[1.7.0] Metaclass - Mage Knight

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Erenion
Archmage
Posts: 319
Joined: Mon Feb 13, 2017 4:43 pm

Re: [1.5.5] Metaclass - Mage Knight (redux)

#16 Post by Erenion »

Author of Stoneshaper here. For your convenience, here's the pass-wall-fix from Stoneshaper (credit for this goes to nsrr):

Code: Select all

callbackOnMove = function(self, t, moved, force, ox, oy, x, y)
	      if self:isTalentActive(self.T_NAME_OF_TALENT) and not force then
        	local wall = game.level.map(x, y, Map.TERRAIN)
       		if wall and wall.summoner and wall.summoner == self then
        		if self.can_pass.pass_wall and wall.can_pass.pass_wall and self.can_pass.pass_wall >= wall.can_pass.pass_wall then
        			local speed = self:combatMovementSpeed(x, y)
        			self:move(x, y, true)
        			self:useEnergy(game.energy_to_act * speed)
        		end
        	end
     		end
  	end,
You might want to remove the wall.summoner == self bit.

However, this particular fix seems to cause an error when you walk into a recently dug wall in the Sandworm Lair with the talent sustained.
Breaking Projection since 1.5

Phoenix1
Thalore
Posts: 160
Joined: Mon Dec 05, 2011 8:25 pm

Re: [1.5.5] Metaclass - Mage Knight (redux)

#17 Post by Phoenix1 »

Awesome! Thanks! I'll incorporate that with the next update.

Phoenix1
Thalore
Posts: 160
Joined: Mon Dec 05, 2011 8:25 pm

Re: [1.5.5] Metaclass - Mage Knight (redux)

#18 Post by Phoenix1 »

Okay, added that in and a few other changes, mainly a bit more mana knight balancing and some tweaks to mind knights to expand a bit on their "that single weapon double-trigger chance is especially useful to them" thing.

-Reduced Playing With Time damage substantially.
-Staves no longer receive the triggered talent power bonus for being two-handed weapons. Other effects still apply.
-Earth knights can now burrow through summoned walls, many thanks!
-Mind knights no longer use TK and TP randomly; instead, while neither talent is sustained (and Psychic Combat isn't on), they swap each time they use a Psychic Attack power.
-Night Terror chance for no focus isn't doubled; rather, Night Terrors now adds bonus darkness damage to telekinetic attacks, so either focus has value.
-Astral Jaunt no longer grants out of phase bonuses; instead, when triggered by Astral Combat, you teleport to an enemy and make a bonus attack with a chance to knock off-balance or brainlock (for TK and TP respectively) before teleporting back to your prior position.
-Astral Projection now lowers some talent cooldowns by a few turns when triggered by Eldritch Combat.

In related news, fiddling with that burrowing code a bit, I was able to fix the sandworm lair error by adding "and wall.can_pass" before the "and wall.can_pass.pass_wall" check.

nsrr
Sher'Tul
Posts: 1126
Joined: Mon Sep 21, 2015 8:45 pm
Location: Middle of Nowhere

Re: [1.5.5] Metaclass - Mage Knight (redux)

#19 Post by nsrr »

Phoenix1 wrote: In related news, fiddling with that burrowing code a bit, I was able to fix the sandworm lair error by adding "and wall.can_pass" before the "and wall.can_pass.pass_wall" check.
I was just poking around at that myself, as I feel responsible for the error popping up since I proposed the fix. I didn't anticipate that unstable sand tunnels would count as summoned terrain.

I noticed that the dug-out sandwalls have a 'tunneler_dig' field that I was going to suggest checking for, but I guess that is unnecessary now. Glad you got it sorted out!

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

Re: [1.5.5] Metaclass - Mage Knight (redux)

#20 Post by Frumple »

... huh. Just when I come in to mention a possible bug with astral jaunt, it's changed and the problem like thing it was having looks to possibly be made worse :V

Anyway, with the previous version eldritch combat triggered astral jaunt took the "teleports you in place" perhaps too literally: It can(/could) force you outside of a vault if it triggers inside, which is rather impressively jarring if you don't notice what's causing it.* New one might have a similar problem. Suggestion would be to either have the teleport bit be fluff rather than mechanic when EC casts it (i.e. it's just a ranged melee attack, or in the out of phase one just gave you the OoP buff), or greatly reduce/prevent EC from triggering it when on a no-teleport square.

