Spellweaver Class
Moderator: Moderator
Spellweaver Class
Adds the Spellweaver, a Mage subclass who creates custom spells with Spellweaving components.
For example, a Spellweaver might make a spell using the Fire element, the Beam shape, and the Damage Over Time effect to make a simple Damage over Time Fire Beam. However, spells can get vastly more complicated, with things like a "Grand Checkerboard of Eclipsing and Feverish Wallweaving and Prismatic and Radiat Lingering Harm" if you want to be way over the top.
Additionally, Spellweavers can make shielding and teleportation spells with components too, although all three types of spells use the same slots.
Spellweavers who are Humans, Elves, Dwarves or Undeads will also begin in Wovenhome in the East and have a special dungeon to start the game.
Te4 link: https://te4.org/games/addons/tome/kam_spellweaver
For example, a Spellweaver might make a spell using the Fire element, the Beam shape, and the Damage Over Time effect to make a simple Damage over Time Fire Beam. However, spells can get vastly more complicated, with things like a "Grand Checkerboard of Eclipsing and Feverish Wallweaving and Prismatic and Radiat Lingering Harm" if you want to be way over the top.
Additionally, Spellweavers can make shielding and teleportation spells with components too, although all three types of spells use the same slots.
Spellweavers who are Humans, Elves, Dwarves or Undeads will also begin in Wovenhome in the East and have a special dungeon to start the game.
Te4 link: https://te4.org/games/addons/tome/kam_spellweaver
Last edited by Kamani on Wed Dec 21, 2022 4:56 pm, edited 1 time in total.
Pronouns: They/Them
Re: Spellweaver Class
New version, 0.2.1:
Extended duration of Void Dance buffs to make them useable more reliably (they still say one turn since a lot of the time they ARE, very short buff durations can act kind of odd).
Spell crafting methods now each have a unique talent icon.
Fixed many typos, neated up some phrasing to be more understandable.
Threadswitch now fails correctly when neither spell has any cooldown.
Radiamark and arcane manaburning both substantially weakened.
Molten shield now only plays noise when activated, instead of nightmarishly frequently.
Elementalist tree staff effect now works correctly on certain artifact staves that do not act like normal ones (like Bolbum's Big Knocker)
Metaweaving has slightly more spread out numbers.
Lightning Dash displays movespeed correctly and will have less poorly defined behavior when changing floors with an Illusions Lightning Dash.
Spellweave Power is now called Spellweave Multiplier.
Contingency applies BEFORE the hit that would have dealt the damage, thus making one-shots through the talent less of an issue, so it's less terrible.
Defeating the Controller Construct fully heals you, refreshes your cooldowns, and removes any debuffs on you so that you don't drop out into a new floor and immediately die.
Spell slots now have numbered images and sort by numbered image in slot selection menus.
Spell slots are now always obtained in numbered order, since number matters a bit more now.
The Woven Woods actually has music now. (my bad)
Spellweave crafting talents now have unique icons instead of all just being that anvil.
Extended duration of Void Dance buffs to make them useable more reliably (they still say one turn since a lot of the time they ARE, very short buff durations can act kind of odd).
Spell crafting methods now each have a unique talent icon.
Fixed many typos, neated up some phrasing to be more understandable.
Threadswitch now fails correctly when neither spell has any cooldown.
Radiamark and arcane manaburning both substantially weakened.
Molten shield now only plays noise when activated, instead of nightmarishly frequently.
Elementalist tree staff effect now works correctly on certain artifact staves that do not act like normal ones (like Bolbum's Big Knocker)
Metaweaving has slightly more spread out numbers.
Lightning Dash displays movespeed correctly and will have less poorly defined behavior when changing floors with an Illusions Lightning Dash.
Spellweave Power is now called Spellweave Multiplier.
Contingency applies BEFORE the hit that would have dealt the damage, thus making one-shots through the talent less of an issue, so it's less terrible.
Defeating the Controller Construct fully heals you, refreshes your cooldowns, and removes any debuffs on you so that you don't drop out into a new floor and immediately die.
Spell slots now have numbered images and sort by numbered image in slot selection menus.
Spell slots are now always obtained in numbered order, since number matters a bit more now.
The Woven Woods actually has music now. (my bad)
Spellweave crafting talents now have unique icons instead of all just being that anvil.
Pronouns: They/Them
Re: Spellweaver Class
Really cool class!
The idea is great and really ambitious. It must have taken a ton of work, thanks for doing it!
Some initial thoughts and feedback:
The various rider effects for all of the elements feel pretty well balanced, except that fire feels pretty bland for just giving a bit of extra damage over time.
Runic Mastery looks kinda cool, but maybe consider making it a low level tree and unlocking it? There's so many other trees to unlock, I'm not sure I would ever use a cat point on it. Also, particularly early on, I don't see myself investing much in the Teleport or Shield weaving trees, so it would be nice to have another place to spend some generics. The extra mana regen would have the most impact early on, too.
Spell Slots feel a little too limited, I think. It might be worth considering some ways to expand the flexibility of spell choice. Early on you have only 3 slots and I can't imagine ever using one on a teleport or shield considering the cooldown of the attack spell is so long, so those generic trees dedicated to them aren't doing much for a while. Getting another slot at level 3 is good and I think I will always grab a shield at that point, because you are pretty squishy otherwise and if something doesn't die in three blasts from attacks spells, you need some kinda defense. The next one after that isn't available until level 14, though, and I imagine at that point I am going to want another attack spell, because the mobs will be tougher at that point and more likely to take an extra blast to kill. So the next slot is at level 24 and behind a cat point, and then at that point I might consider slotting a teleport, but more likely an extra shield, because at that point the mobs will be tough enough that I'll need some defense while blasting them and not just as a contingency.
Maybe the attack spell cooldown could be reduced a little, but I think if it gets lowered too much it would also need to have some numbers nerfed and could get into a lot of finicky tweaking on all the spell modes that have duration effects.
