Campaign: Light from Below

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Erenion
Archmage
Posts: 319
Joined: Mon Feb 13, 2017 4:43 pm

Campaign: Light from Below

#1 Post by Erenion »

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)
Breaking Projection since 1.5

Kamani
Archmage
Posts: 371
Joined: Tue Sep 20, 2016 1:28 am
Location: Var'Eyal, in Wovenhome

Re: Campaign: Light from Below

#2 Post by Kamani »

Got this error:

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 

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.
Pronouns: They/Them

CadenceLikesVGs
Posts: 4
Joined: Fri Oct 25, 2019 7:57 pm

Re: Campaign: Light from Below

#3 Post by CadenceLikesVGs »

Blueprints for tinkering schematics don't seem to drop - is that intentional?

Moasseman
Archmage
Posts: 358
Joined: Thu Sep 26, 2019 4:32 pm

Re: Campaign: Light from Below

#4 Post by Moasseman »

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.
Friendly Neighbourhood Moderator, moan at me for a teleport if ya get stuck.

Moasseman
Archmage
Posts: 358
Joined: Thu Sep 26, 2019 4:32 pm

Re: Campaign: Light from Below

#5 Post by Moasseman »

Entering floor 3 of the time zone errors out and softlocks the character, requiring dev mode to continue.
Attachments
enter3rdtimeplacefloor.jpg
enter3rdtimeplacefloor.jpg (164.13 KiB) Viewed 8568 times
Friendly Neighbourhood Moderator, moan at me for a teleport if ya get stuck.

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

Re: Campaign: Light from Below

#6 Post by Recaiden »

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.
Last edited by Recaiden on Tue Aug 16, 2022 4:22 pm, edited 3 times in total.

Moasseman
Archmage
Posts: 358
Joined: Thu Sep 26, 2019 4:32 pm

Re: Campaign: Light from Below

#7 Post by Moasseman »

Recaiden wrote: Tue Aug 16, 2022 1:55 amDo I really have to walk through 5 levels of Old Mythrescar to get back to the shops?
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.

yoduda
Posts: 2
Joined: Wed Dec 27, 2017 8:39 am

Re: Campaign: Light from Below

#8 Post by yoduda »

Talents learned through the places of power don't have {no_unlearn=true} and will overwrite your last learnt talents.

yoduda
Posts: 2
Joined: Wed Dec 27, 2017 8:39 am

Re: Campaign: Light from Below

#9 Post by yoduda »

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?
##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.lua:3209: attempt to index local 'dam' (a number value)
stack traceback:
/data/damage_types.lua:3209: in 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
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.
Learning shoot also still seems to be broken.

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