Though that said... if it's teleport themed, even if it's not adding to the phase bonuses it might should at least be causing the effect (or maybe start after a breakpoint, raw tlvl 3 or somethin') since it's kinda' teleportation's (or at least short ranged teleportation) shtick. Probably no real need for the thing to add to the bonus, though. Kit stacking can handle that silliness just fine, heh.

*E: Though did just notice, more specifically it seems to be doing it if you're too close to the/a entrance to the vault. Get deeper in and it seems to stop happening.

E2: Also, uh. Somewhat not so minor problem with psychic domination. If you're controlling the mind controlled minion when the duration ends (or the critter dies? Wasn't paying the closest attention until UI killed itself and stuffed its own body into an endless black abyss. Though when I went to check the error code it's definitely when the duration ends.) it just kinda' wrecks your game. UI disappears, CPU use jacks way up, no way to exit except kill the process outright. Checking the log shows a good thousand and change lines of this error message repeating:

Code: Select all

Lua Error: /mod/class/Game.lua:1627: attempt to call method 'playerFOV' (a nil value)
	At [C]:-1 playerFOV
	At /mod/class/Game.lua:1627 updateFOV
	At /mod/class/Game.lua:1637 displayMap
	At /mod/class/uiset/Classic.lua:299 display
	At /mod/class/Game.lua:1732 
Lua Error: /mod/class/Game.lua:1768: attempt to call method 'updateMainShader' (a nil value)
	At [C]:-1 updateMainShader
	At /mod/class/Game.lua:1768 onRegisterDialog
	At /engine/Game.lua:383 registerDialog
	At /engine/Game.lua:286 tick
	At /engine/GameEnergyBased.lua:60 tick
	At /engine/GameTurnBased.lua:51 tick
	At /mod/class/Game.lua:1386 
 ----------------  Stack Dump ----------------
--------------- Stack Dump Finished ---------------

Phoenix1
Thalore
Posts: 160
Joined: Mon Dec 05, 2011 8:25 pm

Re: [1.5.5] Metaclass - Mage Knight (redux)

#21 Post by Phoenix1 »

It'll still trigger any Out of Phase bonuses you have, it just won't give you any itself.

-Phoenix wings Eldritch Combat chance and cooldown reduction are now talent level based.
-Messing With Time now has a single main target who is always affected, and then has a chance to affect each other character in the radius, rather than simply affecting X random characters. It also heals allies who are affected.
-Mind knight biokinesis shield and mana knight random speed won't give notices anymore.
-Talents that are prioritized by number of enemies now have a priority of 1 per enemy over 2 rather than 1 per three enemies.
-Foundations of Divination bonus turn value now scales more smoothly, triggers by EC more rarely.
-Erosion now ends on caster death.
-Made the player immune to Dynamic Entry surprise since...it doesn't interact well.
-Fixed Metamagic base doubling your max mana.
-Astral Jaunt and Astral Blitz are no longer usable when on a no-teleport square.
-The above error is way outside my pay grade, so I'm doing the sensible thing and just removing that little control="full" bit in Domination and calling the matter solved!

Erenion
Archmage
Posts: 319
Joined: Mon Feb 13, 2017 4:43 pm

Re: [1.5.5] Metaclass - Mage Knight (redux)

#22 Post by Erenion »

Allright, so I started playing a few (arena) games with these classes.

