Shining One

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Recaiden
Thalore
Posts: 179
Joined: Mon Jul 30, 2018 8:41 pm

Shining One

#1 Post by Recaiden »

Hello everyone.
This addon introduces a new Demented class, the Shining One.
As a demented, it requires the Forbidden Cults DLC to function.
You can download it here: https://te4.org/games/addons/tome/classshining

At long last, you can play the Luminous Horror class.

Extra thanks to Erenion and nsrr for their valuable feedback in testing out the class.

Please report any bugs you find; I'll try to fix them.

Seventeer
Cornac
Posts: 41
Joined: Mon Apr 20, 2020 5:58 pm

Re: Shining One

#2 Post by Seventeer »

see you again.
If the damage modify is 30% of the nomal?
and I wander how to fight against sun horror…

disloyalsoup
Posts: 1
Joined: Wed Mar 24, 2021 2:24 am

Re: Shining One

#3 Post by disloyalsoup »

I'm running into Lua error related to the Shining One when playing as another class (Wisp).

Code: Select all

ERROR:
Game version: tome-1.7.2
Addons: classshining-1.7.0[X], hz-escorts-1.3.1[X!], improved_combat_text_v2-1.6.0[X!], race-doomling-1.7.0[X], possessors-1.7.0[O], classastromancer-1.7.0[X], revamped-wyrmic-1.6.0[X!], ashes-urhrok-1.7.0[O], classmartyr-1.7.0[X], select-first-escort-1.7.0[X], classdemolisher-1.7.0[X], orcs-1.7.0[O], zomnibus-1.7.0[X], voidscholar_class-1.7.0[X], classwisp-1.7.0[X], nalorenrace-1.6.7[X!], items-vault-1.7.0[O], evolution-barbarian-1.6.7[X!], vortep-1.6.7[X!], whitemonk-1.7.0[X], race-undeadpack-1.7.0[X], frost_invoker-1.7.0[X], grovekeeper-1.7.2[X], highguard-1.7.0[X], zilquishrace-1.7.0[X], hiveminder_class-1.7.0[X], ignore_rc_locks-1.7.0[X], cults-1.7.0[O], heartstalker_class-1.7.0[X], skirm_revamp-1.7.1[X]

Game version (character creation): tome-1.7.2
Lua Error: /data-classshining/talents/nuclear.lua:45: attempt to call method 'knowTalent' (a nil value)
  At [C]:-1 knowTalent
  At /data-classshining/talents/nuclear.lua:45 projector
  At /engine/interface/ActorProject.lua:259 project
  At /data/general/traps/complex.lua:259 act
  At /engine/GameEnergyBased.lua:129 tickLevel
  At /engine/GameEnergyBased.lua:64 tick
  At /engine/GameTurnBased.lua:51 tick
  At /mod/class/Game.lua:1559 base_tick
  At ...ons/improved_combat_text_v2/superload/mod/class/Game.lua:61 

Recaiden
Thalore
Posts: 179
Joined: Mon Jul 30, 2018 8:41 pm

Re: Shining One

#4 Post by Recaiden »

A new version has been posted, with a fix for the above bug, and also these changes.
  • Mantra Prophet starts lower, scales more with talent levels.
  • Supercritical grants less Spellsurge and less dodge.
  • Slightly decreased resistance and affinity granted by Inner Power tree.
  • Activating a Mantra Recitation now restores insanity.
  • Mantra Adept’s fireshield now includes a stun chance.
  • Less damage to allies with light and fire (this is a nerf).
  • Fixed description of Sunburn, which is now an Other effect.
  • Reflections won’t appear on the world map.
  • Empyreal Armaments has a scaling chance to blind.
  • Stellar Nursery has a slightly improved chance to trigger.
  • Supernova Shell is now instant to cast.

Kato
Posts: 4
Joined: Mon Jan 04, 2021 3:01 pm

Re: Shining One

#5 Post by Kato »

I suppose that the names of the talent trees and their descriptions need "_t" to be translated.

Recaiden
Thalore
Posts: 179
Joined: Mon Jul 30, 2018 8:41 pm

Re: Shining One

#6 Post by Recaiden »

You suppose correctly. Was there a particular way you were hoping it could be translated?

Syovere
Cornac
Posts: 41
Joined: Mon Nov 09, 2020 1:30 am

Re: Shining One

#7 Post by Syovere »

So far I've been enjoying the Shining One, I just have one issue. Well, two, but one was an expected part of the design.

Issue Actual: Holy hell these guys are mean to escorts. The biggest culprit is Criticality Excursion, making it basically impossible to keep any escort alive at all.

Issue Obvious: How exactly does one kill a Luminous Horror? I wouldn't normally care except I need one for Elixir of Focus... (edit: I was eventually able to work this out with the respen on one of the talents. Blighted Summoning and on-cast effects also helped.)

