"Odyssey of The Summoner" is OUT!! Find it here...
Moderator: Moderator
Re: "Odyssey of The Summoner" is OUT!! Find it here...
I don't get pushed to resolve at all. I have resistances to everything at 50% or higher (except mind, I found a temporal item, mind is 33%).
Pronouns: They/Them
Re: "Odyssey of The Summoner" is OUT!! Find it here...
"Odyssey of The Summoner" has been updated! (Version 0.5.2)
*** Version: 0.5.2 ~ "Less bugs, but more Ritch!"
Took a while, but LOTS of bug fixes this time around.
cheers!
*** Version: 0.5.2 ~ "Less bugs, but more Ritch!"
[FEATURES]
- Added Ritch's "deluxe" talent tree: "Wild-Heart/Severance"
*** These are various talents that revolve around disabling and nullifying a target's beneficial effects-- Oh yes, and hurting them a lot too.
[CHANGES]
- Inherited "Night Hex" now PRE-EMPTIVELY reduces darkness damage received!
*** This should reduce the rate of accidental fatality!
- SIGNIFICANTLY increased the travel speed of "Flamespit" projectiles (from 300% to 800%)
*** This was an experimental change to see if it would inhibit players if it travelled slower (I want it to be considered as a "projectile", not a "projection"). The answer is: YES, it did.
- Reduced the equilibrium cost of "Summon Vines"
- Reduced all the costs of "Flutter" by 33%. (this talent is TOO hungry, honestly!)
- Doubled the potency of "Blood Feast". I hope this wasn't too much!
- "Blood Feast" now triggers on "Blights" instead of "Diseases" (since Ritch stings are now "blights", NOT "diseases"!)
[FIXES]
- Corrected a few object IDs that have changed (DarkGod has begun IDing some items, so my old custom IDs are falling apart!)
*** Particularly, "Rune of Reflection" should work now.
*** There are STILL quite a few items that have been adjusted, so just let me know if there's a Consumable you remember working, but isn't now!
- Resolved an issue with "Ignis Infernus" incorrectly converting melee damage into fire (particularly when stacked with "Open Veins")
- Toggle talents now say "instant" instead of "standard".
- Fixed an error that appeared when "a certain someone" detected a Consumable.
- Fixed a problem with Tannen's Drolem. (IE: "Attune To Nature" is a death sentence!)
- A bug that caused The Summoner to remain in his old locations... Spooky.
- Fixed a bug with Tree of Life.
- Fixed a bug with Ukllmswwik.
- "Relativity" no longer applies if you are in the wilderness.
- Fixed "The Withering Thing's" headhunt. (whoops...)
- Fixed "The Horned Horror" headhunt.
- Fixed "Varsha the Writhing" headhunt.
- (Hopefully) fixed any issues with entering the Infinite Dungeon as an Avatar in post-game.
- Fixed a bug with the "Zigur Raid" quest
- Fixed a bug concerning "Rune of the Rift"
- Added a friendly message to the Tinkering Bot (:D)
- Fixed a bug with TL3 for Raise Drakelings (apparantly, wild dragons are NOT "close to the draconic world"...)
- (Though not THOROUGHLY tested), an issue (and exploit) with learning "Drake Scales" talents has been resolved.
[REFLECTIONS]
*** Unfortunately, these changes will not take effect for CURRENT characters. However, rest assured: It is still possible to finish the quest... "Another" way.
- Fixed a bug that prevented the entire Hydra Reflections quest from being able to be completed. (whoops...!!)
- Fixed a bug that prevented the Fire Drake's "Dragoneer" plotline from being able to be completed.
- Modified the requirements for certain Fire Drake reflections events to trigger. Some will now require a certain drakeling "personality"!
- "Feral" Drakelings will no longer join (most) reflections. (they're supposed to be primitive and dimwitted!)
- Adjusted some numbers so that Ritch's Reflections quest is a little easier to complete.
Took a while, but LOTS of bug fixes this time around.
cheers!
Creator of the (rather large) "Odyssey of The Summoner" add-on pack
Re: "Odyssey of The Summoner" is OUT!! Find it here...
