Naloren Pack
Moderator: Moderator
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- Halfling
- Posts: 105
- Joined: Sun Aug 24, 2014 7:09 am
- Location: A Holding Pattern on the Eidolon Plane
Re: Naloren 1.0.0 *POSSIBLE SPOILERS*
I rolled a Nalore Berserker, because tridents, but the Abyssal Caves are actually pretty damn hard for a first dungeon. After dying once on the first floor I decided to duck out and finish Trollmire first.
It's still quite tough because of the Swarm Hives continually pumping out swarming horrors whenever you're in their range (which is longer than the starting lamp's range)
Some tuning might be needed.
It's still quite tough because of the Swarm Hives continually pumping out swarming horrors whenever you're in their range (which is longer than the starting lamp's range)
Some tuning might be needed.
Re: Naloren 1.0.0 *POSSIBLE SPOILERS*
Yes, I agree. Some tuning is needed, especially on the horror version. It's not nearly as bad if you have some AoE available, but few classes have it from the get go. The demon version is not so bad, but the swarms are a little too heinous if you have low accuracy and/or no AoE.
Thanks for the feedback! I have a little fix I need to put in for the shop, too, but it's only an issue if you actively try to lose money, so I'll do fiddling with the dungeon before I do an update. The swarms need to be fewer, and probably have less defense, at the least.
Thanks for the feedback! I have a little fix I need to put in for the shop, too, but it's only an issue if you actively try to lose money, so I'll do fiddling with the dungeon before I do an update. The swarms need to be fewer, and probably have less defense, at the least.
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- Uruivellas
- Posts: 834
- Joined: Mon Jan 27, 2014 10:40 am
Re: Naloren 1.0.0 *POSSIBLE SPOILERS*
my brain melts when I play melee characters, so I made a Corruptor since they have stat points free for Con.
...that first dungeon. everything has a Grapple that silences me. ahhhhhhhhhhhhhhhhh
cool though, and I did new shellsea!
...that first dungeon. everything has a Grapple that silences me. ahhhhhhhhhhhhhhhhh
cool though, and I did new shellsea!
Re: Naloren 1.0.0 *POSSIBLE SPOILERS*
... might have over-looked the fact that Tentacle Grab applies Strangle Hold. I like the pull, but thst part is probably a little too cruel to any spell class. I'll switch that out for something else, maybe just create a version without the strangle hold. Again, another reason the horror version is out of sync with the demon version.
Hopefully I'll get an update out this weekend, possibly sooner if I have the time.
Thanks for your feedback!
Hopefully I'll get an update out this weekend, possibly sooner if I have the time.
Thanks for your feedback!
Re: Naloren 1.0.0 *POSSIBLE SPOILERS*
Hrm, I was sure I posted an update here last night, but maybe I'm losing my mind.
Anyway, got an update out sooner than expected. Ran into a road block on something else I'm working on, so I spent some time tweaking the dungeon.
Fewer Swarming Horrors will spawn in the horror version of Abyssal Caves and Tentacle Grab has been replaced on horrors with a friendlier pull (shorter duration pin and no silence). Additionally, the Seaforge will no longer offer to reveal Exotic Weapon Mastery if you already have it revealed but have not invested any points into it.
