Odyssey of The Summoner: Spoiler and Discussion

Any discussions regarding the spoilers present in ToME 4.x.x should be restricted to this forum

Moderator: Moderator

Message
Author
nekarcos
Uruivellas
Posts: 619
Joined: Tue Mar 01, 2016 9:50 pm

Re: Odyssey of The Summoner: Spoiler and Discussion

#136 Post by nekarcos »

@Kamani
Fixed.
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

Kamani
Archmage
Posts: 331
Joined: Tue Sep 20, 2016 1:28 am
Location: Eyal

Re: Odyssey of The Summoner: Spoiler and Discussion

#137 Post by Kamani »

The repeated lua error? Okay. Thanks!

Edit: Found Mnemonic. I won't list what this one does on the list. People should find this one on their own.

Edit: So, I got the silent mode a while back, and it mentioned unlocks for finishing without it on. I just won and talked to the summoner, although I haven't entered the ID (because that means no sunlight). Did I unlock something, do I need to go to the ID, or is that unfinished?

nekarcos
Uruivellas
Posts: 619
Joined: Tue Mar 01, 2016 9:50 pm

Re: Odyssey of The Summoner: Spoiler and Discussion

#138 Post by nekarcos »

@Kamani
(edit whoops)
The unlock is not done yet, but you DID get a Birth option in your customize menu.
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

Kamani
Archmage
Posts: 331
Joined: Tue Sep 20, 2016 1:28 am
Location: Eyal

Re: Odyssey of The Summoner: Spoiler and Discussion

#139 Post by Kamani »

I did? I checked and saw nothing. Dragoneering was broken on that save though.

Second thing: My legacy retirement left my old drake alive, but switched control to a drakeling. Also, more significantly, my drakelings won't follow me now, although I haven't left the fortress yet. Actually, I can switch between my original drake and my drakelings now. Neat. But not what I think was intended.

Edit Edit: Got a LUA error equipping a crown to the new drakeling/player (see last part).

error = "Lua Error: /hooks/neka_therianthropy_summoner/load.lua:605: attempt to call method 'getNature' (a nil value)\
At [C]:-1 getNature\
At /hooks/neka_therianthropy_summoner/load.lua:605 \
At [string \"return function(l, self, data) local ok=false...\"]:1 triggerHook\
At /mod/class/Actor.lua:3698 base_updateModdableTile\
At /mod/addons/neka_qol01a/superload/mod/class/Actor.lua:544 base_updateModdableTile\
At /mod/addons/neka_qol07/superload/mod/class/Actor.lua:22 updateModdableTile\
At /mod/class/Actor.lua:3966 onWear\
At /mod/addons/orcs/superload/mod/class/Actor.lua:89 onWear\
At /mod/class/Player.lua:1413 onWear\
At /engine/interface/ActorInventory.lua:182 addObject\
At /engine/interface/ActorInventory.lua:511 wearObject\
At /mod/class/Actor.lua:6729 doWear\
At /mod/dialogs/ShowEquipInven.lua:84 actorWear\
At /engine/ui/EquipDoll.lua:111 fct\
At /engine/Mouse.lua:58 receiveMouse\
At /engine/Mouse.lua:98 delegate\
At /engine/ui/Dialog.lua:765 mouseEvent\
At /engine/ui/Dialog.lua:485 fct\
At /engine/Mouse.lua:58 receiveMouse\
At /engine/Mouse.lua:194 "
seen = true
reported = false

SomeMoreEdit: Also, the character switches to my original drakeling when I switch areas.
Edit: And I can't coronation my drakeling. Basically, legacy is broken when using the Fortress.

nekarcos
Uruivellas
Posts: 619
Joined: Tue Mar 01, 2016 9:50 pm

Re: Odyssey of The Summoner: Spoiler and Discussion

#140 Post by nekarcos »

@Kamani
I'm not entirely sure why all of that is happening-- Although the "Retirement" thing is a bit broken right now and the new patch is going to fix some of it-- Particularly the "crown-on-controlled-drakelings" thing (I never even considered it!)

Let's see how things are after the update.
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

Kamani
Archmage
Posts: 331
Joined: Tue Sep 20, 2016 1:28 am
Location: Eyal

Re: Odyssey of The Summoner: Spoiler and Discussion

#141 Post by Kamani »

Retirement is still working a little oddly, but better (I can see my dead character in the top character row, but they are no longer present). Unfortunately, inventory is lost. Like, for example, the rod of recall and my crowns.

Also, it seems I can't re-upgrade my drake.