I think instead it might be nice to have one dedicated spell slot for shield spells and one for teleport spells, while still allowing additional teleport/shields in the normal spell slots if you want to try some eccentric build. One dedicated attack spell slot might also be nice, but attacks are kind of mandatory already, so it might kind of just be equivalent to an extra slot. Perhaps a dedicated attack slot with a much lower cooldown but also a lower spellweave mod would be interesting, though?
Advanced Staff Combat looks pretty cool and might actually be a bit too good if you build for all melee, but I think it's really fun that the option is there. Personally I think I would stick with mixing spells around, since I really like tweaking and experimenting with builds and the normal spell casting route allows for a lot of that.
I think maybe the colors for the particle effects for beams and bolts and such are mixed up for acid and temporal? Temporal seems to have a pale green color and acid looks like a sandy brown, and I think typically the game uses these colors the other way around.
Teleport Mode: Trick descriptions reads better as "... reduce the damage and resistances of enemies within radius..." instead of "... reduce the damage of enemies and resistances within radius..."
When Hailstorm is active, the numbers shown in the description for "If you overcharge" go down as I invest more points. I don't know if that reflects what is actually going on or if it's just a description error. Maybe it has something to do with how much power is stored? I'm not sure. Sometimes the numbers even go negative.
That's all I have for feedback so far. Overall the class is really cool and I'm having a lot of fun trying out different combinations of elements and various forms of spells, but I haven't made it too far into my run yet, so I might have more feedback if I get some more time to play. Again, really nice work, thanks for the fun class!
The idea is great and really ambitious. It must have taken a ton of work, thanks for doing it!
Some initial thoughts and feedback:
The various rider effects for all of the elements feel pretty well balanced, except that fire feels pretty bland for just giving a bit of extra damage over time.
Runic Mastery looks kinda cool, but maybe consider making it a low level tree and unlocking it? There's so many other trees to unlock, I'm not sure I would ever use a cat point on it. Also, particularly early on, I don't see myself investing much in the Teleport or Shield weaving trees, so it would be nice to have another place to spend some generics. The extra mana regen would have the most impact early on, too.
Spell Slots feel a little too limited, I think. It might be worth considering some ways to expand the flexibility of spell choice. Early on you have only 3 slots and I can't imagine ever using one on a teleport or shield considering the cooldown of the attack spell is so long, so those generic trees dedicated to them aren't doing much for a while. Getting another slot at level 3 is good and I think I will always grab a shield at that point, because you are pretty squishy otherwise and if something doesn't die in three blasts from attacks spells, you need some kinda defense. The next one after that isn't available until level 14, though, and I imagine at that point I am going to want another attack spell, because the mobs will be tougher at that point and more likely to take an extra blast to kill. So the next slot is at level 24 and behind a cat point, and then at that point I might consider slotting a teleport, but more likely an extra shield, because at that point the mobs will be tough enough that I'll need some defense while blasting them and not just as a contingency.
Maybe the attack spell cooldown could be reduced a little, but I think if it gets lowered too much it would also need to have some numbers nerfed and could get into a lot of finicky tweaking on all the spell modes that have duration effects.
I think instead it might be nice to have one dedicated spell slot for shield spells and one for teleport spells, while still allowing additional teleport/shields in the normal spell slots if you want to try some eccentric build. One dedicated attack spell slot might also be nice, but attacks are kind of mandatory already, so it might kind of just be equivalent to an extra slot. Perhaps a dedicated attack slot with a much lower cooldown but also a lower spellweave mod would be interesting, though?
Advanced Staff Combat looks pretty cool and might actually be a bit too good if you build for all melee, but I think it's really fun that the option is there. Personally I think I would stick with mixing spells around, since I really like tweaking and experimenting with builds and the normal spell casting route allows for a lot of that.
I think maybe the colors for the particle effects for beams and bolts and such are mixed up for acid and temporal? Temporal seems to have a pale green color and acid looks like a sandy brown, and I think typically the game uses these colors the other way around.
Teleport Mode: Trick descriptions reads better as "... reduce the damage and resistances of enemies within radius..." instead of "... reduce the damage of enemies and resistances within radius..."
When Hailstorm is active, the numbers shown in the description for "If you overcharge" go down as I invest more points. I don't know if that reflects what is actually going on or if it's just a description error. Maybe it has something to do with how much power is stored? I'm not sure. Sometimes the numbers even go negative.
That's all I have for feedback so far. Overall the class is really cool and I'm having a lot of fun trying out different combinations of elements and various forms of spells, but I haven't made it too far into my run yet, so I might have more feedback if I get some more time to play. Again, really nice work, thanks for the fun class!
Re: Spellweaver Class
Version 2.2 Changelog:
Silence actually applies to Spellwoven spells now.
Spellweavers have Combat Training available from the start (mostly for ASC working better in Arena and Infinite Dungeon, although if you want to try Heavy Armor Spellweaver be my guest).
Spellweavers start out with one more Spell Slot.
Most of Fire's damage is dealt through DoT now, also the DoT is now not affected by saves and powers (because having more than 60% of your damage get Shrugged Off hurts a lot)
Status inflict chances are generally better.
Attack Spell Slots now have a cooldown of 5 so that you can actually do something most turns.
Spellweaving Mastery now has max level 3 for all talents.
Grand Elementalist no longer needs extra elements known to learn. (It requires 10, which is what you start with, and is just for flavor since it should be impossible to fail)
Spellwoven talents now have a different color based on whether they are Attack, Teleport, or Shield spells, plus a greyscale version for uncrafted talents.
Illuminate has been correctly relabled to Luminescence, since that's what the effect is actually called, also its power has been listed (20).
Darklight Confusion effect clarified.
Spellweaver damage buffed slightly.
Acidic Pestilence damage is no longer ridiculous (as in more than three times damage ridiculous).
Spellweaver spells are now correctly treated as spells.
Spellweavers now get 4 default spells so that initial crafting for starts that start in combat (namely Doomelf) is less problems, plus less tedious.