Anyway, got an update out sooner than expected. Ran into a road block on something else I'm working on, so I spent some time tweaking the dungeon.
Fewer Swarming Horrors will spawn in the horror version of Abyssal Caves and Tentacle Grab has been replaced on horrors with a friendlier pull (shorter duration pin and no silence). Additionally, the Seaforge will no longer offer to reveal Exotic Weapon Mastery if you already have it revealed but have not invested any points into it.
Re: Naloren - An Elf Subrace
I was trying a new addon, Recaiden's Cleaner Item Descriptions, and at the same time thought I would also roll a Naloren Berserker.
Into the first Abssyal Caves, and I went to War Shout some monters when I got this stack trace:
Game version: tome-1.7.2
Addons: items-vault-1.7.0[O], possessors-1.7.0[O], easy_map_v2-1.6.0[X!], convenient-digging-1.5.5[X!], ashes-urhrok-1.7.0[O], nalorenrace-1.6.7[X!], invorder-1.7.0[X], PlenumTooltipCustom-1.7.0[X], orcs-1.7.0[O], cults-1.6.0[O!], compare-1.7.0[X]
I ended up trying this config a few times, by recreating the character. One time, it didn't reproduce.
I did try a Cornac and 2 Halflings with the same addon config, with no repro.
I've attached the few logs I found with this error.
Into the first Abssyal Caves, and I went to War Shout some monters when I got this stack trace:
Okay, I started playing with deactivating and reactivating addons until I could reproduce it with all my addons but cleaner descriptions.Game version: tome-1.7.2
Addons: convenient-digging-1.5.5[X!], items-vault-1.7.0[O], nalorenrace-1.6.7[X!], PlenumTooltipCustom-1.7.0[X], cleaner-descriptions-1.7.0[X], turn_separators_v2-1.6.0[X!], easy_map_v2-1.6.0[X!], clean_doll-1.7.2[X], ashes-urhrok-1.7.0[O], inv_tiers-1.7.2[X], invorder-1.7.0[X], cults-1.6.0[O!], orcs-1.7.0[O], possessors-1.7.0[O], compare-1.7.0[X]
Lua Error: /data-nalorenrace/talents.lua:463: attempt to call global 'damDesc' (a nil value)
At [C]:-1 damDesc
At /data-nalorenrace/talents.lua:463 info
At /engine/interface/ActorTalents.lua:85 info
At ...addons/PlenumTooltipCustom/superload/mod/class/Actor.lua:106 getDam
At ...addons/PlenumTooltipCustom/superload/mod/class/Actor.lua:581 tooltip
At /mod/class/NPC.lua:389 check
At /engine/Map.lua:801 checkEntity
At /mod/class/Tooltip.lua:36 check
At /mod/class/Tooltip.lua:50 getTooltipAtMap
At /engine/Tooltip.lua:286 displayAtMap
At /engine/interface/GameTargeting.lua:77 targetDisplayTooltip
At /mod/class/Game.lua:1953
Game version: tome-1.7.2
Addons: items-vault-1.7.0[O], possessors-1.7.0[O], easy_map_v2-1.6.0[X!], convenient-digging-1.5.5[X!], ashes-urhrok-1.7.0[O], nalorenrace-1.6.7[X!], invorder-1.7.0[X], PlenumTooltipCustom-1.7.0[X], orcs-1.7.0[O], cults-1.6.0[O!], compare-1.7.0[X]
I ended up trying this config a few times, by recreating the character. One time, it didn't reproduce.
I did try a Cornac and 2 Halflings with the same addon config, with no repro.
I've attached the few logs I found with this error.
- Attachments
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- error logs.zip
- 3 error logs showing "attempt to call global 'damDesc' (a nil value)"
- (64.97 KiB) Downloaded 409 times
Re: Naloren - An Elf Subrace
Thanks for the report 
Looks like I forgot to define something for the new talent being used in the horror version of Abyssal Caves. I'll take a peek at it tonight, should be a quick fix.