Edit: Oh look, dying broke everything. Got a LUA error and then the time passing quickly and can't act thing.

error = "Lua Error: /engine/interface/ActorTalents.lua:322: /engine/interface/ActorTalents.lua:295: /engine/interface/ActorTalents.lua:162: /mod/class/interface/PlayerDumpJSON.lua:375: bad argument #1 to 'ipairs' (table expected, got nil)\
stack traceback:\
\9[C]: in function 'ipairs'\
\9/mod/class/interface/PlayerDumpJSON.lua:375: in function 'dumpToJSON'\
\9/mod/class/interface/PlayerDumpJSON.lua:408: in function 'dumpToJSON'\
\9/engine/interface/PlayerDumpJSON.lua:67: in function 'saveUUID'\
\9/mod/dialogs/DeathDialog.lua:36: in function 'init'\
\9/engine/class.lua:147: in function 'new'\
\9/mod/class/interface/PartyDeath.lua:57: in function 'die'\
\9/mod/addons/ashes-urhrok/superload/mod/class/Player.lua:24: in function 'die'\
\9/mod/class/interface/ActorLife.lua:33: in function 'takeHit'\
\9/mod/class/Actor.lua:2841: in function 'base_takeHit'\
\9...eka_therianthropy_summoner/superload/mod/class/Actor.lua:1414: in function 'takeHit'\
\9/data/damage_types.lua:491: in function 'defaultProjector'\
\9/data/damage_types.lua:742: in function 'projector'\
\9/data/damage_types.lua:1127: in function 'projector'\
\9/engine/interface/ActorProject.lua:219: in function 'project'\
\9/data/talents/spells/fire.lua:53: in function </data/talents/spells/fire.lua:40>\
\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//tactical.lua:418 runAI\
At /mod/ai//tactical.lua:446 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

Well, doing it normally in Debug mode works now. Although some dialogue gotten by doing this with the drake from the tome of dragoneering doesn't show up (somebody mentioned an unlock from it, and I checked the code, which they had read to learn of it).

noppa354
Wayist
Posts: 25
Joined: Tue Jul 23, 2013 9:33 pm

Re: Odyssey of The Summoner: Spoiler and Discussion

#142 Post by noppa354 »

I've looked into the Ghryza coronation issue, it seems onCoronation is not being called, or at least not being called properly. When I used the console to call ghryza's onCoronation it triggered the unlock popup, so that part is working at least.

Kamani
Archmage
Posts: 331
Joined: Tue Sep 20, 2016 1:28 am
Location: Eyal

Re: Odyssey of The Summoner: Spoiler and Discussion

#143 Post by Kamani »

How can you call it with console? I met the conditions, so getting the unlock would be nice.

Steven Aus
Archmage
Posts: 350
Joined: Sat Dec 13, 2014 3:38 pm

Re: Odyssey of The Summoner: Spoiler and Discussion

#144 Post by Steven Aus »

AFAIK, the console is part of the dev tools which invalidate any save loaded with it.

Frumple
Sher'Tul Godslayer
Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

Re: Odyssey of The Summoner: Spoiler and Discussion

#145 Post by Frumple »

Eh... if it's an unlock, so long as you got the right name you can probably just edit it in, if for whatever reason you don't want to fiddle with the console. Looks like addon added unlocks just bundle into the base allow_build.profile, so it shouldn't be any more complicated than normal if you know what to stick in it.

nekarcos
Uruivellas
Posts: 619
Joined: Tue Mar 01, 2016 9:50 pm

Re: Odyssey of The Summoner: Spoiler and Discussion

#146 Post by nekarcos »

http://forums.te4.org/viewtopic.php?f=5 ... 40#p227240

Thanks for helping me find this by the way. I'm not sure how this broke...
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

Kamani
Archmage
Posts: 331
Joined: Tue Sep 20, 2016 1:28 am
Location: Eyal

Re: Odyssey of The Summoner: Spoiler and Discussion

#147 Post by Kamani »

Well, since I had already gotten all the requirements, I just did some save file editing, after poking around in the files to find the name, and I edited the allowbuild.profile to let me start as Enghryza. Less stuff to put class points in, and a more drakeling focused build. Neat!

As a side note: Enghryza as a drakeling can taunt you into being only able to see one person. This is really annoying.

nekarcos
Uruivellas
Posts: 619
Joined: Tue Mar 01, 2016 9:50 pm

Re: Odyssey of The Summoner: Spoiler and Discussion

#148 Post by nekarcos »

@Kamani
I'm glad you like it-- But it's still unfortunate that this is... Well, impossible to unlock by normal means, at current.

RE: Taunted
... That's the joke-- Enghryza is telling YOU what to do, and you can't help but do it. :lol:
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

Kamani
Archmage
Posts: 331
Joined: Tue Sep 20, 2016 1:28 am
Location: Eyal

Re: Odyssey of The Summoner: Spoiler and Discussion

#149 Post by Kamani »

Fair enough. I have to try an Enghryza full game at some point. Go for those 8.5 skill level drakelings (plus possible item boosts).

Edit: I wonder what would happen if I ate a vaulted Tome of Dragoneering as Enghryza. Probably nothing, but...

nekarcos
Uruivellas
Posts: 619
Joined: Tue Mar 01, 2016 9:50 pm

Re: Odyssey of The Summoner: Spoiler and Discussion

#150 Post by nekarcos »

@Kamani
I HAVE actually code-proofed multiple Enghryzas, so it won't be anything other than spammy messages :lol:
Creator of the (rather large) "Odyssey of The Summoner" add-on pack

Post Reply