Spellshattered Staff's STR requirement is now 10, so it's less of a problem for wearing it (it was only supposed to be flavor, I just forget that most people don't only play ghoul).
Gloves of the Woven Elementalist now have proper melee effects, as well as an activatable talent (which I will say is mostly on so that it can be randomly activated on hit since it's new).
Spellwoven talents are now slightly better set up for any clones of the player to use.
Buffed Fever diseases a bit.
Spellweaver attack spells now play talents/arcane sound effect. At some point I'll go change them to be based on elements but that'll take time and this takes minimal effort.
Nerfed the Controller Construct a bit because it seemed a touch too annoying to fight.
Grand Elementalist now gives one point in each Elementalist talent if you already know the category. This allows you to get to 20 points in True Elementalist, which will award you with a bonus element, Elemental Purification.
Added the Random element to Metaweaving. Chaos chaos.
Double shapes now work better with walls. This is about the third time I've fixed this problem, so hopefully I won't overhaul how special shapes work again and make it necessary again.
Fixed some minor typos and appearance issues (like Harmonic Paradise effects now use the right icon).
Hopefully the reduction in Attack Spell cooldown to 5 plus the additional baseline Spell Slot should help out with the problems people have had with not having enough slots to really be able to do much. If there's still issues, I might end up adding a bonus Spell Slot for shield and/or teleport spells, but this should be a solid first step.
Edit: Quick patch, here is Version 2.3:
Molten Drain now actually affects the right targets. Whoops.
Changeup now correctly displays its Spellweave Multiplier (0.5).
Gravechill armor stacks to 20
Double Shapes don't friendlyfire.
Edit: Erenion found description error and I want it out of the way, so super fast patch 2.4:
Fixed a description error in Fire element.
Edit: Version 2.5:
Silence works on crafted Attack and Shield spells
Shapes now check range consistently for their descriptions (really only noticable in that if you take Range Amplification Device, they'll update now).
Bolts are no longer blocked by allies.
Unending Melting now buffs Molten even when not sustained.
Change Spellwoven lightning damage does not remove Daze.
Range of elemental beam from Wovenwoods animals reduced to 7 (matching player beams)
Mana costs reduced for attack and teleport spells to 15, and shield spells to 20, elemental sustains sustained mana reduced to 35
Spellweaver's Precision wall creation typo fixed.
Bumped Square range to 6 (matching Burst)
Burst, Cone, Checkerboard, and Widebeam Spellweave Multiplier bumped to 0.85, Huge to 0.45, Abstract Flower and Doublespiral to 0.7, Eightpoint to 0.8.
Checkerboard and Grand Checkerboard sizes clarified.
Molten Shield and the other shields now display their current absorb value in the buff/sustain icon.
Relentless Hailstorm displays its current power in the sustain icon.
Elemental Nullification damage reduction increased to 30% since it means that you can only resist it with all resistance.
Elemental Purification elementless damage now ignores 50% of all resistance. No idea how balanced it is but since it's such a pain to get it deserves something cool.
The staff all damage effect from Elementalist has been moved to Adept. True Elementalist instead gains +10% all resistance piercing.
Touch now gets an extra one range if you are sustaining Range Amplification Device, because you deserve it for taking it.
Edit: Version 2.6:
Daze-safe lightning actually functions correctly. My bad. I should have been more careful about testing but I was very tired.
Gloves of the Woven Elementalist damage function made more strongly favoring stronger elements.
Hailstorm damage from Eyal's Storm no longer breaks dazes.
Edit: Version 2.7:
Adjusted dates on Spellweaver lore since I realized that the Mardrop Expedition would have arrived in Var'Eyal during early Age of Pyre, not halfway through the Age of Dusk as I previously calculalted for. I had mixed up the Naloren lands being sunk as due to the Spellblaze proper instead of the Cataclysm 1567 years later.
Powerful Opening Spellweave Multiplier is now 1 (which it said it was anyways but)
Corrected Changeup's description
Molten Shield renamed to Slag Shield because of Molten Molten Shields of Thorns.
Non-Duo lingering harm tiles now correctly don't cause friendly fire (duo ones already worked right).
Double shapes now correctly use element descriptor text instead of element names in crafted spells
Aeryn will now only give Spellweavers the special Spellweaver dialogue
Spellweavers now begin with Wovenhome revealed on the map.
Hailstorming effect display now more correct when used in a crafted spell as the first thing in a duo element.
Barrage now plays sound on each spell cast instead of just the last.
Crafted Changeup spells now actually list that you get Changeup
Forceful now simply doesn't apply status effects AT ALL.
Resistance Breaking and Elemental Shielding describe their effects better on crafted spells. Also, the double % symbol thing was fixed.
Crafted spell tooltips with Ruin now list Ruin instead of Eclipse.
Spellpower scaling is now listed on many talents that lacked it previously (including every element talent and Staff Resonance).
Resistance Breaking, Elemental Shielding, Exploit Weakness, and the Controller Construct now function correctly with daze-safe lightning.
Arcane manaburn lists manaburn numbers more accurately.
Relentless hailstorm will not generate completely meaningless crit messages when you overcharge it at 0 power (it didn't actually trigger anyways).
Checkerboard particle effects temporarily significantly-simplified to see if it helps with lag for some weaker machines. If it does I might make a setting or use an existing setting to set full vs. simple particles.
Version 2.8:
Weight increased to be higher than DLCs.
Various typos and text inconsistencies fixed.
Void Dance no longer lists the ID of the movement speed increase instead of the actual movement speed increase.
Lightning element spells now correctly charges up Relentless Hailstorm instead of triggering overcharge.
Lingering map effects are now one map effect, reducing lag in slower machines.
Wallweaving now has a special increase in cooldown duration (because making 5 turn walls is inherently good regardless of power), slightly reduced chances, and displays better details in crafted spells.
Particles now display more correctly with Wallweave double shapes.