My two best ones so far:
https://te4.org/characters/199593/tome/ ... f065a49f23 (won Arena on Madness)
https://te4.org/characters/199593/tome/ ... b9ea0aacf9 (got to the final boss of the Arena (the Storm Knight, see above link) and got absolutely destroyed by him)

Some feedback:
- Phoenix Ascendance in general seems pretty neat, if maybe a little strong. By the end, I was basically able to ignore anything that was not a rare or a mage, since any damage dealt would be regenerated within the next few turns (or instantly, in most cases).
- Phoenix Burn... oh my god. This talent regularly dealt ~1800 damage - with little to no fire-boosting gear and on full life. Seems really strong.
- Whirlwind Derwish: similar to the above. Especially fun when I found Icy Kill, since from then on I could basically freeze all enemies in sight with one button.

- On my Storm Knight, I found myself not learning most of the class talents on purpose, because I didn't want to dilute my Eldritch Combat. This worked out really well.

- Oh. My. God. Facing a madness-boosted Storm Knight that once was a player char and thus has some good artifacts (read: Icy Kill) was a nightmare - he had like 12 prodigies and pretty much killed my second char instantly. Oh well, that's Madness.
Breaking Projection since 1.5

c2i39400
Posts: 2
Joined: Tue Oct 17, 2017 4:18 pm

Re: [1.5.5] Metaclass - Mage Knight (redux)

#23 Post by c2i39400 »

Lua Error: /engine/interface/ActorTalents.lua:86: talent already exists with id T_EARTHEN_BODY
but I can't find out which addon has the same talent name... :(
using too many addons :oops:

PseudoLoneWolf
Wyrmic
Posts: 257
Joined: Tue Jan 03, 2017 7:12 pm

Re: [1.5.5] Metaclass - Mage Knight (redux)

#24 Post by PseudoLoneWolf »

I immediately 5/5'd Phoenix Heart for 100% fire res at level 6 and then picked up a Planar Beacon from Bill.

This is god damn glorious.

That is all.
Let slip the toast of war.

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

Re: [1.5.5] Metaclass - Mage Knight (redux)

#25 Post by Frumple »

Seems to be a bug with playing with time and splitting enemies. Pretty impressive lua error pops up when the talent tries to remove something and the pre-damage causes a split. Extra fun, it somehow ends up giving you a variable number of turns worth of energy in the process, so you get some number of free actions, too.

Error:

Code: Select all

[ELDRITCH COMBAT] autocast 	Messing With Time
[LOG]	Fworp casts Messing With Time.
[SPELL CRIT %]	13.636371533741
[LOG]	Green ooze splits in two!
[LOG]	#CRIMSON#The demonic soul releases a burst of fire around green ooze!
[SPELL CRIT %]	13.636371533741
[LOG]	#{bold}#Fworp's spell attains critical power!#{normal}#
##Use Talent Lua Error##	T_MESSING_WITH_TIME	Actor:	3855	fworp
Lua Error: /engine/interface/ActorTalents.lua:322: /engine/interface/ActorTalents.lua:295: /engine/interface/ActorTalents.lua:162: /engine/interface/ActorTalents.lua:322: /engine/interface/ActorTalents.lua:295: /engine/interface/ActorTalents.lua:162: /mod/class/Game.lua:1585: attempt to index local 'src' (a boolean value)
stack traceback:
	/mod/class/Game.lua:1585: in function 'delayedLogDamage'
	/mod/class/Actor.lua:2103: in function 'onHeal'
	/engine/interface/ActorLife.lua:57: in function 'heal'
	/data-mageknight/talents/mana.lua:430: in function 'damtype'
	/engine/interface/ActorProject.lua:218: in function 'project'
	/data-mageknight/talents/mana.lua:422: in function </data-mageknight/talents/mana.lua:417>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:160: in function </engine/interface/ActorTalents.lua:149>
stack traceback:
	[C]: in function 'error'
	/engine/interface/ActorTalents.lua:322: in function 'useTalent'
	/engine/interface/ActorTalents.lua:411: in function 'forceUseTalent'
	/mod/class/Actor.lua:5565: in function 'forceUseTalent'
	/data-mageknight/talents/knight.lua:396: in function 'callTalent'
	/mod/class/Actor.lua:5199: in function 'fireTalentCheck'
	/mod/class/interface/Combat.lua:1127: in function 'attackTargetHitProcs'
	/mod/class/interface/Combat.lua:641: in function 'attackTargetWith'
	/mod/class/interface/Combat.lua:184: in function 'attackTarget'
	/data/talents/misc/misc.lua:75: in function </data/talents/misc/misc.lua:54>
	[C]: in function 'xpcall'
	/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/class/interface/Combat.lua:37 attack
	At /engine/interface/ActorLife.lua:42 check
	At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
	At /engine/Actor.lua:209 move
	At /mod/class/Actor.lua:1317 move
	At /mod/class/Player.lua:310 moveDir
	At /mod/class/Game.lua:1896 
	At /engine/KeyBind.lua:230 

