Verdant Class Pack: v2.3
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Re: Verdant Class Pack: v2.3
Thanks. Will look into it.
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- Halfling
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Re: Verdant Class Pack: v2.3
The Song of Summer.
How is it supposed to work?
As it stands, Druid is one of those classes that can run up quite a lot of equilibrium in a fight - not all eq users do. Mana is a ready backup, and now, that I'm getting into it, bashing things w/ the staff too. But it looks like there is a notion of 'sunk cost' in high eq to get plants out, and then eq recovery to keep things going which isn't quite being fulfilled by SoS.
Some eq resource relief would be extremely welcome. If SoS was giving you something like 10+ pts back from 5 plants for 1 talent pt or 15+ for 2, it would have real value rather than just the obligatory pt to get to the higher level talents.
At the moment, clv 14 Druid, WP 33, Spellpower ~30, w/ 1 pt in the Talent and five plants that die gets about 1 pt of equilibrium. Raising this to 3 talent pts, gets you about 3 eq pts. Even by 1.6 standards that seems a little stingy.
Whats the score? Is there a factor of N plants missing? and, Is it intended?
How is it supposed to work?
As it stands, Druid is one of those classes that can run up quite a lot of equilibrium in a fight - not all eq users do. Mana is a ready backup, and now, that I'm getting into it, bashing things w/ the staff too. But it looks like there is a notion of 'sunk cost' in high eq to get plants out, and then eq recovery to keep things going which isn't quite being fulfilled by SoS.
Some eq resource relief would be extremely welcome. If SoS was giving you something like 10+ pts back from 5 plants for 1 talent pt or 15+ for 2, it would have real value rather than just the obligatory pt to get to the higher level talents.
At the moment, clv 14 Druid, WP 33, Spellpower ~30, w/ 1 pt in the Talent and five plants that die gets about 1 pt of equilibrium. Raising this to 3 talent pts, gets you about 3 eq pts. Even by 1.6 standards that seems a little stingy.
Whats the score? Is there a factor of N plants missing? and, Is it intended?
Re: Verdant Class Pack: v2.3
You've missed that its a percentage of your current Equilibrium.
So early on, and when you've barely unbalanced your natural connection, you won't seem to get much of a refund.
To get full use out of this, you'll need high Willpower, and you need to summon plants and then use other abilities. Then when the plants bloom, you get a refund on all of those abilities.
A 5/5 Song of Summer with a 5/5 Poison Ivy will reduce your Equilibrium by 32.5% for an investment cost of 5 Equilibrium.
Summer therefore works better for a Summoner/Caster build. Not a Summoner/Melee build.
If you are more into using your Staff Combat abilities, you might find it more useful to use Suppress Magic if you need more Equilibrium management.
(There is some extra Equilibrium management available from Zigur. Look at what the combat log says.)
So early on, and when you've barely unbalanced your natural connection, you won't seem to get much of a refund.
To get full use out of this, you'll need high Willpower, and you need to summon plants and then use other abilities. Then when the plants bloom, you get a refund on all of those abilities.
A 5/5 Song of Summer with a 5/5 Poison Ivy will reduce your Equilibrium by 32.5% for an investment cost of 5 Equilibrium.
Summer therefore works better for a Summoner/Caster build. Not a Summoner/Melee build.
If you are more into using your Staff Combat abilities, you might find it more useful to use Suppress Magic if you need more Equilibrium management.
(There is some extra Equilibrium management available from Zigur. Look at what the combat log says.)
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- Halfling
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Re: Verdant Class Pack: v2.3
Yes, I have a lot to learn. 

Re: Verdant Class Pack: v2.3
Its a complicated class that doesn't shield you from any of the difficult parts.