Known bug: Special shapes including Gravity can sometimes multihit in very strange ways.
Silence actually applies to Spellwoven spells now.
Spellweavers have Combat Training available from the start (mostly for ASC working better in Arena and Infinite Dungeon, although if you want to try Heavy Armor Spellweaver be my guest).
Spellweavers start out with one more Spell Slot.
Most of Fire's damage is dealt through DoT now, also the DoT is now not affected by saves and powers (because having more than 60% of your damage get Shrugged Off hurts a lot)
Status inflict chances are generally better.
Attack Spell Slots now have a cooldown of 5 so that you can actually do something most turns.
Spellweaving Mastery now has max level 3 for all talents.
Grand Elementalist no longer needs extra elements known to learn. (It requires 10, which is what you start with, and is just for flavor since it should be impossible to fail)
Spellwoven talents now have a different color based on whether they are Attack, Teleport, or Shield spells, plus a greyscale version for uncrafted talents.
Illuminate has been correctly relabled to Luminescence, since that's what the effect is actually called, also its power has been listed (20).
Darklight Confusion effect clarified.
Spellweaver damage buffed slightly.
Acidic Pestilence damage is no longer ridiculous (as in more than three times damage ridiculous).
Spellweaver spells are now correctly treated as spells.
Spellweavers now get 4 default spells so that initial crafting for starts that start in combat (namely Doomelf) is less problems, plus less tedious.
Spellshattered Staff's STR requirement is now 10, so it's less of a problem for wearing it (it was only supposed to be flavor, I just forget that most people don't only play ghoul).
Gloves of the Woven Elementalist now have proper melee effects, as well as an activatable talent (which I will say is mostly on so that it can be randomly activated on hit since it's new).
Spellwoven talents are now slightly better set up for any clones of the player to use.
Buffed Fever diseases a bit.
Spellweaver attack spells now play talents/arcane sound effect. At some point I'll go change them to be based on elements but that'll take time and this takes minimal effort.
Nerfed the Controller Construct a bit because it seemed a touch too annoying to fight.
Grand Elementalist now gives one point in each Elementalist talent if you already know the category. This allows you to get to 20 points in True Elementalist, which will award you with a bonus element, Elemental Purification.
Added the Random element to Metaweaving. Chaos chaos.
Double shapes now work better with walls. This is about the third time I've fixed this problem, so hopefully I won't overhaul how special shapes work again and make it necessary again.
Fixed some minor typos and appearance issues (like Harmonic Paradise effects now use the right icon).
Hopefully the reduction in Attack Spell cooldown to 5 plus the additional baseline Spell Slot should help out with the problems people have had with not having enough slots to really be able to do much. If there's still issues, I might end up adding a bonus Spell Slot for shield and/or teleport spells, but this should be a solid first step.
Edit: Quick patch, here is Version 2.3:
Molten Drain now actually affects the right targets. Whoops.
Changeup now correctly displays its Spellweave Multiplier (0.5).
Gravechill armor stacks to 20
Double Shapes don't friendlyfire.
Edit: Erenion found description error and I want it out of the way, so super fast patch 2.4:
Fixed a description error in Fire element.
Edit: Version 2.5:
Silence works on crafted Attack and Shield spells
Shapes now check range consistently for their descriptions (really only noticable in that if you take Range Amplification Device, they'll update now).
Bolts are no longer blocked by allies.
Unending Melting now buffs Molten even when not sustained.
Change Spellwoven lightning damage does not remove Daze.
Range of elemental beam from Wovenwoods animals reduced to 7 (matching player beams)
Mana costs reduced for attack and teleport spells to 15, and shield spells to 20, elemental sustains sustained mana reduced to 35
Spellweaver's Precision wall creation typo fixed.
Bumped Square range to 6 (matching Burst)
Burst, Cone, Checkerboard, and Widebeam Spellweave Multiplier bumped to 0.85, Huge to 0.45, Abstract Flower and Doublespiral to 0.7, Eightpoint to 0.8.
Checkerboard and Grand Checkerboard sizes clarified.
Molten Shield and the other shields now display their current absorb value in the buff/sustain icon.
Relentless Hailstorm displays its current power in the sustain icon.
Elemental Nullification damage reduction increased to 30% since it means that you can only resist it with all resistance.
Elemental Purification elementless damage now ignores 50% of all resistance. No idea how balanced it is but since it's such a pain to get it deserves something cool.
The staff all damage effect from Elementalist has been moved to Adept. True Elementalist instead gains +10% all resistance piercing.
Touch now gets an extra one range if you are sustaining Range Amplification Device, because you deserve it for taking it.
Edit: Version 2.6:
Daze-safe lightning actually functions correctly. My bad. I should have been more careful about testing but I was very tired.
Gloves of the Woven Elementalist damage function made more strongly favoring stronger elements.
Hailstorm damage from Eyal's Storm no longer breaks dazes.
Edit: Version 2.7:
Adjusted dates on Spellweaver lore since I realized that the Mardrop Expedition would have arrived in Var'Eyal during early Age of Pyre, not halfway through the Age of Dusk as I previously calculalted for. I had mixed up the Naloren lands being sunk as due to the Spellblaze proper instead of the Cataclysm 1567 years later.
Powerful Opening Spellweave Multiplier is now 1 (which it said it was anyways but)
Corrected Changeup's description
Molten Shield renamed to Slag Shield because of Molten Molten Shields of Thorns.
Non-Duo lingering harm tiles now correctly don't cause friendly fire (duo ones already worked right).
Double shapes now correctly use element descriptor text instead of element names in crafted spells
Aeryn will now only give Spellweavers the special Spellweaver dialogue
Spellweavers now begin with Wovenhome revealed on the map.
Hailstorming effect display now more correct when used in a crafted spell as the first thing in a duo element.
Barrage now plays sound on each spell cast instead of just the last.
Crafted Changeup spells now actually list that you get Changeup
Forceful now simply doesn't apply status effects AT ALL.
