Inferno Race Pack

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TsumiHokiro
Posts: 1
Joined: Sun Jul 03, 2022 10:29 pm

Re: Inferno Race Pack

#91 Post by TsumiHokiro »

So I've run at the same error as Hellcommander and I've made a fix for it. Since it's been 4 years since you've last updated the mod and you have previously said you might come back to it but never did come back, I'll be uploading it temporarially on the addons since it's annoying not being able to play online without it being there.
Do let me know when you intend to update it and I'll gladly remove mine. I do not intend to take over your work.

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: Inferno Race Pack

#92 Post by astralInferno »

its my birthday. have a gift.

1.3.0
-Reduced exp penalty of all races.
-Nerfed Undead Heritage; it now takes a cat point.
-Buffed Undead Heritage; it no longer boosts your xp penalty.
-Significantly increased transparency of all vampire descriptions.
-Major changes to how vampires work under the hood, with hopefully no effect on the user experience, but making it easier for me to type in the future. HMU if any categories dont get granted/improved/learned/the reverse of those correctly cause I'm not testing them all.
-Changed the Stealth changes for Shadows to not completely ruin new-stealth, yikes.
-Why did I make a new woodland category instead of just editing the original this is so unnecessary??
-Vampires/Constructs should now be arena/ID compatible.
-Plaguetouched can now be used without celestial/oddities, receiving Scourge instead of Sickness if they are.
-Added Wormborn vampire type :O
-Added Unliving Weapon vampire type :O!!
-...oh THATS why I made a new woodland category ugh ok
-Returned racials no longer marked as spells.
-Compat note: this addon alters the Action field of Nature's Touch, and will overwrite/be overwritten by other addons doing that
-Split Awoken into Awoken and Hivesire. Awoken is now pure druid; melee spell wilder. Hivesire is Hiveminder, and is wild-gift with Zigur friendship. This obviates the need for the dummy woodland cat.
-Dragonborn vampire.
-Changed Auric Breath to account for wyrmic changes.
-nerfed Reborn antimagic mastery. why the - did they have 1.4 mastery???
-fixed new dwarves lack of inscriptions/cosmetics - when Cults hit, the parts of the code that defined that moved from race: dwarf to subrace: dwarf, and I basically stopped playing by then.
-forbade whitehooves from being chosen with undead heritage. I could be convinced to undo this so you can play a vampire whitehoof or whatever but... it feels wrong, so I'm gonna block it.

-changes for 1.7 start here
-removed necrosis changes entirely. now lichform's not a capstone talent, this is unneeded.
-changed base Vampire's talent cat unlocks to fit with new Necro
-nerfed Mana Barrier duration, improved its tooltip
-buffed duergar deepsight
-altered duergar bonus damage; its now 150% mind damage instead of 50% each of fire, mind, darkness. not entirely sure about this but it feels like the best midpoint between their Doomed and Dreamforge identities, although it's sad for the shadowblades among them. that said Drem have a darkness theme so prolly for the best.
-added damDesc to rhaloren and returned talent descs
-I was gonna upgrade Silver damage to use the silver filigree precedent for Holy damage but it turns out the inc_damage_type attribute only exists for weapons so - that. if it doesnt work the way it is now, feel free to tell me how to fix it.
-ok cancel that there IS a way to do this and I CAN do it and I HAVE done it
-fixed bug where Lunars didnt get boosted hate gain when hit. it said incVim instead despite needing you to have a hate pool whoops
-as rak'shors no longer eats your old racials, I no longer need to - with it. yaaaaay
-updated Yaech slightly but only a little bit, - fears
-vampire bikinis?
-added unlocks to yeek subraces. yaech are locked along with yeeks, bulklings require ogres and yeeks
-changed felings to use regular stealth. they now start with stealth. this was the only way to do this that didn't make my brain hurt.
-buffed Shadow's stealth, since I was messing with it already. literal shadow entities should be at Least as stealthy as cats.
-Buffed Lightspawn starting con.
-Changed Lightspawn's shadow mode to give infravision, rather than inexplicably granting all resist.
-Lightspawn racials are now learnable at 0/4/8/12 like all other undead, including shadows. whoops.
-Ancients now learn Earth before Magical Combat, because... well. I mean. Duh?
-Added Zilquish to the addon.
-Made the cat image for felings optional
-added Midnight Blessings (lunar talent) compatibility for dlc and addon resources. did not playtest this.

-changes made with mannendake's help/bugtesting (without whom this update would not be out for a Long time, THANK YOU) start here
-buffed Magic focused yaeches
-buffed cruel schism in general
-buffed yaech 3rd talent by giving it new functionality
-buffed silver hand a LOT, stop complaining, okay? :P
-updated a couple of inscriptions
-slight dismal aura buff (will refresh a debuff you already have rather than just wasting the turn)
-dismal aura now actually debuffs resist like it says it will
-added three more vampires. It's an addiction, I can't stop. One is available to everyone (the Sunwalker was split into a sun paladin and an anorithil), the other two require the wonderful Faetouched addon.
-Buffed Manawraith's Mana Drain - its name is no longer a lie.

