does not activate and no change occurs to the breath attack as described.

Perhaps you have to be adjacent? But then, you need to state that because i try to avoide being adjacent and use my breathes instead.
MADNESS rocks

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

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

#223 Post by nekarcos »

@jenx
Whoops, I broke it while I was testing and forgot to fix it... My bad :?

It's working now-- A good thing you brought this up BEFORE the [0.3.0] release :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...

#224 Post by nekarcos »

A new MINOR version update "Odyssey of The Summoner"!! (Version 0.3.0)

*** Version: 0.3.0 ~ "The "Nature Reborn" update!"

*** A summary overview:
~ Various artifacts have now become "Consumables", providing some unique special effect when interacted with using "Hoarding Beast"-- Provided you can unlock its secrets...
~ You now gain Life Regen per Wild Power, meaning you will have more variety with how you choose your Natural Combat talents WITHOUT ignoring the obvious survivability "Lick Wounds" used to give.
~ "Hydra" has been given more survivability, now that "Lick Wounds" provides twice as much Healing Mod. Notably, I pushed out the Hydra's changes very early (the "head-per-talent" update), so there is not much to say here.
~ "Fire Drake" remains mostly unchanged... Or is it?
~ "Ritch" has been completely turned on its head after much examination. It's a complete throw up whether these changes will make or break the class, so give it a shot! I am examining this class carefully, and even doing a few play tests myself...
~ REMINDER: Characters from versions BEFORE [0.3.0] are VERY incompatible! I will not be creating any compatibility either.

[General]
(CHANGES)
- "Consume" now has a new ID tag. Old versions will not be compatible with this talent anymore.
- As my experiments have proven, "Burrowing Beast" is simply too powerful to have as a birth unlock. As such, it will no longer be a birth-locked category anymore. Those who have already have it will still have it, but otherwise, you will not find it locked at birth anymore.
- "Natural Combat" now provides Life Regen for each Wild Power after 30 (note that Avatars start at 30). After 60 Wild Power, your life regen gains are higher than the original effect of "Lick Wounds".
- "Natural Combat" will no longer provide Physical Power.
- The primary effect of "Lick Wounds" is now Healing Modifier, meaning the bonus has been doubled
- "Lick Wounds" has a new secondary effect: "Shrug Off criticals chance"
- Because of the new "Natural Combat" system, the "Madness" effect of Heart of Gloom now only gives 25 Wild Power (from 50)
- Changed the way "Nature Taught" updates. "Maximum Life" changes should now be reflected instantly. Hopefully, there will be no problems with recursion.

(BUFFS)
- SEVERAL artifacts have been given new "Gluttony" effects. Particularly, Fire Drakes might find "uncanny insight" when eating certain objects...
- "Biting" attacks now have 25% scaling on "Wild Power"
- Nerfed the army at the start of the game. You should not be pushed back so easily anymore...

(BUGS)
- Fixed some specific situations with "Blood Feast" not triggering (such as causing diseases via "Blighted Soil")
- Fixed various incorrect positionings of item text for Avatar equipment dolls (particularly, Hydra's).
- Discovered (and fixed) a few critical farportal errors that prevented teleportation on non-summoner campaigns.
- Fixed an issue with "Still As Death" breaking upon trigger.
- Fixed an issue with "Ceaseless Blood" when struck by a projectile or a trap.
- Fixed an issue with "Relief" causing an error when triggered by damage or status effects.
- Corrected various issues with certain consumable objects... Not actually being consumable (particularly, most "consumed" objects)


[Hydra]
(BUFFS)
- For size-scaling talents, the radius-to-size ratio is now 1:2 (from 1:3)

(NERFS)
- "Random Attacks" (such as "Drag In" or "Lash Forth") will now only strike at targets you can see. Beware of the unseen/stealthed/invisible!

(BUGS)
- Fixed "Triad of Threes". It can now activate correctly (sorry guys, my fault!)


[Fire Drake]
- Oh, nothing. Nothing at all. :lol:


[Ritch]
(CHANGES)
- Ritch's "Cold Blood" tree has become unlocked, while "Hoarding Beast" has become locked.
- Ritch's "Bloodletting Beast" tree has become unlocked, while "Wing Pod" has become locked.
- "Guillotine" is now back to being the 4th talent, now that "Bloodletting Beast" is extremely accessible.
- "Strongarm" now functions while unarmed, causing you to bleed proportionately to 10 times the additional durability loss
- "Merciless Killing" now keeps track of how merciless you are.

(BUFFS)
- Impermanence weapons no longer break upon death. Instead, it will return to your inventory. Note, however, that "Bladed Mail" weapons will not return to you (as it has already been broken into shards).
- Tweaked "Killing Floor" so that the EXP and Critical bonuses apply immediately upon death.

(NERFS)
- Let's start slow. Ritch no longer gets a free point in Deadly Sting and Macabre End (you still get "Flamespit" and "Strongarm")

(BUGS)
- Some fixes for "Headhunter", removing some errors it triggered
- The weapons you receive at the start of the game are now identified... Heh.



WHEW! More to come people! However, I am so busy with simply making the add-on WORK that I haven't been able to add some of the new things I had in mind! Please keep at it-- The sooner I can assure there are no bugs, the sooner I can start bringing in new things! :D


Edit: Oops! Looks like I jumped the gun a bit with this release. There are still a few "Fire Drake" related features I forgot to include. These will be added in the next update!
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

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

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

#225 Post by tabs »

Very excited to try out the changes. Right before the patch my lvl 15 Ritch (highest I've made it) bit the dust. Think I'll give hydra a whirl again.

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