Shoot. I was starting to wonder why the dragoneer quest wouldn't progress. Well, that can be for the next fire drake.
Pronouns: They/Them
Re: "Odyssey of The Summoner" is OUT!! Find it here...
Ugggh... It seems "Dragon Scales" is still broken for Drakelings... Like, EVEN MORE so than ever. Thankfully, it's (sorta) harmless. I'm trying to figure out what exactly causes the bug.
Update: It APPEARS to only affect "old" Fire Drakes. The bug shows up with old characters, but never seems to happen for new ones. Going to rest this case... For now.
Update: It APPEARS to only affect "old" Fire Drakes. The bug shows up with old characters, but never seems to happen for new ones. Going to rest this case... For now.
Creator of the (rather large) "Odyssey of The Summoner" add-on pack
Re: "Odyssey of The Summoner" is OUT!! Find it here...
Well, it can be hand-fixed on old characters anyway.
Pronouns: They/Them
Re: "Odyssey of The Summoner" is OUT!! Find it here...
And my Ritch game is over. I ran out of all my lives, yet again. I managed to get myself blighted by a Corrupter rare in Last Hope's Graveyard, which honestly was probably the best thing to happen in the whole run. Being Blighted means that ghouls and corrupters/reavers turn from a reason to weld a level 1 totem of cure ailments to you forever into free healing. Not being able to eat infusions is a big deal, but shoring up the biggest weakness that Avatars have is more then enough to make up for it.
That said, my biggest problem with Ritches is that they're not fun to play. Fighting an eternal war of attrition due to them actually relying on consumables, needing to click several more times on even the most basic enemies because of Flamespit's machine-gun tendancies, spending five minutes after every ghoul fight trying desperately not to die from disease and constantly having to use Buzz-Off to reset fights every time you get confused or stunned. Its hard for me to give good feedback on them simply because I don't like playing them.
That said, my biggest problem with Ritches is that they're not fun to play. Fighting an eternal war of attrition due to them actually relying on consumables, needing to click several more times on even the most basic enemies because of Flamespit's machine-gun tendancies, spending five minutes after every ghoul fight trying desperately not to die from disease and constantly having to use Buzz-Off to reset fights every time you get confused or stunned. Its hard for me to give good feedback on them simply because I don't like playing them.
Re: "Odyssey of The Summoner" is OUT!! Find it here...
I must disagree with Arcvasti. I find ritch fun and powerful, without relying on consumables or rapid fire flamespit. One can achieve great damage without ever using impermanent weapons (although they're good for throwing). Blighting is rather too powerful, though, to the point that I could not possibly complete dark crypt.
edit: oh, right, confusion is a major problem for ritch if you can't tank through it, that much is true
edit: oh, right, confusion is a major problem for ritch if you can't tank through it, that much is true
Re: "Odyssey of The Summoner" is OUT!! Find it here...
I got this bug when I clasped a refitted River's Fury (which I was pyshced about, btw, consider the damage my clasped mindstar had been putting out) and the I got a partial success. Unfortunately, the clasp seemed to fail after X turns when it was re-checked, resulting in this error:
Also, as you might see, it shattered 
Code: Select all
[ActorObjectUse] useObjectDisable: (Refitted) River's Fury inven/slot 21 1 tid nil
[LOG] #LIGHT_RED#Removing #FFD700##UID:3642:0#(Refitted) River's Fury (27.6-38.64 power, 34 apr)#YELLOW# [durability 66/66]#LAST##LAST# causes it to break!!
[LOG] #LIGHT_RED#Your #FFD700##UID:3642:0#(Refitted) River's Fury (27.6-38.64 power, 34 apr)#YELLOW# [durability 0/66]#LAST##LAST# #LIGHT_RED#shatters into useless pieces!
