Inferno Race Pack

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sgern
Posts: 2
Joined: Thu May 11, 2017 11:02 pm

Re: Inferno Race Pack

#76 Post by sgern »

What exactly is the "extra benefit" of leveling the 4th Undead/Vampire subtype skills to 5, and how do I trigger it? Do I boost the Undead/Vampire subtype category, or what?

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

Re: Inferno Race Pack

#77 Post by astralInferno »

sgern wrote:What exactly is the "extra benefit" of leveling the 4th Undead/Vampire subtype skills to 5, and how do I trigger it? Do I boost the Undead/Vampire subtype category, or what?
An extra talent category, and your guess is correct. :)

Kamdiere
Yeek
Posts: 12
Joined: Fri Mar 24, 2017 10:37 pm

Re: Inferno Race Pack

#78 Post by Kamdiere »

Found a snag with Shadows. Their second talent doesn't actually give stealth power. I checked the file and it doesn't even have lines laying around that could be intended for giving stealth power.

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

Re: Inferno Race Pack

#79 Post by astralInferno »

The stealth power bonus is coded in the altertalents.lua file, and directly affects the value provided by Stealth.
...that said, this code overwrites the method stealth determines its power with, and is probably outdated. I didn't even write this code.
...this is just completely ruining the rogue stealth mechanics. Yikes (TM).
I would probably have noticed this by now if I used stealth.

I'll... add fixing that lot to the list of stuff I should do if/when I'm coding again, but shadow aspect should still be buffing stealth. Stealth is just nerfed by this addon being there.

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

Re: Inferno Race Pack

#80 Post by astralInferno »

If anyone's tried using this addon in 1.6, can you please pass on what's currently broken? I'm really itching to play some of my own races again, so I'd love to get this working again, but there's just so much content to check! :D

Thornstromb
Low Yeek
Posts: 8
Joined: Thu Mar 19, 2009 11:10 pm
Location: California. That's all you need to know...

Re: Inferno Race Pack

#81 Post by Thornstromb »

so far ALMOST nothing seems broken in 1.7, but ive found these issues:

Shadow - Racial level requirements are incorrect (standard 0/4/8/12 of a regular tree rather than racial 0/8/16/24 tree starts)
MIGHT want to double check shadow and lightspawn code. Also, it would be REALLY helpful if Shadow/Lightspawn "charge swap" mechanic was properly described ingame, maybe tag the core mechanic in the racial t1, and actually label what the swap does to each talent in said talents description.

Dwarf Subs - allow customization (mostly bikini)
not sure why you cant add skintones and bikini to say, duergar.

Duergar shadowforge - lasts 6 turns
this isnt even in the description. only way to know its length is to click it and see buff timer.
Duergar also have no starting inscriptions. wtf?
EDIT: Duergar also lose acsess to the dwarven town on leaving. i think theres something wrong with the whole shebang here....

Feling: MAY have caused a weird crash.... upon leaving to main menu. not when loading in, just when leaving. wut? no idea, Ill get back to you about any further issues.

GENERAL FEEDBACK
i feel the vampire races need a bit of an overhaul. they are okay-ish, but i feel they would fit better if their 4th skill did something, and then gave *1* tree at level 5. especially since adding a ton of extra trees leaves basically everyone strapped for points. A good option might be some kind of damage type bonus... +dam , res pen, affinity, take your pick. each vamp could have a different damage type focus associated with their specialty.
Effigies, especially warrior effigies who take actual melee classes, basically walk into the Abashed Expanse and perish instantly. i don't know how to fix this one....
Lightspawn arbitrarily have only +2 con to Shadows +4 dex. is this intentional?
Lore Error: Yaech are against the Way, so naming one of thier skills after it is.... nope.

