[1.7.6] Pepper Pack v0.1.16: Roll it Over

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

Re: [1.4.8] Pepper Pack v0.1.9: Travelin' Band

#61 Post by astralInferno »

The second time I entered last hope, but not the first time, I got this error:

Lua Error: /data/general/events/vagrant-npcs.lua:40: attempt to call upvalue 'VagrantUniqueInit' (a nil value)
At [C]:-1 VagrantUniqueInit
At /data/general/events/vagrant-npcs.lua:40 on_enter
At /mod/class/Game.lua:1055 changeLevelReal
At /mod/class/Game.lua:824 changeLevel
At /mod/class/Game.lua:1855
At /engine/KeyBind.lua:230

I had spoken to one the first time, but had no gold. I have ~200 gold and a bunch of gems now. Level 11 now, ~3 first time.

Edit: Oh! The rare guy turned up this second time.

Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

Re: [1.4.8] Pepper Pack v0.1.9: Travelin' Band

#62 Post by Peppersauce »

Come on, I tested that thing so many times and never had that bug before. Stupid Lua, activating stuff when it shouldn't :P
Anyway, thanks for the report!

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

Re: [1.4.8] Pepper Pack v0.1.9: Travelin' Band

#63 Post by astralInferno »

No problem!
I had an idea for an arcane performer tree called Go Harmonic involving summoning sound Crystals, but Electric already summons stuff, and until one of the other style trees is out I don't know how to fit the pattern. V.V

Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

Re: [1.4.8] Pepper Pack v0.1.9: Travelin' Band

#64 Post by Peppersauce »

astralInferno wrote:No problem!
I had an idea for an arcane performer tree called Go Harmonic involving summoning sound Crystals, but Electric already summons stuff, and until one of the other style trees is out I don't know how to fit the pattern. V.V
Give it a shot anyway, the other trees aren't even 100% done in paper so you'd wait a long time to see them added. :wink:
Also, if anyone was wondering why there's no updates, I'm on a break, sorry :lol:

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

Re: [1.4.8] Pepper Pack v0.1.9: Travelin' Band

#65 Post by Chronosplit »

This is less of a bug and more of an occurrence that doesn't fit, but I've noticed Zigur's Mindstar Collector sells arcane instruments. I don't think I've ever seen a Zigur shop sell any arcane items. o.O

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

Re: [1.4.8] Pepper Pack v0.1.9: Travelin' Band

#66 Post by astralInferno »

I think most zigur shops have a check to block arcane items. Mindstar shop prolly doesn't have one due to there being no arcane mindstars.

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

Re: [1.4.8] Pepper Pack v0.1.9: Travelin' Band

#67 Post by astralInferno »

Instrument suggestion: Violin that works as a bow. :3

Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

Re: [1.4.8] Pepper Pack v0.1.9: Travelin' Band

#68 Post by Peppersauce »

Chronosplit wrote:This is less of a bug and more of an occurrence that doesn't fit, but I've noticed Zigur's Mindstar Collector sells arcane instruments. I don't think I've ever seen a Zigur shop sell any arcane items. o.O
astralInferno wrote:I think most zigur shops have a check to block arcane items. Mindstar shop prolly doesn't have one due to there being no arcane mindstars.
Probably the case, noted. I'll check that out when I'll come back to it.
astralInferno wrote:Instrument suggestion: Violin that works as a bow. :3
I had an idea for a bow-harp artifact actually... we'll see. :wink:

pheonix89
Halfling
Posts: 118
Joined: Mon Mar 05, 2012 10:35 pm

Re: [1.4.8] Pepper Pack v0.1.9: Travelin' Band

#69 Post by pheonix89 »

Just a quick headsup, but using this and the assassin rogue rework mod results in the acrobatics skill line not having any skills in it.

Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

Re: [1.4.8] Pepper Pack v0.1.9: Travelin' Band

#70 Post by Peppersauce »

pheonix89 wrote:Just a quick headsup, but using this and the assassin rogue rework mod results in the acrobatics skill line not having any skills in it.
That's weird, my addon doesn't touch that tree in any way. I'd expect Dirty Fighting not to work, but not that tree... does the assassin addon actually delete Acrobatics? That shouldn't be the case imo. I think it's best if you let that addon's creator know about this, it might be a bug on his side.

EDIT: Checked the thread about assassins a bit... the assassin addon does remove that tree too now... *sigh* that's just great... if that rework is merged into the main game I'll have to rethink everything about Bard skills... :cry:

nsrr
Sher'Tul
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Location: Middle of Nowhere

Re: [1.4.8] Pepper Pack v0.1.9: Travelin' Band

#71 Post by nsrr »

Peppersauce wrote:
pheonix89 wrote:Just a quick headsup, but using this and the assassin rogue rework mod results in the acrobatics skill line not having any skills in it.
That's weird, my addon doesn't touch that tree in any way. I'd expect Dirty Fighting not to work, but not that tree... does the assassin addon actually delete Acrobatics? That shouldn't be the case imo. I think it's best if you let that addon's creator know about this, it might be a bug on his side.