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- Halfling
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Re: Verdant Class Pack: v2.3
I've had the screen flashing black for several turns against two different rares that spawned with the Werebeast class. Errors follow. I checked the ZOmnibus thread, since that mod's in the error, but Zizzo says this one's Verdant. (while that's an old report, I downloaded Verdant for the 2.3 update on Jan 21)
Code: Select all
--------------- Stack Dump Finished ---------------
Loading tile from tileset /data/gfx/shockbolt/object/artifact/eel_skin_armor.png
Lua Error: /data/timed_effects/mental.lua:1302: attempt to index field 'src' (a nil value)
At [C]:-1 __index
At /data/timed_effects/mental.lua:1302 long_desc
At /mod/class/uiset/Minimalist.lua:1154 handleEffect
At /mod/class/uiset/Minimalist.lua:1369 super_displayBuffs
At ...addons/zomnibus/superload/mod/class/uiset/Minimalist.lua:244 displayBuffs
At /mod/class/uiset/Minimalist.lua:2013 super_display
At ...addons/zomnibus/superload/mod/class/uiset/Minimalist.lua:105 display
At /mod/class/Game.lua:1907
Lua Error: /data/timed_effects/mental.lua:1320: attempt to index field 'src' (a nil value)
At [C]:-1 __index
At /data/timed_effects/mental.lua:1320 do_act
At /mod/class/Actor.lua:776 act
At /mod/class/Player.lua:378 act
At /engine/GameEnergyBased.lua:129 tickLevel
At /engine/GameEnergyBased.lua:64 tick
At /engine/GameTurnBased.lua:51 tick
At /mod/class/Game.lua:1534
---------------- Stack Dump ----------------
--------------- Stack Dump Finished ---------------
Lua Error: /data/timed_effects/mental.lua:1302: attempt to index field 'src' (a nil value)
At [C]:-1 __index
At /data/timed_effects/mental.lua:1302 long_desc
At /mod/class/uiset/Minimalist.lua:1154 handleEffect
At /mod/class/uiset/Minimalist.lua:1369 super_displayBuffs
At ...addons/zomnibus/superload/mod/class/uiset/Minimalist.lua:244 displayBuffs
At /mod/class/uiset/Minimalist.lua:2013 super_display
At ...addons/zomnibus/superload/mod/class/uiset/Minimalist.lua:105 display
At /mod/class/Game.lua:1907
Lua Error: /data/timed_effects/mental.lua:1320: attempt to index field 'src' (a nil value)
At [C]:-1 __index
At /data/timed_effects/mental.lua:1320 do_act
At /mod/class/Actor.lua:776 act
At /mod/class/Player.lua:378 act
At /engine/GameEnergyBased.lua:129 tickLevel
At /engine/GameEnergyBased.lua:64 tick
At /engine/GameTurnBased.lua:51 tick
At /mod/class/Game.lua:1534
---------------- Stack Dump ----------------
Re: Verdant Class Pack: v2.3
Bug: Noxious Gases cannot be deactivated. (due to a typo in the 'deactivate' function)
Bug?: The Druid sustains that have effects around you each turn, like Tremors, Whirlpool, Aurora etc. all say they have a range of 3. This leads me to believe they are affected by Range Amplification Device. According to the talent description, the range changes to 6 with Range Amplification Device active. The effective range, however, is still 3.
Bug?: The Druid sustains that have effects around you each turn, like Tremors, Whirlpool, Aurora etc. all say they have a range of 3. This leads me to believe they are affected by Range Amplification Device. According to the talent description, the range changes to 6 with Range Amplification Device active. The effective range, however, is still 3.
Breaking Projection since 1.5
Re: Verdant Class Pack: v2.3
Okay, lots of small errors to fix. So I'll aim to do that shortly.
Range Amplification Device: I think I can fix that easily enough, hopefully. I don't think the Fatigue effect applies to Equilibrium though, but that is a fault with the Prodigy, so its not my problem.
Range Amplification Device: I think I can fix that easily enough, hopefully. I don't think the Fatigue effect applies to Equilibrium though, but that is a fault with the Prodigy, so its not my problem.

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Re: Verdant Class Pack: v2.3
Updated:
Dread Howl should really not crash anymore this time. (1 Dragon Turtle was forced to use the talent repeated at me until I was sure.)
Noxious Gasses can now be deactivated.
Range Amplification Device now works with Aurora, Tremors/Earthshaker, Pure Spring/Whirlpool, Noxious Gasses, Mist Cloak, Rainfall, Bolts from the Blue and Zephyr/Typhoon.
Tangling Vines should no longer choke the game.
Dread Howl should really not crash anymore this time. (1 Dragon Turtle was forced to use the talent repeated at me until I was sure.)
Noxious Gasses can now be deactivated.
Range Amplification Device now works with Aurora, Tremors/Earthshaker, Pure Spring/Whirlpool, Noxious Gasses, Mist Cloak, Rainfall, Bolts from the Blue and Zephyr/Typhoon.
Tangling Vines should no longer choke the game.
My feedback meter decays into coding. Give me feedback and I make mods.
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- Wayist
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- Joined: Wed Apr 10, 2019 1:27 am
Re: Verdant Class Pack: v2.3
I'm having an issue where if I'm afflicted with the Bleeding debuff and it expires while the Regenerative Balm buff is active, the game enters a glitched state where the Bleeding debuff goes into negative duration, no buffs or cooldowns time out (including Regenerative Balm itself), and the game throws an error every turn.
If the bleed effect is reapplied and the duration goes positive, the error goes away.
