Get it here: https://te4.org/games/addons/tome/lightbelow
This addon adds the Light from Below campaign, a shorter campaign set in the depths below the Iron Throne.
Please post any bugs you find or any feedback you have here.
Known Issues:
- Exiting the Ruined Dwarven Forge places you on the wrong stairs.
- Blackened Ruins might be a bit too harsh on higher difficulties.
Important Note:
I will be absent from the 16.08. to (at least) the 25.08.
This note will be removed when I can work on the addon again.
Feel free to completely break the addon until then, enjoy your daily dose of bugs!
(I hope there's not too many bugs)
Campaign: Light from Below
Moderator: Moderator
Campaign: Light from Below
Breaking Projection since 1.5
Re: Campaign: Light from Below
Got this error:
It happened when I used the Learn Shoot book in the store when I already knew shoot (which is probably the problem).
Also, getting Dreaming Horrors in Blackened Ruins is miserable.
Code: Select all
ERROR:
Game version: tome-1.7.4
Addons: cosmetic-ui-plumpkin-1.6.0[O!], items-vault-1.7.0[O], cosmetic-shimmer-dwarf-1.6.0[O!], ashes-urhrok-1.7.4[O], cosmetic-shimmer-plumpkin-1.6.0[O!], cosmetic-shimmer-pyro-1.6.0[O!], lightbelow-1.7.4[X], orcs-1.7.4[O], possessors-1.7.4[O], cults-1.7.4[O]
Game version (character creation): tome-1.7.4
Lua Error: /mod/class/Actor.lua:5101: bad argument #1 to 'floor' (number expected, got boolean)
At [C]:-1
At [C]:-1 floor
At /mod/class/Actor.lua:5101 learnTalent
At /mod/addons/orcs/superload/mod/class/Actor.lua:218 learnTalent
At [string "return function(npc, player) game.player:lear..."]:1 action
At /engine/Chat.lua:108 action
At /engine/dialogs/Chat.lua:104 use
At /mod/dialogs/Chat.lua:41 fct
At /engine/ui/VariableList.lua:143 onUse
At /engine/ui/VariableList.lua:121
At /engine/KeyBind.lua:231 receiveKey
At /engine/ui/Dialog.lua:825 keyEvent
At /engine/ui/Dialog.lua:512
Also, getting Dreaming Horrors in Blackened Ruins is miserable.
Pronouns: They/Them
-
- Posts: 4
- Joined: Fri Oct 25, 2019 7:57 pm
Re: Campaign: Light from Below
Blueprints for tinkering schematics don't seem to drop - is that intentional?
Re: Campaign: Light from Below
Insane RL win: https://te4.org/characters/153418/tome/ ... ae363d99aa (Note: character is in the state it was at final boss - That is to say, it has the points allocated up to level 40)
Pros:
- Item Warping is a great system, especially because it lets you interact with fixed arts. I just wish the egos weren't so overwhelmingly weapon-user based.
- Single prodigy. Kinda refreshing to have only 1 prodigy for the run (unless you're a Yeek I guess), tho it does make the power difference between the prodigies even more prominent.
- Escort-equivalent system. It's nice being able to actually take a bunch of the generic trees, tho I'm not 100% sure about giving everyone Trained Reactions. It's a pretty strong defensive tool.
Cons:
- Level design before the "midway" point (dwarf-hole) is pretty miserable. Lava river has whole map full of tiles that deal irrelevant damage, but still enough to break autoexplore. Mossy place is an open area full of stationary ranged enemies.
- Dreadfell-equivalent-tower. 5 floors full of horrors, a notoriously annoying enemy type. Additionally, last floor lags heavily due to the boss spamming Creeping Dark even before you get to him. Boss also has 100% dark resist, so hopefully you either already got a lot of pen or don't deal much dark damage.
- Some zones are suuuuuper empty, with minimal enemy density (like the Mark of hte Spellblaze layout one right after dwarf-hole)
- Super limited shop. The shop has a small amount of generally shiddy inscriptions for sale, so if you don't luck into a decent one from it, you'll prolly go the way of the dodo fighting randbosses with default scribes.
All in all the early game pain will probably keep me away from running more characters through.
Pros:
- Item Warping is a great system, especially because it lets you interact with fixed arts. I just wish the egos weren't so overwhelmingly weapon-user based.
- Single prodigy. Kinda refreshing to have only 1 prodigy for the run (unless you're a Yeek I guess), tho it does make the power difference between the prodigies even more prominent.
- Escort-equivalent system. It's nice being able to actually take a bunch of the generic trees, tho I'm not 100% sure about giving everyone Trained Reactions. It's a pretty strong defensive tool.
Cons:
- Level design before the "midway" point (dwarf-hole) is pretty miserable. Lava river has whole map full of tiles that deal irrelevant damage, but still enough to break autoexplore. Mossy place is an open area full of stationary ranged enemies.
- Dreadfell-equivalent-tower. 5 floors full of horrors, a notoriously annoying enemy type. Additionally, last floor lags heavily due to the boss spamming Creeping Dark even before you get to him. Boss also has 100% dark resist, so hopefully you either already got a lot of pen or don't deal much dark damage.