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

Re: Inferno Race Pack

#93 Post by Syovere »

So with all the updates, and the new vampire varieties, would this update be a... revamp?

Already downloaded, will fiddle with the new stuff after work.

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: Inferno Race Pack

#94 Post by astralInferno »

eyyyyyyyyyyyyyyy :lol:

c2i39400
Posts: 2
Joined: Tue Oct 17, 2017 4:18 pm

Re: Inferno Race Pack

#95 Post by c2i39400 »

Got this error on zone generation that broke the zone generation:

Code: Select all

Lua Error: /engine/interface/ActorTalents.lua:351: /engine/interface/ActorTalents.lua:324: /engine/interface/ActorTalents.lua:227: /data-infernoracepack/talents/altertalents.lua:208: attempt to index global 'src' (a nil value)
stack traceback:
	/data-infernoracepack/talents/altertalents.lua:208: in function 'getRegen'
	/data-cults/talents/demented/void.lua:127: in function </data-cults/talents/demented/void.lua:108>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:224: in function </engine/interface/ActorTalents.lua:210>
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/ActorTalents.lua:351 useTalent
	At /mod/resolvers.lua:852 check
	At /engine/Zone.lua:785 addEntity
	At /mod/class/generator/actor/Random.lua:53 generateOne
	At /engine/generator/actor/Random.lua:127 regenFrom
	At /engine/generator/actor/Random.lua:49 generate
	At /mod/class/generator/actor/RandomStairGuard.lua:49 generate
	At /engine/Zone.lua:1135 newLevel
	At /engine/Zone.lua:991 getLevel
	At /mod/class/Game.lua:1177 changeLevelReal
	At /mod/addons/cults/superload/mod/class/Game.lua:45 changeLevelReal
	At /mod/class/Game.lua:968 unload
	At /engine/Game.lua:467 unregisterDialog
	At /mod/dialogs/ShowEquipInven.lua:181 
	At /engine/KeyBind.lua:265 triggerVirtual
	At /engine/ui/Dialog.lua:508 fct
	At /engine/Mouse.lua:71 

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: Inferno Race Pack

#96 Post by astralInferno »

1.3.1
-When vampires get new/buffed categories, it says something in the log.
-Vampires default mastery category is higher. Categories that are unlocked (but were already known) get a slight mastery boost. The mastery boost effect on its own is buffed.
-New option to use a human tile for Lunars, or even to have a human tile and swap to a lunar tile during Moonlit Dance. They can even be trans about it.
-(With the right option manipulation, you can use this ability to Trans your character's base tile, too - use moonlit dance while the trans option is selected, and then swap to the regular buff option before it ends, ignoring the advice to not do that.)
-...fixed the midnight blessings compatibility I didnt playtest. (this is what caused your zonegen bug)
-added more midnight blessings compatibility for... martyr, shining one, and the hekatonkheire addon.
-weight increased to a dumb amount because of this. I am side-eyeing you with affectionate judgement, recaiden.
-after the birth screen, vampires are now treated as part of the Undead race, allowing them better use of some items. realise as I type this that I didnt check it worked. oh well.
-Unfortunately, for [s]human[/s]vampirekind to gain anything, something of equal value must be lost: they now have True_undead, and cant become a lich.
-added an entire new halfling, the Legacied. They're racist. But they also have cool mind powers.
--Will of the Nargol: Extend your will to crush nearby enemies telekinetically, dealing PBAoE physical damage each turn for a few turns.
--Desperate Vigor: On taking heavy damage, heal and create a regen effect.
--Tyrannical Legacy: Gain global speed per enemy nearby, up to 5, none at 1.
--Grasp Victory: A PERMANENT Cursed Sentry that follows you around! If you Grasp a staff, it channels for you!

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: Inferno Race Pack

#97 Post by astralInferno »

1.3.2
-fixed undead heritage destroying all non vampire undead starts. the vampires are sorry uwu
-fix legacied being bald by default
-removed the feling base tile in favor of just defaulting them to red hair. they now required the red-hair unlock to NOT have red hair. you have no idea how much trouble this caused me.
-added a couple of safety valves to lunar tile changing... also stopped it giving you infinite size maybe? oops.
-all vampire racials cannot be unlearned.

1.3.3
-Fixed yaech Cruel Schism. again.
-added Panic to the available fears of Mortify, because I am incapable of not feature creeping minor patches.
-also, fixed Panic. that's why I was there, of course.
-significantly buffed the damage on Cruel Schism. what was I THINKING making it 20%?