Resistance Breaking and Elemental Shielding describe their effects better on crafted spells. Also, the double % symbol thing was fixed.
Crafted spell tooltips with Ruin now list Ruin instead of Eclipse.
Spellpower scaling is now listed on many talents that lacked it previously (including every element talent and Staff Resonance).
Resistance Breaking, Elemental Shielding, Exploit Weakness, and the Controller Construct now function correctly with daze-safe lightning.
Arcane manaburn lists manaburn numbers more accurately.
Relentless hailstorm will not generate completely meaningless crit messages when you overcharge it at 0 power (it didn't actually trigger anyways).
Checkerboard particle effects temporarily significantly-simplified to see if it helps with lag for some weaker machines. If it does I might make a setting or use an existing setting to set full vs. simple particles.
Version 2.8:
Weight increased to be higher than DLCs.
Various typos and text inconsistencies fixed.
Void Dance no longer lists the ID of the movement speed increase instead of the actual movement speed increase.
Lightning element spells now correctly charges up Relentless Hailstorm instead of triggering overcharge.
Lingering map effects are now one map effect, reducing lag in slower machines.
Wallweaving now has a special increase in cooldown duration (because making 5 turn walls is inherently good regardless of power), slightly reduced chances, and displays better details in crafted spells.
Particles now display more correctly with Wallweave double shapes.
Known bug: Special shapes including Gravity can sometimes multihit in very strange ways.
Pronouns: They/Them
Re: Spellweaver Class - BUG ELEMENTAL PURIFICATION
To follow up on the lua error that I had reported, I no longer have the bug with the last update, I have just created a new character and the purification element works, however the other saves are "corrupted" in meaning that the error continues to appear.
Thank you again for this great addon!
Thank you again for this great addon!
Spellweaver Class
Huh, odd. I never ran into that bug, and I don't remember changing anything that would fix it. Ah well, I guess if it's fixed it's fixed and all.Sargon- wrote: ↑Tue Aug 02, 2022 6:28 am To follow up on the lua error that I had reported, I no longer have the bug with the last update, I have just created a new character and the purification element works, however the other saves are "corrupted" in meaning that the error continues to appear.
Thank you again for this great addon!
Anywho, Changelog for Version 2.9:
Forceful mode description in Spellweaver Adept updated to match current version of Forceful.
Exploit Weakness and Powerful Opening damage boosts are no longer stacking so that if you say, used Powerful Opening on a group, it would double the damage to each target, cumulatively, causing ludicrously high damage.
Runic Perfection now correctly only applies to the first spell cast per rune, but it also now stacks additively with consecutive runes used.
Meta Empowerment now updates the named spell correctly when switching spells, and lists the Spell Slot number, since that can help with spell ID if you have duplicates.
Prismatic Exploit Weakness can now apply status effects again.
Exploit Weakness now functions correctly with double elements.
Forceful now uses element-unmodified damage, such that Fire is not DRASTICALLY weaker as Forceful (Light is slightly worse as Forceful as compared to last version though).
Fire DoT is now 80% instead of 75%.
Woven animals in the Woven Woods will no longer use their beams when you are not within range.
Emergency version 2.10:
Minor changes to Professor Hundredeyes' dialogue about the Staff of Absorption.
Emergency patched Random element colors to work again since the Version 2.8 particle fixes broke them.
Pronouns: They/Them
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Re: Spellweaver Class
Heya, Kamani,
I have a bug report involving Shield of Reflection and probably Entropic Gift and/or Shadow Simulacrum or some other wacky thing going on
Here is a rather longish log snippet:
And that goes on ad infinitum. As you can see I have some addons as well, but they are mostly visual & QoL stuff and usually don't make problems (but who knows). And if you need the whole error log, just shout out.
Anyway, using the opportunity to congratulate you once more for the awesome work on Spellweaver, it is massive fun !
I have a bug report involving Shield of Reflection and probably Entropic Gift and/or Shadow Simulacrum or some other wacky thing going on

Here is a rather longish log snippet:
Code: Select all
[use_tactical AI] === Action Selected: 267135 Voryda the white crystal negative talent:T_TWILIGHT
[LOG] Voryda the white crystal casts #{bold}##PURPLE#Twilight.#{normal}##LAST#
[LOG] Entropic Gift from Silebreba the black crystal hits #fbd578#Llaanat#LAST# for #LIGHT_STEEL_BLUE#4 temporal#LAST#, #GREY#4 darkness#LAST# (#RED##{bold}#8#LAST##{normal}# total damage).
[LOG]
[LOG] Llaanat casts #{bold}##PURPLE#Shield of Reflection.#{normal}##LAST#
[LOG] A Spellwoven shield forms around Llaanat.
[SHADER] setting reset param tick_start 7242752
[CALLBACK] upgrading to prioritized talents_on_hit
[LOG]
[LOG] Llaanat casts #{bold}##PURPLE#Blink.#{normal}##LAST#
[LOG] Select a teleport location...
[Actor:move] 3979 Llaanat (forced) move from 7 21 to 9 26
[LOG] Llaanat is out of phase.
[target_simple AI] 267135 Voryda the white crystal selecting NEW TARGET 9 26 3979 Llaanat
[use_tactical AI] === Action Selected: 267135 Voryda the white crystal attack talent:T_SHADOW_SIMULACRUM
[LOG] Voryda the white crystal casts #{bold}##PURPLE#Shadow Simulacrum.#{normal}##LAST#
[SHADER] Loading from /data/gfx/shaders/shadow_simulacrum.lua
[SHADER] Loaded shader with totalname shadow_simulacrum[]
[Actor:move] 268655 Llaanat's shadow simulacrum (forced) move from nil nil to 10 27
[PARTY] New member, add after Llaanat's shadow simulacrum Llaanat
Adding entity 268655 after 3979
[target_simple AI] 266643 multi-hued crystal selecting NEW TARGET 9 26 3979 Llaanat
[improved_talented AI] chooses for 266643 multi-hued crystal T_PHASE_DOOR
[LOG] Multi-hued crystal casts #{bold}##PURPLE#Phase Door.#{normal}##LAST#
[Actor:move] 266643 multi-hued crystal (forced) move from 12 33 to 8 26
[phase door] final location of multi-hued crystal 8 26 vs 12 33
[LOG] Llaanat stops regenerating health quickly.