Looks like I forgot to define something for the new talent being used in the horror version of Abyssal Caves. I'll take a peek at it tonight, should be a quick fix.
Re: Naloren - An Elf Subrace
V1.0.3
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Fixed a bug in the new tentacle pull talent used by some horrors in one version of the Abyssal Caves.
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Fixed a bug in the new tentacle pull talent used by some horrors in one version of the Abyssal Caves.
Re: Naloren - An Elf Subrace
5 out of 5 new Naloren Berserkers agree there is no more stack traces. 
Many thanks!

Many thanks!
Re: Naloren - An Elf Subrace
v1.0.4
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Revamped racials:
Spirit of the Tides:
Gain X charges of Surging Spirit for 5 turns. Charges will be consumed as you activate talents to reduce their cooldown by one turn per charge.
Spirited Combat:
Gain X% armor hardiness in all types of armor and a Y% Constitution damage modifier for all weapons.
Cleansing Water:
When you are afflicted with a detrimental effect you have a X% chance to create a 1-tile pool of Cleansing Water within 2 tiles of yourself. Moving into Cleansing Water will consume it to cleanse the detrimental effect with the highest duration currently afflicting you. This has a cooldown (3).
Whitewater:
Call on the surging tides to aid you, creating radius X pool of rushing water lasting for 6 turns. Moving within Whitewater is instant for you. Foes will have a 50% chance with each movement within Whitewater to flounder, draining 50% of a turn and leaving them Dazed for 1 turn.
New training options for those who complete Rumbles from the Abyss:
Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution or Dexterity (or Strength, as usual).
Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively.
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Revamped racials:
Spirit of the Tides:
Gain X charges of Surging Spirit for 5 turns. Charges will be consumed as you activate talents to reduce their cooldown by one turn per charge.
Spirited Combat:
Gain X% armor hardiness in all types of armor and a Y% Constitution damage modifier for all weapons.
Cleansing Water:
When you are afflicted with a detrimental effect you have a X% chance to create a 1-tile pool of Cleansing Water within 2 tiles of yourself. Moving into Cleansing Water will consume it to cleanse the detrimental effect with the highest duration currently afflicting you. This has a cooldown (3).
Whitewater:
Call on the surging tides to aid you, creating radius X pool of rushing water lasting for 6 turns. Moving within Whitewater is instant for you. Foes will have a 50% chance with each movement within Whitewater to flounder, draining 50% of a turn and leaving them Dazed for 1 turn.
New training options for those who complete Rumbles from the Abyss:
Gain the ability to invest in Heavy Armour Training and equip mail(heavy) armor by meeting the requirement with the highest of Constitution or Dexterity (or Strength, as usual).
Gain bonus attack and movement speeds and a chance to evade incoming damage while wearing mail(heavy) armor. These values scale with Dex and Con, respectively.
Re: Naloren - An Elf Subrace
v1.0.5
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Changed the music in the Abyssal Caves to something more sinister.
Abyssal Caves enemies will use talents less often overall, and Small Swarm Hives and Shrieking Abyssal Horror have had some additional nerfs.
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Changed the music in the Abyssal Caves to something more sinister.
Abyssal Caves enemies will use talents less often overall, and Small Swarm Hives and Shrieking Abyssal Horror have had some additional nerfs.
Re: Naloren - An Elf Subrace
v1.0.6
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Fixed a bug in Cleansing Water.
Adjusted Whitewater a bit for more consistent behavior. The range now scales the same as the radius, so you will always start within the pool. Moving within and out of the pool is instant, but moving into the pool from outside is not.
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Fixed a bug in Cleansing Water.
Adjusted Whitewater a bit for more consistent behavior. The range now scales the same as the radius, so you will always start within the pool. Moving within and out of the pool is instant, but moving into the pool from outside is not.
Re: Naloren - An Elf Subrace
Testing out the Addon again, really liked the changes.
Great job as always, nsrr.
My starting zone was not the Abyssal Caves and when I interacted with the Nalore on the eastern beach it didn't give me the option to give him gold, thus I'm unable to reach the city.
Is this supposed to be this way?
Great job as always, nsrr.
My starting zone was not the Abyssal Caves and when I interacted with the Nalore on the eastern beach it didn't give me the option to give him gold, thus I'm unable to reach the city.
Is this supposed to be this way?
Re: Naloren - An Elf Subrace
Hey, looks like I can finally reply! Thanks DarkGod 
The only way I can think of that you may have been able to talk to the elf but not offer to give him gold would have been if you had less than 5 gold. This was not made clear though, and was arbitrary at any rate. I've updated the amount to 1 gold and also added more information to the dialog if you don't have enough money when you talk. Hopefully that will clear up any future confusion and improve accessIbility of the area.
If you have any problems going forward, let me know

The only way I can think of that you may have been able to talk to the elf but not offer to give him gold would have been if you had less than 5 gold. This was not made clear though, and was arbitrary at any rate. I've updated the amount to 1 gold and also added more information to the dialog if you don't have enough money when you talk. Hopefully that will clear up any future confusion and improve accessIbility of the area.
If you have any problems going forward, let me know

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- Sher'Tul Godslayer
- Posts: 2521
- Joined: Thu Jan 23, 2003 8:13 pm
- Location: A shallow water area south of Bree
- Contact:
Re: Naloren - An Elf Subrace
For reference, does this addon's handling of whips prevent the game's existing artifact whips from spawning normally, or have my dual-whip-wielding Nalore Marauders just been unlucky so far? 

"Blessed are the yeeks, for they shall inherit Arda..."