Erenion
Archmage
Posts: 319
Joined: Mon Feb 13, 2017 4:43 pm

Re: [1.5.5] Metaclass - Mage Knight (redux)

#26 Post by Erenion »

Storm Skirmisher is bugged, it is missing the "return true" part in it's action() function.
Because of that, it does not use time or resources and has no cooldown.
Breaking Projection since 1.5

Phoenix1
Thalore
Posts: 160
Joined: Mon Dec 05, 2011 8:25 pm

Re: [1.5.5] Metaclass - Mage Knight (redux)

#27 Post by Phoenix1 »

I couldn't duplicate the Messing with Time error, but I shall keep an eye out for it!

-Gave two-handed staves their power bonus back, but staff accuracy bonus is only 2/5 as effective for Eldritch Combat (active and passive).
-Changed Phoenix Burn so that the boosts for Phoenix Fire talents are based on raw talent level 5; lower-level Phoenix Fire talents will boost it by proportionately less.
-Lowered the radius on Messing with Time, Whirlwind Dervish, Astral Blitz, and Lightning Ride.
-Thunder Charge now correctly triggers from Eldritch Combat.
-Lowered damage of Summon Storm.
-Storm Skirmisher should now correctly use resources etc.
-For weapons that use both Str and Dex, Eldritch Body converts Str to Dex if Dex is higher (i.e. Storm Knights get more out of daggers).

CD.Wonder
Low Yeek
Posts: 5
Joined: Sun Sep 20, 2015 3:00 pm

Re: [1.5.5] Metaclass - Mage Knight (redux)

#28 Post by CD.Wonder »

in my case, i play in insane and the rare or random boss i meet mostly are the subclass in tinker or the one's main state is willpower (like mindslayer,solipsist or summoner,wyrmic)
and most of them also get mage knight skill tree(if they are tier boss).
i dont know why enemies love those skills.....

i use addon as followed
QQ截图20171024233429.png
QQ截图20171024233429.png (209.82 KiB) Viewed 39272 times
by the way, when i load the save file,i still use strength or dexterity to check armor training.
QQ截图20171025161730.jpg
QQ截图20171025161730.jpg (71.74 KiB) Viewed 39272 times

PseudoLoneWolf
Wyrmic
Posts: 257
Joined: Tue Jan 03, 2017 7:12 pm

Re: [1.5.5] Metaclass - Mage Knight (redux)

#29 Post by PseudoLoneWolf »

by the way, when i load the save file,i still use strength or dexterity to check armor training.
Hah, that's funny. For me it causes every class to have the STR/DEX requirements for everything swapped to MAG. Even non-Mage Knight classes... in fact, ESPECIALLY non-Mage Knight classes - on an MK I at least have to get the skill first before it swaps the stats, I had to delete and restart a whole Summoner run because when I unlocked Armor Training it was tied to MAG.
Let slip the toast of war.

Erenion
Archmage
Posts: 319
Joined: Mon Feb 13, 2017 4:43 pm

Re: [1.5.5] Metaclass - Mage Knight (redux)

#30 Post by Erenion »

Allright, so somehow, Astral Blitz can cause you to hit yourself - with potentially disastrous consequences.
Also, if you kill the target of Astral Jaunt with the attack when it ec-triggers, you get an error and time freezes for a short time. The reason for this, as far as i can see, is that it is still trying to apply the detrimental effect, and since the attack hit, the code gives the ok, but the enemy is dead at this point.
Breaking Projection since 1.5

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