FROM /mod/addons/cults/superload/engine/dialogs/ShowErrorStack.lua loading previous!
ERROR:
Game version: tome-1.7.4
Addons: cosmetic-ui-plumpkin-1.6.0[O!], particle_cleanup-1.7.0[X], cleaner-descriptions-1.7.0[X], easy_map_v2-1.6.0[X!], ashes-urhrok-1.7.4[O], cosmetic-shimmer-plumpkin-1.6.0[O!], neka_qol01a-1.0.0[X!], items-vault-1.7.0[O], wall_clock-1.7.0[X], cosmetic-shimmer-dwarf-1.6.0[O!], cults-1.7.4[O], kam_spellweaver-1.7.4[X], improved_enemy_ui-1.7.4[X], orcs-1.7.4[O], effects_z-1.7.0[X], mrfrog_vfx-1.7.0[X], neka_qol07-1.0.0[X!], cosmetic-shimmer-pyro-1.6.0[O!]
Game version (character creation): tome-1.7.4
Lua Error: stack overflow
At [C]:-1
At [C]:-1 float
At ...spellweaver/timed_effects/spellweaver_shield_effects.lua:26 damage_feedback
At /mod/class/Actor.lua:3050 takeHit
At /data-kam_spellweaver/talents/kam_shield_bonuses.lua:172 doBonus
At ...spellweaver/timed_effects/spellweaver_shield_effects.lua:66 callEffect
At /mod/class/Actor.lua:6196
At /mod/class/Actor.lua:3002 onTakeHit
At /mod/class/Player.lua:787 onTakeHit
At /mod/class/interface/ActorLife.lua:42 takeHit
At /mod/class/Actor.lua:3060 takeHit
At /data-kam_spellweaver/talents/kam_shield_bonuses.lua:172 doBonus
At ...spellweaver/timed_effects/spellweaver_shield_effects.lua:66 callEffect
Anyway, using the opportunity to congratulate you once more for the awesome work on Spellweaver, it is massive fun !

~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~
Re: Spellweaver Class
... well, it seems like the problem was just that I forgot to actually CHECK the variable that said Reflection Shield was already active. I suspect the problem was Shadow Simulacrum having the same reflection shield and thus infinitely reflecting damage between the two. I tested it against Entropic Gift and the Doomed Shade (although I also noticed that I forgot to put tactical values on non-sustained shields so now I've double-updated) and had no problems.rexorcorum wrote: ↑Sun Aug 07, 2022 7:02 am Heya, Kamani,
I have a bug report involving Shield of Reflection and probably Entropic Gift and/or Shadow Simulacrum or some other wacky thing going on
Here is a rather longish log snippet:
And that goes on ad infinitum. As you can see I have some addons as well, but they are mostly visual & QoL stuff and usually don't make problems (but who knows). And if you need the whole error log, just shout out.Code: Select all
[use_tactical AI] === Action Selected: 267135 Voryda the white crystal negative talent:T_TWILIGHT [LOG] Voryda the white crystal casts #{bold}##PURPLE#Twilight.#{normal}##LAST# [LOG] Entropic Gift from Silebreba the black crystal hits #fbd578#Llaanat#LAST# for #LIGHT_STEEL_BLUE#4 temporal#LAST#, #GREY#4 darkness#LAST# (#RED##{bold}#8#LAST##{normal}# total damage). [LOG] [LOG] Llaanat casts #{bold}##PURPLE#Shield of Reflection.#{normal}##LAST# [LOG] A Spellwoven shield forms around Llaanat. [SHADER] setting reset param tick_start 7242752 [CALLBACK] upgrading to prioritized talents_on_hit [LOG] [LOG] Llaanat casts #{bold}##PURPLE#Blink.#{normal}##LAST# [LOG] Select a teleport location... [Actor:move] 3979 Llaanat (forced) move from 7 21 to 9 26 [LOG] Llaanat is out of phase. [target_simple AI] 267135 Voryda the white crystal selecting NEW TARGET 9 26 3979 Llaanat [use_tactical AI] === Action Selected: 267135 Voryda the white crystal attack talent:T_SHADOW_SIMULACRUM [LOG] Voryda the white crystal casts #{bold}##PURPLE#Shadow Simulacrum.#{normal}##LAST# [SHADER] Loading from /data/gfx/shaders/shadow_simulacrum.lua [SHADER] Loaded shader with totalname shadow_simulacrum[] [Actor:move] 268655 Llaanat's shadow simulacrum (forced) move from nil nil to 10 27 [PARTY] New member, add after Llaanat's shadow simulacrum Llaanat Adding entity 268655 after 3979 [target_simple AI] 266643 multi-hued crystal selecting NEW TARGET 9 26 3979 Llaanat [improved_talented AI] chooses for 266643 multi-hued crystal T_PHASE_DOOR [LOG] Multi-hued crystal casts #{bold}##PURPLE#Phase Door.#{normal}##LAST# [Actor:move] 266643 multi-hued crystal (forced) move from 12 33 to 8 26 [phase door] final location of multi-hued crystal 8 26 vs 12 33 [LOG] Llaanat stops regenerating health quickly. FROM /mod/addons/cults/superload/engine/dialogs/ShowErrorStack.lua loading previous! ERROR: Game version: tome-1.7.4 Addons: cosmetic-ui-plumpkin-1.6.0[O!], particle_cleanup-1.7.0[X], cleaner-descriptions-1.7.0[X], easy_map_v2-1.6.0[X!], ashes-urhrok-1.7.4[O], cosmetic-shimmer-plumpkin-1.6.0[O!], neka_qol01a-1.0.0[X!], items-vault-1.7.0[O], wall_clock-1.7.0[X], cosmetic-shimmer-dwarf-1.6.0[O!], cults-1.7.4[O], kam_spellweaver-1.7.4[X], improved_enemy_ui-1.7.4[X], orcs-1.7.4[O], effects_z-1.7.0[X], mrfrog_vfx-1.7.0[X], neka_qol07-1.0.0[X!], cosmetic-shimmer-pyro-1.6.0[O!] Game version (character creation): tome-1.7.4 Lua Error: stack overflow At [C]:-1 At [C]:-1 float At ...spellweaver/timed_effects/spellweaver_shield_effects.lua:26 damage_feedback At /mod/class/Actor.lua:3050 takeHit At /data-kam_spellweaver/talents/kam_shield_bonuses.lua:172 doBonus At ...spellweaver/timed_effects/spellweaver_shield_effects.lua:66 callEffect At /mod/class/Actor.lua:6196 At /mod/class/Actor.lua:3002 onTakeHit At /mod/class/Player.lua:787 onTakeHit At /mod/class/interface/ActorLife.lua:42 takeHit At /mod/class/Actor.lua:3060 takeHit At /data-kam_spellweaver/talents/kam_shield_bonuses.lua:172 doBonus At ...spellweaver/timed_effects/spellweaver_shield_effects.lua:66 callEffect
Anyway, using the opportunity to congratulate you once more for the awesome work on Spellweaver, it is massive fun !![]()
Anywho, it should be fixed if you download the latest version. I'm glad you've been enjoying Spellweaver. I've worked on it for like a year now, so I'm glad people are enjoying playing it. Let me know if you run into any more problems.