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: Inferno Race Pack

#98 Post by astralInferno »

1.3.4
-reintegrated the old feling braid tile that rex made and I'd stopped using for some reason. as a side effect, gave one of the female redhead hairstyles to boys.
-...fixed the hair thing that I'd. turned off?
-legacied talent: Grasp Victory now works with steam weapons, and is buffed for weapons you'd usually dual wield (steam weapons, slings, mindstars, and daggers.)
-added a major QoL/UI feature that forces the birth screen to show Locked entries for races (only vampires so far) that you can't use due to required addons or DLC, telling you what you need to use them. :)
Image
-added Tormented to mortify, and beckoned, and let you pick beckoned or panicked or both
-added fears to Nightmare of the Way in place of the vimsense debuff

nsrr
Sher'Tul
Posts: 1126
Joined: Mon Sep 21, 2015 8:45 pm
Location: Middle of Nowhere

Re: Inferno Race Pack

#99 Post by nsrr »

Dual wield slings? Who? Where?

(Was that an accidental inclusion or ... ?)

(And what about whips?)

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: Inferno Race Pack

#100 Post by astralInferno »

idk, probably someone? :P they're balanced for being usable alongside shields, theoretically, so if they're being used alone they're at a disadvantage. They get a smaller buff than knives, though.
(knives get double mastery, slings and steamguns get slightly less, steamsaws get slightly less than that)

As I said in discord, will improve next patch.

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: Inferno Race Pack

#101 Post by astralInferno »

I did not remember to include whips.

minor patch for a major bug.
1.3.6
-Important bugfix: unused feling code was causing actor:act to be called twice per player turn. WHOOPS. Should be fixed.
-While I was here, I:
-fixed the hellforged third talent's category grant
-stopped By Treasure Scaled having non-integer cdr and duration.
-buffed CDR significantly (triple previous value - auric breath should be usable at least twice in the duration, maybe thrice at high TL/Mastery)
-minor improvement to duergar Shadowforge info
-more exciting (cosmetic) changes coming soon, for geological definitions of soon

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: Inferno Race Pack

#102 Post by astralInferno »

oh thats because I did it already in 1.3.5 which I forgot to post here.

1.3.5
-Forsaken bite wont affect Rampage.
-Forsaken get Fears rather than gestures
-Forsaken... actually get cursed form now. >:T
-they also get dark sustenance instead of boosting shadows because shadows has a hard cap on shadow count
-fixed a couple of very minor bugs/exploits with the vampire talent granting code and its descriptions, also a missing space caused by find/replace
-capped the attack speeds of Bulkling talent Fury of the Way at 0 life. Also improved the talent info to give base, current, and maximum bonus. this mmmight have been in an earlier patch but if so I didnt say anything.
-Fixed oversight causing Tree of Life to create constant lua errors
-improved bloodruned 2nd talent description
-the bloodruned con replacement now applies to equipping items, and the dam-mod of magic-based weapons
-stole code from minmay: it should now be a lot better with complex requirements such as 'level 10'.
-nerfed vampire class and generic point gain. they're meant to be boosted but this was too much - if you want masses of points, there are addons for that. I use them!
-as a consolation prize, they now get an extra stat point per level too, so you can have more success at "mental vampire with mage class" rather than being forced to match
-fixed vampire 4th talents still saying they teach categories at mastery 0.8
-Hopefully forbade a fae vampire exploit
-changed how the fae vampire category choice works
-changed yaech text popup so its not got so many words in it
-changed Feling's "land on your feet" a lot. it now works on a charge system. it cant work on things like knockback and off-turn teleports, so it gives you a free movement when they occur, instead.
-check the zip file for a guide to fae vampire gift options

scul
Higher
Posts: 65
Joined: Wed Feb 23, 2011 12:37 am

Re: Inferno Race Pack

#103 Post by scul »

Hmm, I have played with addons for many years now. Somehow I never have used any of your races while using some of your other addons. I do not know how or why that is! But I am enjoying this one a great deal without even exploring all the new races yet. Not sure if you are still updating this. But if you are one thing I noted is that the Reborn have a bug with their second talent. Seems to be calling a function that does not exist or is changed with mindpower. Aura of growth will give an lua error each turn it is active and after turning it off and taking the point out, now most of my attacks are named aura of growth even though they appear to be doing proper damage. Just letting you know that my character REALLY REALLY wants to have Aura of growth active, even after he no longer even knows the skill!

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: Inferno Race Pack

#104 Post by astralInferno »

This might take a little to fix, because the version I have has a lot of untested code that I need to get working before I can do a bug fix. If you'd like to fix it yourself;
1-Unzip the file. (it can be unzipped as any zipped file would be, .teaa's arent special.)
2-Go to data/talents/elf, and open it with notepad or something.
3-Do a Find (usually ctrl+f) for Aura_of_growth.
4-Scroll down slightly until you find 'callbackOnActBase'.
5-A line or so below this, you will find a line that says something like "local gloombonus = gloomTalentsMindpower(self)".
6-remove the gloomTalentsMindpower(self) part and replace it with 0.

you shouldn't need to rezip it or anything, I think?

edit: oh! and I'm really glad you're enjoying it otherwise. :)

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