Lua Error: ...a-neka_therianthropy_summoner/talents/heart/hoarding.lua:251: attempt to index local 'object' (a nil value)
At [C]:-1 __index
At ...a-neka_therianthropy_summoner/talents/heart/hoarding.lua:251 callTalent
At ...a-neka_therianthropy_summoner/talents/heart/hoarding.lua:1026 callTalent
At /data-neka_therianthropy_summoner/timed_effects/general.lua:667 clasp_end
At /data-neka_therianthropy_summoner/timed_effects/general.lua:678 on_timeout
At /engine/interface/ActorTemporaryEffects.lua:85 timedEffects
At /mod/class/Actor.lua:573 base_actBase
At ...eka_therianthropy_summoner/superload/mod/class/Actor.lua:1692 actBase
At /mod/class/Player.lua:359 actBase
At /engine/GameEnergyBased.lua:119 tickLevel
At /engine/GameEnergyBased.lua:64 tick
At /engine/GameTurnBased.lua:51 tick
At /mod/class/Game.lua:1386
---------------- Stack Dump ----------------
--------------- Stack Dump Finished ---------------

Re: "Odyssey of The Summoner" is OUT!! Find it here...
My darklings don't lose levels when they die and I respawn them. Although I appreciate it, and it feels like it balances it out with my drakelings never dying (high tiers of the other anti-death can give 60 turns of post-death) since I lose them for until I get appreciation, the skill says otherwise.
As a side note, Blighted Drake start is pretty crazy. 300 damage as a ranged area skill at level 7.
As a side note, Blighted Drake start is pretty crazy. 300 damage as a ranged area skill at level 7.
Pronouns: They/Them
Re: "Odyssey of The Summoner" is OUT!! Find it here...
A bit late to respond to these-- Busy day!
@Arcvasti
I DO wonder if what makes Ritch so much weaker than Hydra and Fire Drake is that their "primary stats" aren't geared more towards survivability...
@noppa354
I gave the Ritch's naked Hookclaws some Life Steal in hopes of mitigating the damage they receive through the damage they deal. Is this change noticeable?
@nsrr
... OH! I see what you did here! You clasped an impermanent weapon! Whoa... I never even CONSIDERED that situation!
This Lua error happened because "Clasp" was trying to "re-equip" your impermanent weapon, but it broke due to removal-- And therefore, the thing is was trying to clasp... No longer existed!
... Intriguing...! This is an interesting one, indeed! Good catch nsrr!
@Kamani
RE: Not losing levels?
They ARE losing their levels, but a recent change now grants them some bonus experience upon birth-- Which is usually enough to bring them to max level, depending on what talents you have.
RE: Crazy damage!
... The drawback is that one false blast will DELETE your Drakelings... Plus, it takes FOREVER to recharge...
*** Anywho...
Working on a new patch. "War Hound" is right around the corner-- Just gotta check up on some things. Lots of nerfs coming up unfortunately-- But none concerning Ritch... They're all mostly Fire Drake.
@Arcvasti
I DO wonder if what makes Ritch so much weaker than Hydra and Fire Drake is that their "primary stats" aren't geared more towards survivability...
@noppa354
I gave the Ritch's naked Hookclaws some Life Steal in hopes of mitigating the damage they receive through the damage they deal. Is this change noticeable?
@nsrr
... OH! I see what you did here! You clasped an impermanent weapon! Whoa... I never even CONSIDERED that situation!
This Lua error happened because "Clasp" was trying to "re-equip" your impermanent weapon, but it broke due to removal-- And therefore, the thing is was trying to clasp... No longer existed!
... Intriguing...! This is an interesting one, indeed! Good catch nsrr!
@Kamani
RE: Not losing levels?
They ARE losing their levels, but a recent change now grants them some bonus experience upon birth-- Which is usually enough to bring them to max level, depending on what talents you have.
RE: Crazy damage!
... The drawback is that one false blast will DELETE your Drakelings... Plus, it takes FOREVER to recharge...
*** Anywho...
Working on a new patch. "War Hound" is right around the corner-- Just gotta check up on some things. Lots of nerfs coming up unfortunately-- But none concerning Ritch... They're all mostly Fire Drake.

Creator of the (rather large) "Odyssey of The Summoner" add-on pack
Re: "Odyssey of The Summoner" is OUT!! Find it here...