Additionally, the newest changelogs:
Version 2.11:
Fixed bug with Reflection shield potentially doing recursion if two things had it.
Version 2.12:
While doing an additional test of the previous issue, noticed that the Shield spell lacked tactical information. Corrected this so that Inner Demons or your Doomed Shadow or whatever will be able to use basic Shield spells.
Pronouns: They/Them
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- Graphical God
- Posts: 482
- Joined: Wed Jan 05, 2011 8:05 am
- Location: There and Back again
Re: Spellweaver Class
Great and thanks! 

~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~
-
- Posts: 4
- Joined: Fri Oct 25, 2019 7:57 pm
Re: Spellweaver Class
Hey there, I caught a bug!
The bug happened when I was trying to throw out a Burst of Luminous and Prismatic Protecting. The turn gets used up, the spell even crits, but functionally fizzles and does nothing. The error seems to throw regardless of the shape being used, and regardless of the elements in the Duo, as long as Prismatic is included.
Also, a minor one, but it looks like the item Ethereal Embrace does not affect spellwoven damage shields. Lightning element spellweaves also don't seem to benefit from Storm Bringer's Gauntlets, although I imagine trying to get that to work would be a nightmare and a half.
Code: Select all
##Use Talent Lua Error## T_KAM_SPELL_SLOT_SEVEN Actor: 4391 weave deez nuts
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:190: in function </engine/interface/ActorTalents.lua:173>
Lua Error: /engine/interface/GameTargeting.lua:137: /engine/interface/ActorTalents.lua:190: /data-kam_spellweaver/kam_spellweaver_damage_types.lua:147: attempt to perform arithmetic on a nil value
stack traceback:
/data-kam_spellweaver/kam_spellweaver_damage_types.lua:147: in function 'projector'
/engine/interface/ActorProject.lua:259: in function 'doApply'
/data-kam_spellweaver/talents/kam_modes.lua:733: in function 'getDamageFunction'
/data-kam_spellweaver/talents/kam_spellslots.lua:176: in function </data-kam_spellweaver/talents/kam_spellslots.lua:119>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:186: in function </engine/interface/ActorTalents.lua:173>
At [C]:-1
At [C]:-1 error
At /engine/interface/GameTargeting.lua:137 fct
At /engine/interface/GameTargeting.lua:143 targetMode
At /engine/interface/GameTargeting.lua:282 targetMouse
At /mod/class/Game.lua:2659 fct
At /engine/Mouse.lua:71
Also, a minor one, but it looks like the item Ethereal Embrace does not affect spellwoven damage shields. Lightning element spellweaves also don't seem to benefit from Storm Bringer's Gauntlets, although I imagine trying to get that to work would be a nightmare and a half.
Re: Spellweaver Class
That bug should be fixed, I updated all of the damage types to return the amount of damage, but I forgot Prismatic so it would end up adding nil to a number. It also turned out that Prismatic-Exploit was broken and it is now fixed (although nobody should ever use it, as it is probably the worst mode-element combo).CadenceLikesVGs wrote: ↑Thu Aug 18, 2022 10:08 am Hey there, I caught a bug!
The bug happened when I was trying to throw out a Burst of Luminous and Prismatic Protecting. The turn gets used up, the spell even crits, but functionally fizzles and does nothing. The error seems to throw regardless of the shape being used, and regardless of the elements in the Duo, as long as Prismatic is included.Code: Select all
##Use Talent Lua Error## T_KAM_SPELL_SLOT_SEVEN Actor: 4391 weave deez nuts stack traceback: [C]: in function 'error' /engine/interface/ActorTalents.lua:190: in function </engine/interface/ActorTalents.lua:173> Lua Error: /engine/interface/GameTargeting.lua:137: /engine/interface/ActorTalents.lua:190: /data-kam_spellweaver/kam_spellweaver_damage_types.lua:147: attempt to perform arithmetic on a nil value stack traceback: /data-kam_spellweaver/kam_spellweaver_damage_types.lua:147: in function 'projector' /engine/interface/ActorProject.lua:259: in function 'doApply' /data-kam_spellweaver/talents/kam_modes.lua:733: in function 'getDamageFunction' /data-kam_spellweaver/talents/kam_spellslots.lua:176: in function </data-kam_spellweaver/talents/kam_spellslots.lua:119> [C]: in function 'xpcall' /engine/interface/ActorTalents.lua:186: in function </engine/interface/ActorTalents.lua:173> At [C]:-1 At [C]:-1 error At /engine/interface/GameTargeting.lua:137 fct At /engine/interface/GameTargeting.lua:143 targetMode At /engine/interface/GameTargeting.lua:282 targetMouse At /mod/class/Game.lua:2659 fct At /engine/Mouse.lua:71
Also, a minor one, but it looks like the item Ethereal Embrace does not affect spellwoven damage shields. Lightning element spellweaves also don't seem to benefit from Storm Bringer's Gauntlets, although I imagine trying to get that to work would be a nightmare and a half.