This happens even with no add-ons other than Verdant itself installed.
Error message is below.
ERROR:
Game version: tome-1.6.6
Addons: verdant-1.6.6[X]
Game version (character creation): tome-1.6.6
Lua Error: /data-verdant/timed_effects.lua:174: attempt to index global 'target' (a nil value)
At [C]:-1 __index
At /data-verdant/timed_effects.lua:174 on_timeout
At /engine/interface/ActorTemporaryEffects.lua:93 timedEffects
At /mod/class/Actor.lua:614 actBase
At /mod/class/Player.lua:363 actBase
At /engine/GameEnergyBased.lua:119 tickLevel
At /engine/GameEnergyBased.lua:64 tick
At /engine/GameTurnBased.lua:51 tick
At /mod/class/Game.lua:1534
EDIT: It looks like it's still possible to cancel the Regenerative Balm effect and get out of this state.
If the bleed effect is reapplied and the duration goes positive, the error goes away.
This happens even with no add-ons other than Verdant itself installed.
Error message is below.
ERROR:
Game version: tome-1.6.6
Addons: verdant-1.6.6[X]
Game version (character creation): tome-1.6.6
Lua Error: /data-verdant/timed_effects.lua:174: attempt to index global 'target' (a nil value)
At [C]:-1 __index
At /data-verdant/timed_effects.lua:174 on_timeout
At /engine/interface/ActorTemporaryEffects.lua:93 timedEffects
At /mod/class/Actor.lua:614 actBase
At /mod/class/Player.lua:363 actBase
At /engine/GameEnergyBased.lua:119 tickLevel
At /engine/GameEnergyBased.lua:64 tick
At /engine/GameTurnBased.lua:51 tick
At /mod/class/Game.lua:1534
EDIT: It looks like it's still possible to cancel the Regenerative Balm effect and get out of this state.
Re: Verdant Class Pack: v2.3
Can confirm I've goofed and it won't remove the bleeding status correctly.
I may have to wait until next weekend to fix.
I may have to wait until next weekend to fix.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Verdant Class Pack: v2.3
I have an error when I come in contact with rare's with the Woodsman class. The error happens when I try to inspect their talents, and then happens almost every turn when I am in combat with them.
The most recent example of the error report window would be this:
The most recent example of the error report window would be this:
The full error log is ridiculously huge, so I'm not sure of how to post it.error = "Game version: tome-1.6.6\
Addons: dreadnecromancer-1.6.4[X], midnight-1.6.6[X], faster_rre-1.0.6[X!], adventurers-pack-1.6.0[X], highguard-1.6.0[X], classastromancer-1.6.0[X], arcanum-1.6.6[X], whitemonk-1.6.0[X], verdant-1.6.6[X], improved-restauto-1.6.5[X], compare-1.6.0[X]\
\
Game version (character creation): tome-1.6.6\
Lua Error: /engine/interface/ActorTalents.lua:329: /engine/interface/ActorTalents.lua:302: /engine/interface/ActorTalents.lua:164: /data/talents/gifts/summon-utility.lua:381: attempt to call field 'getDur' (a nil value)\
stack traceback:\
\9/data/talents/gifts/summon-utility.lua:381: in function </data/talents/gifts/summon-utility.lua:375>\
\9[C]: in function 'xpcall'\
\9/engine/interface/ActorTalents.lua:162: in function </engine/interface/ActorTalents.lua:151>\
At [C]:-1 \
At [C]:-1 error\
At /engine/interface/ActorTalents.lua:329 \
At /mod/ai//improved_tactical.lua:1081 \
At /mod/class/interface/ActorAI.lua:70 runAI\
At /mod/ai//improved_tactical.lua:1142 \
At /mod/class/interface/ActorAI.lua:70 doAI\
At /mod/class/NPC.lua:77 act\
At /engine/GameEnergyBased.lua:129 tickLevel\
At /engine/GameEnergyBased.lua:64 tick\
At /engine/GameTurnBased.lua:51 tick\
At /mod/class/Game.lua:1534 "
seen = true
reported = false
Re: Verdant Class Pack: v2.3
This is actually a base game bug with the current version of ToME. Here is the temporary fix, you'll want to use it on all runs until DG is back and can push a new update to fix the bug. https://te4.org/games/addons/tome/166-summoner-fix This can be safely added to any save in progress, as well.
Re: Verdant Class Pack: v2.3
And here I was wondering what that Addon was for, and if I could disable this addon while on my current run. Thanks a lot!
Re: Verdant Class Pack: v2.3
Uploaded a very small patch to correct Regenerative Balm.
My feedback meter decays into coding. Give me feedback and I make mods.