A huge update to Nekarcos's QoL add-ons (and more)

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nekarcos
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A huge update to Nekarcos's QoL add-ons (and more)

#1 Post by nekarcos »

Greetings everyone!

This thread is to generate some awareness about SEVERAL huge updates happening to my Quality of Life series of add-ons, as well as the addition of THREE entirely new ones! In general, they will improve their core behaviors, as well as add various new features to what they already did.

However, I DO regret to inform that (as this is required for the update and improvement of the code) there WILL be some incompatibility between the old and new versions of Qol#01 (Particle Effects) and QoL#04 (Healing Reduction). I HIGHLY recommend that players DO NOT update these add-ons if they are currently using a character that is utilizing an old version, as I have NOT tested exactly what would occur in the transition between such (nor do I really intend to generate a compatibility).


If there are any questions or things that someone wants to discuss about these add-ons-- Anything whatsoever-- This is the place to ask! However, if it's error/bug reports about the old versions, please hold onto those until the new versions come out! I have done MUCH extensive testing and bug-fixing to all of these, so it may no longer exist anymore!


Anyways, disclaimers aside-- Here's some of the new add-ons and updates you can expect as of the start of July!


UPDATED
Quality of Life #01: Particle Effects
Some of the changes are new particles, more "extensible" coding, and the tightening of various graphics.
There are also a few functions within that allow you to delegate particle effects and actor shaders in a much more organized way. This is simply under the assumption that this add-on becomes a standard for ToME gameplay (since there seems to be extremely high demand for it).

Stability: Very High
- Enemies that clone themselves or things that might otherwise "duplicate" effects tend to mildly confuse QoL#01-- But not in any kind of game-breaking way. I am still investigating an "elegant" way to fix this!
SCRAPPED
Quality of Life #02: Stealth Indicators
This add-on would cause "visual indicators" to appear when stealthed or invisible, showing you precisely what tiles enemies (you could see) currently thought you were. This was intended to "improve" the "sneakiness" factor of playing stealthy and cunning characters (since the AI is actually PROGRAMMED to be deceived and stupefied by your disappearance!)-- Until I realized that knowing exactly where enemies THOUGHT you were was a form of cheating and/or enhanced knowledge via DLC. I don't advocate this, so I decided not to release this one. If there are disagreements, I will be opening a thread for this add-on at the same time that I release everything else. Until then, I do not intend to release this one.

Stability: Perfect
- No changes to gameplay; It only adds visuals.
unchanged
Quality of Life #03: Summoning Timer
This add-on is mostly unchanged. In the future, I want to have different visuals for different kinds of temporary modes (such as "Ambuscade", "Shivgoroth/Telugoroth Form", etc...)

Stability: Perfect
- No changes to gameplay; It only adds visuals.
REVAMPED!
Quality of Life #04: Healing Reduction
It now has a new feature: It can display exactly how much healing you are NOT receiving in situations where you should be getting healed-- For example, when trapped in an iceblock, all healing is reduced to 0-- Or if you are "blood locked", you may be unable to heal beyond a certain boundary. It will display this amount of healing that DIDN'T occur as a damage number: "(X anti-healing)"
And so, in regards to the former, the "multiplicative" reduction can now be turned off so that anyone can utilize this feature WITHOUT the... Ahem-- "challenge factor" involves in activating it. Beware though: The setting is permanent to your character once their level hits 10!

Stability: Moderately High
- Despite all my testing, there are still some "funny" situations where the add-on might get confused by duplication/cloning enemies/effects. It has been fail-safed and foolproofed as much as possible though.
- There is no real way of "discerning" when a "loss" of healing factor should be additive or multiplicative (for example: "Cursed Body" or "Goedalath Rock"). If there are other add-ons that utilize effects that reduce healing, there is a parameter to temporarily suppress it-- But otherwise, it can't know what to do.
And now, here are the new ones coming down the pipeline!
Quality of Life #05: Various (Fatal) Warnings
This add-on will produce a warning message if the player's character attempts to make a movement in the presence of enemies if that movement would require 3 or more turns. This is to prevent the single most common (and unfair/lame) cause of death in the midst of Tales of Maj'Eyal combat: Thinking that it's okay to make a movement when it's totally not (how dare you!). For reference, this is usually caused by the "additive" nature of movement speed reduction-- Such as when a target has two stun effects on at once, or their movement/global speed is being reduced by something while they're stunned.
It can also display a message whenever you have a pre-talent usage type of failure-- Such as "Spell Feedback", "Confusion", equilibrium failure, and so on.
(You can turn these warnings on and off in the game settings.)
I intend to add more various types of warnings in the future-- But for now, let's see how well this operates.

Stability: Near-Perfect
- I have detected absolutely no strange interactions with ToME while this is active-- But there are still certainly ways I could imagine other add-ons could find to break it!
Quality of Life #06: Turn Delay
This very special add-on does something that I always felt has been missing from ToME gameplay: It places a "delay" between the individual actions of those around you, allowing you to PRECISELY see what exactly is happening, one action at a time.
In game settings, you can choose exactly how long this delay is, and in the future, I'm going to implement a way to choose exactly what types of actions are delayed, as well as allowing the player to choose which actions should be "spotlighted" by the camera (I know, this is a potentially annoying feature, so it currently only activates if your delay time is VERY long).