Doesn't seem to delete them. I think I have killed them and revived them before. You might want to clarify the revive level boost though, since it is rather unclear.
Also, drowning perma-deletes, which is rather frustrating since darklings cannot waterbreath, and I lost the water breathing item to auto-transmog when they died a bunch.
Also, drowning perma-deletes, which is rather frustrating since darklings cannot waterbreath, and I lost the water breathing item to auto-transmog when they died a bunch.
Pronouns: They/Them
Re: "Odyssey of The Summoner" is OUT!! Find it here...
I think the most frustrating thing I find about Ritch is that it doubles-down on something that is antithetical to ToME: consumables. I hate the packrat feeling of hauling every single infusion/rune and sword/dagger I have ever found just on the off-chance that I might need it.
Have you considered making impermanent weapons...
Have you considered making impermanent weapons...
- Only lose durability against Elite+ enemies?
- Only lose durability if they're non-white weapons?
- Not be impermanent, but rather having reshaping give temporary bonuses that go away eventually?
Re: "Odyssey of The Summoner" is OUT!! Find it here...
@Kamani
That's odd, Darklings ARE supposed to water-breathe as long as YOU are corrupted as well... Something's wrong...
@tabs
Ultimately, "Impermanent" weapons were never supposed to be a necessity AT ALL. It is meant to be a "nifty power boost", or a way to access a blade's unique properties and use them for yourself (for example, "Morrigor"). If anything, I'm certain the problem isn't how "permanent" the blades are, but rather, how much of a reliance there appears to be on them.
Also, the same for inscriptions: They didn't even heal you way back when I fully tested Ritch. Somehow, I played through the entire game WITHOUT any of the various luxuries, buffs, and improvements Ritch has right now, so it bewilders me how there's STILL so much trouble with the class.
... As such, there's only way I can settle this: I'll be investigating the class personally-- An extensive Ritch "bubble" (beginning-to-end playthrough, tracking the whole experience). I typically don't like doing these because they're so time-consuming (one run usually takes me a week), but I NEED to put this whole thing about Ritch to rest, once and for all. There have been HIGHLY fluctuating opinions about Ritch since OoTS's first release, so I REALLY need to find this out for myself.
... For reference, the conditions of my test run will be "*NO* Impermanence, no Flamespit", as well as the utilization of the "Headhunter" talent (so that I can track all the headhunt targets I have missed)." I intend to prove that "Impermanent" objects are a LUXURY, not a NECESSITY-- And if I'm wrong about that-- I *WILL* make it so, by WHATEVER means necessary.
Unfortunately, this means, while I am doing it, updates are going to be slower-- But since War Hound is so close, it SHOULD be worth the wait!
PS: In my testing, "War Hound" is pretty much "YOLO Ritch" in that it has EVEN LESS ranged capabilities, escapes, or life steal (huge damage and is highly committal to its actions)-- So I can only wonder what the reactions are going to be to THAT class when it comes...
That's odd, Darklings ARE supposed to water-breathe as long as YOU are corrupted as well... Something's wrong...
@tabs
Ultimately, "Impermanent" weapons were never supposed to be a necessity AT ALL. It is meant to be a "nifty power boost", or a way to access a blade's unique properties and use them for yourself (for example, "Morrigor"). If anything, I'm certain the problem isn't how "permanent" the blades are, but rather, how much of a reliance there appears to be on them.
Also, the same for inscriptions: They didn't even heal you way back when I fully tested Ritch. Somehow, I played through the entire game WITHOUT any of the various luxuries, buffs, and improvements Ritch has right now, so it bewilders me how there's STILL so much trouble with the class.
... As such, there's only way I can settle this: I'll be investigating the class personally-- An extensive Ritch "bubble" (beginning-to-end playthrough, tracking the whole experience). I typically don't like doing these because they're so time-consuming (one run usually takes me a week), but I NEED to put this whole thing about Ritch to rest, once and for all. There have been HIGHLY fluctuating opinions about Ritch since OoTS's first release, so I REALLY need to find this out for myself.