ADDITIONAL
yours is my favorite race pack, so i was wondering if you might think of adding another one: Trollkin. powerful passive regen, regen boost active, ogrewielding, no infusion mechanics, not sure what else. Thought that one would fit well.
Last edited by Thornstromb on Fri Aug 27, 2021 3:31 pm, edited 1 time in total.
I AM:
Thornstromb, the Deathless Thunderlord Alchemist who once found Narsil!... until the hard drive got wiped....
I like Wands of Manathrust (3500 charges)

My archer likes to make exploding arrows that say "the explosion will be (nuke)"

Mr Frog
Thalore
Posts: 144
Joined: Wed Mar 25, 2020 4:28 am

Re: Inferno Race Pack

#82 Post by Mr Frog »

add frogs

traits include: eating bug

Darkgobbo
Halfling
Posts: 80
Joined: Tue Aug 14, 2012 8:33 pm

Re: Inferno Race Pack

#83 Post by Darkgobbo »

Frog folk

Smol like halflings

Slimy skin so they have built in resist towards fire and weakness to daze

Froggy leap - They can jump a few square and deal damage/stun to a single target as they belly flop them

Sticky tongue - Can grapple a unit and deal physical damage, eats any bugs for a heal

Croak - Let loose a mighty Ribbit and confused all around you.

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

Re: Inferno Race Pack

#84 Post by astralInferno »

So the thing about Shadows is they weren't originally my addon. I forked them when the original creator vanished, and eventually folded them into my racepack. This means that some of the bd decisions in it aren't my fault. :P

Others, however, are entirely my fault.

The regular racial requirements are... actually, those ARENT a mistake. If you look at ghouls and skeletons, Undead racials are typically 0/4/8/12, rather than 0/8/16/24.
The idea behind the Lightspawn's +2 Con was that "Not every class wants Dex, but every class gets the same benefit from Con, so its stronger."
In retrospect, this was probably a foolish idea. Con has never been very good in ToME.
The charge swap isn't highlighted because it has much smaller effects than you likely expect. It's absolutely meant to be a small gimmick; an easter egg, rather than anything more. Unless I'm misreading the code/misremembering, its effects are "swap racial light/darkness resist, lose/gain lite radius, swap your racial model, and your 4th talent swaps from light to dark".
...currently, it also buffs a negative-lightspawn's All resist, presumably to make up for the lost lite radius? but I should edit that to buff infravision.

IIRC, duergar and such are currently a little broken because their code was written before Cults released. Before Cults, a lot of dwarf code was defined in Race: Dwarf, but when Drem were added, a lot of it got moved to Subrace: Dwarf. This meant Duergar/Bloodruned/Hoardlings no longer had defined inscriptions, access to the iron throne, bikinis, etc. This will be fixed in my next update.

Vampires already get res pen for their associated elements as part of their third skill.
Your advice is almost certainly objectively correct, but I don't want to do it. I like the vampires as being soft-multiclassing options, even though it makes them very hard to use outside of extra-points addons, or maybe the infinite dungeon.

Effigies gave me SO much trouble. I gave them manathrust and phase door by default because the abashed expanse Does Not Work without them, but it's a very inelegant solution that won't work if someone plays them with auto-assign talents turned off. I've put a note in their description to warn people of this, but it's really all I can do.

The lore for playable Yaeches is that they were raised as part of the Way, as traitors to their free cousins. It says this in their starting text. :D

Trollkin sound a little interesting, but I don't do very much coding nowadays, I'm afraid. They're also fairly strongly not-my-aesthetic, so I'd find it hard to give them good and interesting content.

As for frogs, unfortunately there's already an AWESOME mod for frogfolk called Barachim, I could never make addons as well as that guy.

Thornstromb
Low Yeek
Posts: 8
Joined: Thu Mar 19, 2009 11:10 pm
Location: California. That's all you need to know...

Re: Inferno Race Pack

#85 Post by Thornstromb »

cool beans on the answering.

as for vamps, i understand.
Shadows: same, but i mentioned it specifically because Lightspawn have regular racial levels, whereas shadow have undead levels. im assuming it was probably a copying issue.
honestly the swap still needs some comment in the starting talent. its near meaningless for Lightspawn, but almost anyone can make a Luminescent Shadow by grabbing Chant tree.

thanks for fixing the dwarves!

and yeah, i was lost on what to do about effigies as well. sidenote that these days manathrust is USELESS in the abashed expanse, the void elementals there have 100% arcane resist. not sure how to fix.

didnt know about the yaechs starting lore. cool!

sad for the trolls. ah well, was a thought.
I AM:
Thornstromb, the Deathless Thunderlord Alchemist who once found Narsil!... until the hard drive got wiped....
I like Wands of Manathrust (3500 charges)

My archer likes to make exploding arrows that say "the explosion will be (nuke)"

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

Re: Inferno Race Pack

#86 Post by astralInferno »

Oh, good catch on lightspawn/shadow being inconsistent! I've changed lightspawn in my master copy to use the undead requirements, thank you.