EDIT: Checked the thread about assassins a bit... the assassin addon does remove that tree too now... *sigh* that's just great... if that rework is merged into the main game I'll have to rethink everything about Bard skills... :cry:
Ignore the Assassin mod.

The official Rogue rework does not remove Acrobatics (or modify it in any way that I am aware) and the Assassin mod will be largely obsolete as of 1.5. Raz has mentioned that he may change the Assassin mod so that it will only make the changes to Mobility/Acrobatics/Survival/Field Control that did not make it into the official rework, but that is not a certainty, and I'm guessing he would change how this works so that the talent trees are replaced with the new versions, rather than over-written, if he does.

You can check out the current state of the rework over here. Raz has it mostly finished up. He's still working on balance, and there are likely to be some power nerfs, but there shouldn't be any major changes.

Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

Re: [1.4.8] Pepper Pack v0.1.9: Travelin' Band

#72 Post by Peppersauce »

Great, glad to hear that :)

I'm still looking at that rework with a bit of fear since I use the old Dirty Fighting and, according to the design document (haven't tried the rework myself yet), the new Dirty Fighting removes the reasons I use it on Bards (the stun and Switch Place specifically) while giving the Dirty Fighting skill more or less what my soundshock debuff does, causing unnecessary overlap, thus forcing me to stop using it sometime soon. Suggestions on how to solve this mess (make a new tree? use another maingame tree instead?) are welcome ofc :wink:

Also, we'll end up with 2 skills called Flashbang in the game :lol:

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

Re: [1.4.8] Pepper Pack v0.1.9: Travelin' Band

#73 Post by astralInferno »

Two things!
I came upon a strange bug yesterday that I THINK is being caused by this. I was playing a darkness based Doomelf and when their third racial tried to turn off, it hit a snag via the 'change max melody' actor superload in pepper pack. I'm not sure why, as it doesnt affect stats, but I was lost. It's possible it's caused by an interaction with other addons too.

Second, since you've been away, the Assassin mobility/survival changes have now been confirmed for main-game. Field control and acrobatics are being folded into them.

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

Re: [1.4.8] Pepper Pack v0.1.9: Travelin' Band

#74 Post by Thexare »

Peppersauce wrote:Suggestions on how to solve this mess (make a new tree? use another maingame tree instead?) are welcome ofc :wink:
Very quick, very rough concept incoming. This repurposes Soundshock instead of eliminating it. Any appropriately "loud" Sonic attack could get an additional effect to a Soundshocked enemy - confusion, bonus damage, debuffs, whatever. A basic combo system, essentially.

Technique / Barfighting

Not every bard performs in a quiet inn. Some play in more chaotic, alcohol-infused settings, and have to learn how to defend themselves without causing too much damage to get hired again.

Induced Hangover
Sometimes the best way to deal with a drunk is to make him sober.

Reduces target enemy's physical resistance by n%, and attempt to Soundshock.


Stumble
Your enemies don't have the most stable of footing, especially when you're through with them.

Switch positions with target enemy, range 1. If target is Soundshocked, they are confused for x turns as they try to figure out where you went.


Baited Charge
An angry man may charge at you, but you're already out of the way.

If target enemy is in melee, knock them behind you n tiles. That is, if they're in front of you, you knock them back starting with the square behind you. If they hit an impassible obstacle, they take damage.

If target enemy is at range, knock them toward you n tiles, stopping at melee range.

If target enemy is Soundshocked, they're Pinned for 2 turns as they stumble to the ground..


Crowd Control
Sheer volume is great for both getting attention and repelling it, depending on what you want.

You play or sing a particularly loud note. All enemies within range n take Sonic damage. Enemies that are not Soundshocked are drawn toward you, while enemies that are Soundshocked are knocked away, recoiling from the harsh sound.

Peppersauce
Thalore
Posts: 190
Joined: Tue Jul 03, 2012 7:04 pm

Re: [1.4.8] Pepper Pack v0.1.9: Travelin' Band

#75 Post by Peppersauce »

Wait... what? It's not just dirty fighting but also mobility, acrobatics and field control being changed? That's ridiculous, I'd have to change every single ingame tree now, what the hell... when I'll come back to all this if I can't force my classes to use the old trees I'll just stop. Damn whoever started bitching about rogues being too hard to play. About the bug, astral, I'm sure it's some other addon, there's no way my addon would trigger something like that by itself.
Thanks a lot for the tree idea, Thexare, even if I'm gonna end up just reusing the old dirty fighting I have a class idea that would fit perfectly with such a tree idea, perhaps after a bit of tweaking ;)

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