- Some zones are suuuuuper empty, with minimal enemy density (like the Mark of hte Spellblaze layout one right after dwarf-hole)
- Super limited shop. The shop has a small amount of generally shiddy inscriptions for sale, so if you don't luck into a decent one from it, you'll prolly go the way of the dodo fighting randbosses with default scribes.
All in all the early game pain will probably keep me away from running more characters through.
Friendly Neighbourhood Moderator, moan at me for a teleport if ya get stuck.
Re: Campaign: Light from Below
Entering floor 3 of the time zone errors out and softlocks the character, requiring dev mode to continue.
- Attachments
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- enter3rdtimeplacefloor.jpg (164.13 KiB) Viewed 8568 times
Friendly Neighbourhood Moderator, moan at me for a teleport if ya get stuck.
Re: Campaign: Light from Below
Alchemist golem can walk onto the starting pedestal and take the light. This does nothing, and the player has to walk onto it and take the light again afterwards.
Names of zones on the 'world map' produce unusual results when you walk up to them.
"There is a A Deep Pit here"
"There is a The banks of a lava river here"
etc.
Upon loading back into Old Mythrescar from the east, it doesn't put you at a level entrance, instead I was at the top left corner.
[s]Do I really have to walk through 5 levels of Old Mythrescar to get back to the shops?[/s]
Unfettered Freedom has no icon.
I gained 7 levels killing the Gaze of Eternity boss.
Speaking of which, Gaze of Eternity was a pushover. I stood behind a wall that I could see over but not target over, and it stayed in place using echoes of the past (hitting no one) while I threw bombs around the corner. Zero danger.
Names of zones on the 'world map' produce unusual results when you walk up to them.
"There is a A Deep Pit here"
"There is a The banks of a lava river here"
etc.
Upon loading back into Old Mythrescar from the east, it doesn't put you at a level entrance, instead I was at the top left corner.
[s]Do I really have to walk through 5 levels of Old Mythrescar to get back to the shops?[/s]
Unfettered Freedom has no icon.
I gained 7 levels killing the Gaze of Eternity boss.
Speaking of which, Gaze of Eternity was a pushover. I stood behind a wall that I could see over but not target over, and it stayed in place using echoes of the past (hitting no one) while I threw bombs around the corner. Zero danger.
Last edited by Recaiden on Tue Aug 16, 2022 4:22 pm, edited 3 times in total.
Re: Campaign: Light from Below
No, you can set your Rod to the forge and take the left teleporter out of there.
Friendly Neighbourhood Moderator, moan at me for a teleport if ya get stuck.
Re: Campaign: Light from Below
Talents learned through the places of power don't have {no_unlearn=true} and will overwrite your last learnt talents.
Re: Campaign: Light from Below
The Thief of Light isn't giving antimagic adept. Not really much else to say here. Oozemancer drem if that helps? On a more positive note The Thief of Light being on a separate floor is a vast improvement.
Horrorblade warp is throwing a lua error everytime I hit something. It could be an addon conflict, but I doubt it?
Learning shoot also still seems to be broken.
Horrorblade warp is throwing a lua error everytime I hit something. It could be an addon conflict, but I doubt it?
It stopped throwing errors at me for seemingly no reason for a bit then went right back to throwing errors. Interestingly it seems to stop call of the ooze from going on cd.##Use Talent Lua Error## T_ATTACK Actor: 6390 Unmunric
ERROR:
Game version: tome-1.7.6
Addons: possessors-1.7.4[O], qt-improved-recall-1.7.4[X], ashes-urhrok-1.7.4[O], die-in-obscurity-1.3.0[X!], orcs-1.7.4[O], hero_tooltip-1.7.0[X], PlenumTooltipCustom-1.7.4[X], no-ambient-sounds-1.7.5[X], center-1.5.5[X!], items-vault-1.7.6[O], resustain-1.7.0[X], turn_separators_v2-1.6.0[X!], zomnibus_lite-1.7.4[X], lightbelow-1.7.4[X], inv_tiers-1.7.2[X], uber_req-1.7.0[X], faster_rre-1.0.6[X!], cults-1.7.4[O]
Game version (character creation): tome-1.7.6
Lua Error: /engine/interface/ActorTalents.lua:351: /engine/interface/ActorTalents.lua:324: /engine/interface/ActorTalents.lua:190: /data/damage_types.luaattempt to index local 'dam' (a number value)
stack traceback:
/data/damage_types.luain function 'projector'
/mod/class/interface/Combat.lua:758: in function 'attackTargetHitProcs'
/mod/class/interface/Combat.lua:670: in function 'attackTargetWith'
/mod/addons/cults/superload/mod/class/interface/Combat.lua:30: in function 'attackTargetWith'
/mod/class/interface/Combat.lua:214: in function 'attackTarget'
/data/talents/misc/misc.lua:81: in function </data/talents/misc/misc.lua:54>
[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/ActorTalents.lua:351 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:243 move
At /mod/class/Actor.lua:1422 move
At /mod/class/Player.lua:320 moveDir
At /mod/class/Player.lua:1715 attackOrMoveDir
At /mod/class/Game.lua:2243
At /engine/KeyBind.lua:231
Learning shoot also still seems to be broken.