So, it's actually intentional - or not a bug, at least - that effigies can't fight with manathrust in the expanse. I don't like giving them a free talent, you see. The problem is that to make an abashed expanse wormhole stabilise, you need to hit it with a spell. Eye Beams won't trigger it. So they /require/ an archmage spell to be able to navigate the area, but they don't /require/ it to fight mobs.
Admittedly, fighting manaworms as a melee character is highly unpleasant, but that's somewhat out of my control.

Thornstromb
Low Yeek
Posts: 8
Joined: Thu Mar 19, 2009 11:10 pm
Location: California. That's all you need to know...

Re: Inferno Race Pack

#87 Post by Thornstromb »

Idea just had, though it may be too much work/beyond your coding capabilities: instead of making Effigies face the Abashed Expanse with skills that are unviable for the scenario (seriously, for most melee classes it's flat out impossible), or forcing them to "reject" the mission, implement an alternate starting area connected to Angolwen just for them. Then you could remove the extraneous phase door and manathrust spells from them, and perhaps make their first boss drop something racially specific for them (see Draconian)
I AM:
Thornstromb, the Deathless Thunderlord Alchemist who once found Narsil!... until the hard drive got wiped....
I like Wands of Manathrust (3500 charges)

My archer likes to make exploding arrows that say "the explosion will be (nuke)"

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

Re: Inferno Race Pack

#88 Post by astralInferno »

I mean I could do that, but it would be a great deal of research and effort and probably end up making a level that wasn't that good. You can always just... say no to the Abashed Expanse, yanno? It's optional.

Honestly I'm kinda tempted to just overload the definition for losgoroths and cut their Defense in half. missing 3/4 of your attacks on a dex-based class is infuriating.

TheInsanity556
Posts: 1
Joined: Thu Nov 04, 2021 1:00 am

Re: Inferno Race Pack

#89 Post by TheInsanity556 »

So don't know it this is a common bug, but when I went to level up a plaugetouched vampire I was able to put the final point in to its final racial talent and gain the bonus skill, fine enough.

However I was able to take the point, spend a talent to force the Rot category to get its bonus mastery then without closing the page refund the final point back, at that point I was able to just keep putting the point in, taking it out and forcing the Rot category to go to an absurd 2.3 or so before I stopped and moved on.

Hellcommander
Archmage
Posts: 362
Joined: Tue Nov 09, 2010 7:43 pm

Re: Inferno Race Pack

#90 Post by Hellcommander »

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

Code: Select all

Lua Error: /data-infernoracepack/talents/dwarf.lua:78: attempt to call field 'CDreduce' (a nil value)
	At [C]:-1 CDreduce
	At /data-infernoracepack/talents/dwarf.lua:78 passives
	At /engine/interface/ActorTalents.lua:624 learnTalent
	At /mod/class/Actor.lua:5105 learnTalent
	At /mod/addons/orcs/superload/mod/class/Actor.lua:218 learnTalent
	At /mod/class/Actor.lua:3894 resolveLevelTalents
	At /mod/class/Actor.lua:3927 levelup
	At /mod/addons/orcs/superload/mod/class/Actor.lua:133 baselevelup
	At ...fork_multi_class_challenge/superload/mod/class/Actor.lua:68 oldlevelup
	At /mod/addons/adventure_party/superload/mod/class/Actor.lua:43 levelup
	At /engine/interface/ActorLevel.lua:145 forceLevelup
	At /engine/interface/ActorLevel.lua:63 resolveLevel
	At /engine/Entity.lua:782 resolve
	At /mod/class/Actor.lua:320 resolve
	At /engine/Zone.lua:735 base_finishEntity
	At /mod/addons/neka_qol07/superload/engine/Zone.lua:7 super_finishEntity
	At /mod/addons/nur_kit/superload/mod/class/Zone.lua:59 super_finishEntity
	At /mod/addons/lite_in_stores/superload/mod/class/Zone.lua:32 finishEntity
	At /engine/Zone.lua:454 makeEntity
	At ...challenge/superload/mod/class/generator/actor/Random.lua:58 generateOne
	At /engine/generator/actor/Random.lua:127 regenFrom
	At /engine/generator/actor/Random.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 base_changeLevelReal
	At /mod/addons/wkbeholder/superload/mod/class/Game.lua:6 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 

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