Stability: Moderate
- There is overloaded behavior in "GameEnergyBased.tick" and "GameEnergyBased.tickLevel". Attempts to superload this behavior only resulted in unstable behavior, so I've decided to just have it overload these for now. It is upsetting too, because the changes are pretty much trivial, and are entirely an issue of the logic being impossible to triumph.
- I have not tested EVERY type of circumstance possible, and there is simply no way I could! I must CAUTION those that use this add-on that some unstable behavior may occur, so play on Developer/Cheat mode to keep your save file as safe as possible!
THIS is the one I'm MOST proud of and anxious to release!
Quality of Life #07: Visible Size Categories
Simply put, this add-on makes every character's visual tile bigger or smaller based on their Size Category! Now, all those mice, rabbits, ants, and snakes you find will appear smaller than usual, while those Trolls, Bone Giants, Dragons, and other nasties will appear towering and mighty!
This add-on will give you a new appreciation for the "scale" of what you face in the world of Eyal!
Best of all: The effects are dynamic! If the ability is available to you, the add-on WILL respond to sudden changes in Size Category. Marvel as your character, at will, becomes giant-- Then puny! Pwahahaha!

Stability: Near-Perfect
- This add-on is ENTIRELY aesthetic and does not actually "change" gameplay in any way (asides from changing visual sizes and somewhat repositioning tiles).

Here's hoping I didn't miss anything!
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

jenx
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Re: A huge update to Nekarcos's QoL add-ons (and more)

#2 Post by jenx »

Looking forward to testing these
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rexorcorum
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Re: A huge update to Nekarcos's QoL add-ons (and more)

#3 Post by rexorcorum »

Oho, very nice. Can't wait to see what you have prepared for us this time :) And sink my teeth into #01 ;)
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Re: A huge update to Nekarcos's QoL add-ons (and more)

#4 Post by anp »

is the pack available on steam? Couldn't find it.
UPD couldn't find even on te4.org
ISO download links !

UPD2 ah in July only! :P
#07 is a must-have
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[39106] [39570] [40395] [40528] [41077] [47980] [48042][48533]
My characters: https://te4.org/user/77557/characters

nekarcos
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Re: A huge update to Nekarcos's QoL add-ons (and more)

#5 Post by nekarcos »

Attention!

It's been a while since I've updated/released an add-on, so I need to re-familiarize myself with the process. As such, I will be releasing Quality of Life #05 (Various (Fatal) Warnings) a day early (since I feel this should be the safest one of all if something screws up).

I would appreciate it if some people could attempt to download and use it on some new throw-away character and confirm that it is, in fact, working. To remind you, this add-on will warn you if you attempt to make a movement in the presence of enemies that will take 3 or more turns. It also warns you about various talent failures, such as confusion, equilibrium, and even fear. If you intend to test it, the easiest way is playing a Wilder and spamming a few talents.

That said, expect it VERY soon-- But not TOO soon. Maybe the next 2 or 3 hours? I'm about to go somewhere and get a bite to eat :D
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

nekarcos
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Re: A huge update to Nekarcos's QoL add-ons (and more)

#6 Post by nekarcos »

Alright. Quality of Life #05 is now uploaded. Give it a try!

For the time being, I'm referring to this as a "Test" version, just in case anything goes wrong and a new version needs releasing.


You can find it... Uhhh... Ummm... Right-- HERE!
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

nekarcos
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Re: A huge update to Nekarcos's QoL add-ons (and more)

#7 Post by nekarcos »

Sorry for the delay! I had a small scare with #05-- Turned out being my own human error.

So, I was hoping for some feedback about the add-ons being functional and never got any... So, I'm going to take the cautious approach: I'm going to release one add-on at a time.

Today will be Quality of Life #06 (Turn Delay). This is the one I'm the most worried about (in terms of how well it will work with other add-ons), so I'm a bit hesitant.

I feel this is a good excuse to give people time to prepare and finish up characters using #01 and #04.
... And also for me to do some more last-second reviews of the functionality of the other ones, heh...


Anywho-- #06 coming very soon-- In fact, any minute now. Uploading it as you read this!


Update: Yup. A bit of review revealed I accidentally used a helper function from OoTS ("table.contains"). This would have caused errors, heh. Now I'm CERTAIN everything's good!

Update 2: Get it HEEEERE
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

nekarcos
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Re: A huge update to Nekarcos's QoL add-ons (and more)

#8 Post by nekarcos »

Alright, Quality of Life #07 (Visible Size Categories) is out!


This is one I am particularly proud of and can't wait to share! In testing, this one had the most "hilarious" behavior (things like characters becoming 20 feet tall or disappearing entirely). I hope that we won't be seeing any more of this-- But there is always the distinct possibility something new will show itself. That said, I am expecting discoveries, and when I find out about them, I will fix them promptly.