... For reference, the conditions of my test run will be "*NO* Impermanence, no Flamespit", as well as the utilization of the "Headhunter" talent (so that I can track all the headhunt targets I have missed)." I intend to prove that "Impermanent" objects are a LUXURY, not a NECESSITY-- And if I'm wrong about that-- I *WILL* make it so, by WHATEVER means necessary.
Unfortunately, this means, while I am doing it, updates are going to be slower-- But since War Hound is so close, it SHOULD be worth the wait!
PS: In my testing, "War Hound" is pretty much "YOLO Ritch" in that it has EVEN LESS ranged capabilities, escapes, or life steal (huge damage and is highly committal to its actions)-- So I can only wonder what the reactions are going to be to THAT class when it comes...

Creator of the (rather large) "Odyssey of The Summoner" add-on pack
Re: "Odyssey of The Summoner" is OUT!! Find it here...
This is specifically with blighted start by the way.
Pronouns: They/Them
Re: "Odyssey of The Summoner" is OUT!! Find it here...
Got this error:
error = "Lua Error: /engine/interface/ActorTalents.lua:322: /engine/interface/ActorTalents.lua:295: /engine/interface/ActorTalents.lua:162: ...opy_summoner/talents/heart/fire-drake/dragon-trooper.lua
attempt to call method 'record' (a nil value)\
stack traceback:\
\9...opy_summoner/talents/heart/fire-drake/dragon-trooper.lua
in function 'callTalent'\
\9/mod/class/Actor.lua:5247: in function 'cb'\
\9/data-neka_therianthropy_summoner/elements.lua:501: in function 'defaultProjector'\
\9/data/damage_types.lua:742: in function 'projector'\
\9/data-neka_therianthropy_summoner/elements.lua
in function 'projector'\
\9...hropy_summoner/talents/heart/fire-drake/fiery-breath.lua:67: in function 'damtype'\
\9/engine/interface/ActorProject.lua:218: in function 'project'\
\9...hropy_summoner/talents/heart/fire-drake/fiery-breath.lua:59: in function <...hropy_summoner/talents/heart/fire-drake/fiery-breath.lua:37>\
\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 useTalent\
At /mod/ai//drakeling.lua:967 runAI\
At /mod/ai//drakeling.lua:1032 runAI\
At /mod/ai//drakeling.lua:478 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:1386 "
seen = true
reported = false
I was in Dreadfall, and my drakelings had been inner demonsed, which I think is most likely to be the cause.
Edit: Also, it happened whenever I hit one of them, and when they disappeared, it ended.
Edit: Also posting something in the spoilers forum.
error = "Lua Error: /engine/interface/ActorTalents.lua:322: /engine/interface/ActorTalents.lua:295: /engine/interface/ActorTalents.lua:162: ...opy_summoner/talents/heart/fire-drake/dragon-trooper.lua
stack traceback:\
\9...opy_summoner/talents/heart/fire-drake/dragon-trooper.lua
\9/mod/class/Actor.lua:5247: in function 'cb'\
\9/data-neka_therianthropy_summoner/elements.lua:501: in function 'defaultProjector'\
\9/data/damage_types.lua:742: in function 'projector'\
\9/data-neka_therianthropy_summoner/elements.lua
\9...hropy_summoner/talents/heart/fire-drake/fiery-breath.lua:67: in function 'damtype'\
\9/engine/interface/ActorProject.lua:218: in function 'project'\
\9...hropy_summoner/talents/heart/fire-drake/fiery-breath.lua:59: in function <...hropy_summoner/talents/heart/fire-drake/fiery-breath.lua:37>\
\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 useTalent\
At /mod/ai//drakeling.lua:967 runAI\
At /mod/ai//drakeling.lua:1032 runAI\
At /mod/ai//drakeling.lua:478 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:1386 "
seen = true
reported = false
I was in Dreadfall, and my drakelings had been inner demonsed, which I think is most likely to be the cause.
Edit: Also, it happened whenever I hit one of them, and when they disappeared, it ended.
Edit: Also posting something in the spoilers forum.
Last edited by Kamani on Sun Aug 06, 2017 4:34 pm, edited 1 time in total.
Pronouns: They/Them