Ethereal Embrace actually was affecting Spellwoven damage shields, but it didn't correctly list the effects in the talent description because I put the function that checked it after it was already displayed. It should correctly display now to make it more easily understood. Note that it will only display its effects in the talent descriptions and not in the Theory of Barriers talent because the adding one needs to be applied after Spellweave Modifier and shield duration modifier changes.
Storm Bringer's Gauntlets is an odd one. It increases the talent level of attack spells, but Spellwoven spells do not actually USE talent level for anything. Because of that, I never bothered to set anything up for that because it would simply have no effect whatsoever. However, this got brought up before, and it made me realize that the Relentless Hailstorm sustain specifically should benefit, so I fixed that.
Here is the quick new changelog:
Version 2.13:
Shields now correctly display that they are affected by Etheral Embrace and the shield power increasing egos.
Storm Bringer's Gauntlets now correctly increases talent level on Relentless Hailstorm.
Duo Prismatic and Exploit-Prismatic function correctly again.
Pronouns: They/Them
Re: Spellweaver Class
Hey where do I go after the first boss blows up? I ended up at Wovenhome's door, entered there and got info about "the absorption staff" yadda yadda from the prof Hundredeyes, but I haven't went to Maj Eyal yet.
I also tried going to Sunwall first, same issue. Everyone thinks I went to Maj eyal and arrived back here. But I get no new quest even after talking to everyone in Sunwall and Wovenhome.
I also tried going to Sunwall first, same issue. Everyone thinks I went to Maj eyal and arrived back here. But I get no new quest even after talking to everyone in Sunwall and Wovenhome.
Re: Spellweaver Class
You should have ended up in a random Tier 1 dungeon in the West, like you would get when you use the portal in the Sun Paladin start. I just tested it and it worked correctly that time.hurderion wrote: ↑Fri Sep 02, 2022 4:37 am Hey where do I go after the first boss blows up? I ended up at Wovenhome's door, entered there and got info about "the absorption staff" yadda yadda from the prof Hundredeyes, but I haven't went to Maj Eyal yet.
I also tried going to Sunwall first, same issue. Everyone thinks I went to Maj eyal and arrived back here. But I get no new quest even after talking to everyone in Sunwall and Wovenhome.
Did you get any kind of error messages or any other odd behavior, and do you have any other addons active?
Additionally, to get this exactly clear, the first boss exploded, and you just teleported to the outside of Wovenhome?
Pronouns: They/Them
Re: Spellweaver Class
No error message was prompted to me.
And to be exactly specific, I spawned at the world map tile that is adjacent to the right of the Wovenhome tile.
As in
MMM
Mw@
MMM
M being mountain, w is wovenhome, @ I bet you know what it is
I do have an active addon, which is "Quick tour of Maj Eyal".
This addon removes some floors from dungeons and scales exp and gold.
I only play with that addon active. I started an Ogre to avoid that first mission and am proceeding, loving the class.
I would love to play Cornac actually, it is my favourite.
And to be exactly specific, I spawned at the world map tile that is adjacent to the right of the Wovenhome tile.
As in
MMM
Mw@
MMM
M being mountain, w is wovenhome, @ I bet you know what it is

I do have an active addon, which is "Quick tour of Maj Eyal".
This addon removes some floors from dungeons and scales exp and gold.
I only play with that addon active. I started an Ogre to avoid that first mission and am proceeding, loving the class.
I would love to play Cornac actually, it is my favourite.
Re: Spellweaver Class
Now that this semester is over and I am on break, I am getting back into working on Spellweavers again. Here's a quick little update adding a prodigy that I had been planning on adding anyways and is a good way to get back in practice again:
Version 2.14:
Added the Spellweaver's Reflection class evolution, and with it, the staff "The Beacon of the Spellweavers".
Edit: And Version 2.15, also know as Making That Class Evolution Have A Readable Description (thanks to Recaiden and Moasseman):
The Spellweaver's Reflection Class Evolution now has a readable description courtesy Recaiden and Moasseman. Also you can command staff it to change its damage type, and it gives you some crit mult.
Edit: Version 2.16:
Grand Elementalist now raises your talent cap for Spellweaving/Elementalist talents by 1 (allowing you to get Elemental Purification without already having 3 points in every talent).
Fixed a bug with Adapted Adaption and Infusions.
Edit: Spellweavers appear to be still fully functioning for 1.7.5, so any runs should be able to continue without issue.
Version 2.14:
Added the Spellweaver's Reflection class evolution, and with it, the staff "The Beacon of the Spellweavers".
Edit: And Version 2.15, also know as Making That Class Evolution Have A Readable Description (thanks to Recaiden and Moasseman):
The Spellweaver's Reflection Class Evolution now has a readable description courtesy Recaiden and Moasseman. Also you can command staff it to change its damage type, and it gives you some crit mult.
Edit: Version 2.16:
Grand Elementalist now raises your talent cap for Spellweaving/Elementalist talents by 1 (allowing you to get Elemental Purification without already having 3 points in every talent).
Fixed a bug with Adapted Adaption and Infusions.
Edit: Spellweavers appear to be still fully functioning for 1.7.5, so any runs should be able to continue without issue.
Pronouns: They/Them