Also, the stacking on Sunburn seems to be a bit wonky to me, not always applying when I think it should. I'm not entirely sure if I'm misunderstanding the ability or what, though. Description says any non-fire damage should increase it, but according to the tooltips it seems like my light damage isn't increasing it either.

One other thought: an evolution similar to Envoy of a Distant Sun seems thematically appropriate for this class.

Edit: I had some trouble in the early game until I got my durability sorted out. Now I just roll over shit. Here's my character, Elenil Brightsun. While Arcanum has allowed me to do some stupid things with gems, I accidentally killed the merchant on the same turn I killed the assassin lord so I don't have merchant randarts to work with. I feel like this balances out more-or-less. I'll update further when the game finishes, but my Reflections were able to drop Vor before I even saw him. Autocast procs like on Spellblade and Void Orb seem to get kind of insane with this class.

(and yes, I know heavy Con investment is normally not advised, but I really wanted more health. because yikes)

Edit 2: Aaaaaaand died to The One That Writes. Stupid boulder traps. But something bugged out on the same turn forcing me to Task Manager out, so that's... I mean, technically I could continue but that wouldn't feel proper.

DAllan7m
Wayist
Posts: 27
Joined: Wed May 28, 2014 7:29 pm

Re: Shining One

#8 Post by DAllan7m »

First of all i just started a (second) character with this class, so there not a lot I can say. Still, while I trying (and failing) to kill my first boss (Yes, I have a problem with the worm's brain. I think, I need to follow the example of Brave Sir Robin, at least when my hp gets too low), there's one thing that don't fit logic wise to this class:

Shouldn't Shining One has talent tree "Combat training" locked and hidden like any other pure caster? I know I just nitpicking and it's only 50 gold in player's advantage, but still...

Yes, I am aware that I have typed too much for something like this, just take it as me finding your addon too interesting thematically so I can't stay silent. Or succinct ;)

P. S. Auto-correct don't fail me! :D
...I should probably tell that English is not my native language, shouldn't I? And sometimes I just do dumb :P

gooder1029
Cornac
Posts: 40
Joined: Wed Nov 03, 2021 1:35 pm

Re: Shining One

#9 Post by gooder1029 »

Hello, I really like the mod you made, I translated it into Chinese, thanks.

The file name is tome-classshining translated it into Chinese 2022-2-28.zip

This translation only talents and birth data.

I used Lua file translation,but some english sentences still exist in these Lua files:demented.lua, mantra.lua & nuclear.lua,so continued to modify these files.

I also put them on google driver:

Code: Select all

https://drive.google.com/drive/folders/1ihgh5EQCQQEHpqNC6DjKtL4VxriZl52A?usp=sharing

visage
Archmage
Posts: 345
Joined: Fri Jan 10, 2014 4:09 pm

Re: Shining One

#10 Post by visage »

FWIW, I don't think Glowing Horrors are getting their ability skills increased with player investment in Stellar Nursery or Protosolar Rays.

gooder1029
Cornac
Posts: 40
Joined: Wed Nov 03, 2021 1:35 pm

Re: Shining One

#11 Post by gooder1029 »

Hello, I really like the mod you made, I translated it into Chinese, thanks.

The file name is tome-classshining 0.17 translated it into Chinese 2022-3-17.zip

This translation only talents and birth data.

I used Lua file translation,but some english sentences still exist in these Lua files:demented.lua, mantra.lua & nuclear.lua,so continued to modify these files.

I also put them on google driver:

Code: Select all

https://drive.google.com/drive/folders/1ihgh5EQCQQEHpqNC6DjKtL4VxriZl52A

cundel
Yeek
Posts: 12
Joined: Thu Mar 26, 2020 12:58 pm

Re: Shining One

#12 Post by cundel »

Hello, I saw that this was recently updated with a no-clones mode, and decided to give this a spin. Currently enjoying it, and haven't finished a run yet, but I do have a bug report: Grave of Suns doesn't apply its proc damage correctly - it will always apply 3 darkness damage per stack regardless of your spellpower, which makes it pretty weak.
The issue is the differing field name used to pass the damage value from the talent to the effect. The talent uses "pow", but the effect uses "power".

[core-gate.lua]:

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target:setEffect(target.EFF_REK_SHINE_GRAVE_OF_SUNS_DOOM, 5, {pow=deff.dam.dam, stacks=1, max_stacks=deff.dam.cap, src=deff.src})
[effects.lua]:

Code: Select all

DamageType:get(DamageType.DARKNESS).projector(old_eff.src, self.x, self.y, DamageType.DARKNESS, old_eff.power * old_eff.stacks)

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