Please DO report to the thread *immediately* if something strange comes up!
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

nekarcos
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Re: A huge update to Nekarcos's QoL add-ons (and more)

#9 Post by nekarcos »

An update (in regards to #01 and #04)

I decided to put a little more time (just a little) into these add-ons. I managed to pull up an old save file (not old "enough" though), and I'm trying to investigate some ways I can "avoid" the bad compatibility.

I suddenly decided this because there are various people who don't frequent the forums-- Or furthermore, those that might not have even touched the game in ages and suddenly decided to come back, so there's no way they could know an add-on they have on an old character is suddenly going to break. I want to prevent this despair, so I figured a day or two of looking into it more could, perhaps, prevent a month's worth of hearing about the same error message from several people... :lol:

Edit: ... Whoops, hit submit too fast. -- Ahem! Sorry for the inconvenience!
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

nekarcos
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Re: A huge update to Nekarcos's QoL add-ons (and more)

#10 Post by nekarcos »

Some feedback is needed...

Still having trouble deciding whether it would be okay to release an update that could potentially break save files. There is honestly no way for me to fix EVERY possible case, and this is absolutely not something I can decide on lightly...

... I'm usually quite decisive, but this time, I could really use some feedback here. These are some of my stirring ideas:


- Update the add-on (overwriting the old one)
Pros: Everyone will INSTANTLY see the effects of the update-- Including people who are AWOL.
Cons: Old characters have a VERY high potential to see buggy behavior-- And this will continue to be the case for a LONG time (since people tend to stop playing for enormous periods of time)
Workaround: Spend a LONG time creating additional code for the sake of undoing old code. Time-costly.

- Release entirely DIFFERENT add-ons and leave the old ones as they are
Pros: Old characters will not be affected; the deprecated add-on can safely phase out.
Cons: Nobody using the previous add-on will be informed about the updated version, so they might never realize there IS one...
Workaround: I could give the old add-on an update that leaves a message about this!

- DON'T update them *at all*
Pros: Honestly, both add-ons work (relatively) well as they are. Is it really worth the trouble for everyone...?
Cons: No updated content-- Plus, it will make me a liar-- And I don't want to be that.
Workaround: ... Your understanding and cooperation...? :?


... Anyone have any more ideas...? :(
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

Thexare
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Re: A huge update to Nekarcos's QoL add-ons (and more)

#11 Post by Thexare »

I'll be honest, I sometimes forget ToME has the option to auto-update addons. I had some issues a while back with it duplicating things and have left it disabled since.

I'd go for uption 2, if the save-breaking isn't feasibly correctable. A minor update to add a message seems far easier.

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Re: A huge update to Nekarcos's QoL add-ons (and more)

#12 Post by rexorcorum »

Definitely option 2, I'd say.
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nekarcos
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Re: A huge update to Nekarcos's QoL add-ons (and more)

#13 Post by nekarcos »

Alright, I'm going with Option #2. To be honest, it definitely seemed like the best (and safest) option. Making the message pop-up shouldn't be too difficult!

Thanks for the input-- The update will come out soon-- As soon as I've done a bit more testing. Bear with me!
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

nekarcos
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Re: A huge update to Nekarcos's QoL add-ons (and more)

#14 Post by nekarcos »

Quality of Life #04: Healing Reduction (rerelease) is out!

Alright, as a quick "safety" sort of test, I'm releasing Quality of Life #4 only. I DO understand this has always been a highly unpopular add-on, but it now does something completely different: It will display the amount of healing characters are NOT receiving in general, allowing you to better understand the effects of ToME's *VARIOUS* amounts of healing-reducing effects!

Plus, to boot, the whole "multiplicative" healing reduction thing was reassessed-- So now, it's an OPTION you can choose to have on or off. It also WORKS-- Unlike the old version where it was basically broken (because, back then, I wasn't as good at writing ToME's code).

I can only ask that you give it another chance and see how it works. This one isn't nearly as mindblowing as the other add-ons, but the effects are clear-- ESPECIALLY if you decide to play with multiplicative healing reduction. A class that benefits the most from this information are "Afflicted", since "Unnatural Body" tends to block out QUITE a bit of healing! In fact, "Doomed" make good test subjects since they can easily reduce healing AND have their own healing reduced.

... Anywho, as usual, let me know if there is anything buggy. OH-- And you can find the (new) thread... HERE!
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

nekarcos
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Re: A huge update to Nekarcos's QoL add-ons (and more)

#15 Post by nekarcos »

Without further adieu, I bring you the updated "Quality of Life #01: Effect Display"!

Though there was little to no feedback about #04, I've done some testing of my own, and it seems (to me at least) that everything will work fine. This new version is full of new features, new particle effects, and MUCH more "extensible" code for what might be an "interesting" future it has coming up.

You can see a full list of the new features in the thread-- This one... Right HERE!

Anyways, thanks for bearing with me everyone-- I hope these add-ons will enhance your experience of ToME-- They sure do for me! In the meantime, stay tuned for the huge update coming to Odyssey of The Summoner...
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

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