fix

Doomed/Darkness Tweaks Some Edit I Don't Remember

Short Name: 
darkfixsomeedit

 Some edits I don't remember making. Just uploading it to not invalidate my saves. Below is the original description by rottensunlight@gmail.com.

 This addon is supposed to alter the cursed/Darkness tree

to make it useful, while changing as little as possible. I have long
since gone past "as little as possible". I also added the Inner Darkness
tree, an advanced tree meant to supplement Darkness the way that Advanced
Shadowmancy supports the Shadows tree.

-- Creeping Darkness: I lowered the cooldown, I set the number of seeds

            of darkness to increase appropriately with talent
            level. The darkness now inherits a weaker version
            of the debuffs of other debuffing abilities you
            learn once those talents reach level 4. In
            particular, Dark Torrent, and Dark Tendrils. The
            strength of the debuffs are determined by the
            talent level of the talents from which the
            debuffs are stolen, and your mindpower. The
            density of the darkness is based on mindpower and
            talent level, filling up to 75% of the given aoe 
            at 100 mind power and talent level 5.

-- Dark Vision: I increased the max range of the vision to 7
            squares, to enable one to target Agony and
            Hateful Whisper correctly. I also boosted the
            movement speed buff slightly.

-- Dark Torrent: I set the ability to always leave creep behind
            instead of randomizing a core part of the ability.
            I also increased the damage very slightly.

-- Dark Tendrils: I made it faster, with scaling based on talent
            level, and the damage of the darkness it leaves
            behind is improved. I also added an extra
            tendril at talent level 6.

-- Grudge: This gives you a hate/life heal, while
            inflicting the Grudge debuff, which will take
            back the life it healed, plus a little more, 
            making you bleed creeping darkness all the while.

-- Veil Walk: This is just a short range teleport, with the
            ability to switch your place with opponents. It
            gains range with talent level. It is instant if
            you are stepping into your creeping dark. It
            also cuts fear immunity, dark resist and mind
            save when you switch with an enemy.

-- Heartless: This sustained ability burns hate to deal a
            small amount of dark damage on top of every
            blow you deal, and also makes enemies leave
            behind pools of darkness when you kill them.

-- Dark Blood: This ability is pure damage smearing. It collects
            all the damage you take in a single pool and
            portions it out to you over the following turns
            at a set rate.

I have also unlocked the Fears tree, and changed it to be like the version
of Fears in HousePet's afflicted rework. However, the fear effects
themselves have been altered. In particular, the fears that inflict
damage are now allowed to crit, and some of the fears were locked so as to
not inflict brainlock. This has been removed.

I have significantly buffed Gestures to the point of being absolutely brokt,
in the hopes that they'll make a possible alternative to psiblades. I'll
just have to keep buffing them until you don't have to take psiblades, and
then tune them until they aren't crushingly oppressive.

Cultists event spawn chance

Short Name: 
cultists-event-chance

Apparently you can have game without cultist event ever spawning...random sux - this mod makes sure your world will have cultists event. Spawn chance is set to 100% so it will spawn first time you enter zone that allows it (elven ruins/daikara/mark of spellblaze/reknor). Let the Shasshhiy'Kaish come forth! WE SUMMON THEE! ^^

Infinite Dungeon Challenges Fix

Short Name: 
infinitechallengesfix

Fixes a bug with infinite dungeon challenges caused by clones/summons

Necromancy fix

Short Name: 
necromancy-fix

In this addon, I want to fix obvious and not so obvious shortcomings in the behavior of skills.

Rime wraith:
The skill ended early if the "host" died.
-Now the wraith chooses a new target

When "jumping", wraith incorrectly registered the remaining time of the effect if it made several "jumps" in one turn
-Now the skill always works out the declared duration.

Aura of Undeath
The aura effect was applied only to the minion in direct line of sight. It was enough for the minion to go behind a tree and the effect disappeared. I can't say that this is a bug, but in my understanding, auras do not work like that.
-Now it is applied to all minions in the declared radius.

Start Choice Fix

Short Name: 
choice-fix

Fix an 'error' when a race-class conbination is noted as 'nolore' but fail to show the warning text, for I'm not sure if it is intented.
Make set descriptor_choices.subclass in races as 'disallow' acctually work.

Another Wardens Call Fix

Short Name: 
another-wardens-call-fix

Changes Temporal Warden's - Warden's Call talent to solve memory issues
and make the game enjoyable & playable with Temporal Wardens with Threaded Combat. Added compatibility to adventurer builds.

Updated to fix some issues with tradewind rider's fix

Warden's Call now do not create a new actor (paradox clone) on each trigger,
but instead the player will instantly make a forced attack against the target.

The conditions for triggering are the same as for the paradox clones,
and during these forced attacks, the player:

- do warden swap
- moved to the locations, so it's not a teleport
- invulnerable
- has all effect immunity
- do not consume ammo
- reset weapon folding cooldowns
- making the forced attack with the same generic damage penalty when it is melee
- extra chance to not make a ranged attack equal to the damage penalty, since the damage penalty doesn't seem to work for arrows
- moved back
- do warden swap back <-Update: swap weapon if a swap did occur, fixes some problems when non-dual wielding/ not using bows
- TODO: restore weapon folding cooldows

I hope this solves the issues and making the game with Temporal Wardens more enjoyable. :)
The added changes make this talent mostly compatible with adventureres as well.

Skirmisher + Annihilator DeJankifier

Short Name: 
skirm_dejank

Fixes various janky behaviour with Skirmisher, Archer, and Annihilator's projectile effects:

Talents intended to hit instantly now properly do. In basegame, these classes use extremely fast projectiles in an attempt to simulate instant hits. However, this obviously does not work for many reasons, allowing actors to act in the interim (most obnoxiously, stepping out of the way of said attacks). This can no longer happen with this addon.

Grenade Launcher's FX now sync properly with the projectile's impact. In vanilla EoR, the visual shockwave and sound FX are created immediately upon Grenade Launcher triggering, despite the actual projectile having travel time. This addon causes these effects to instead trigger when the grenade actually lands, and additionally adds enhanced VFX for each grenade type.

Talents that now hit instantly:
Skirmisher:
-Kneecapper
-Kill Shot
-Noggin Knocker
-Hurricane Shot
Annihilator:
-Reactive Armor
-Flamethrower/Flame Jet
-Fumigate
Archer:
-Headshot
-Volley

This addon tampers with core engine functions. As such I cannot fully guarantee stability or compatibility. Note that Embers of Rage is not required to load this addon.

Enjoy!

Wardens Call Fix

Short Name: 
wardens-call-fix

Changes Temporal Warden's - Warden's Call talent to solve memory issues
and make the game enjoyable & playable with Temporal Wardens with Threaded Combat.

Warden's Call now do not create a new actor (paradox clone) on each trigger,
but instead the player will instantly make a forced attack against the target.

The conditions for triggering are the same as for the paradox clones,
and during these forced attacks, the player:

- do warden swap
- moved to the locations, so it's not a teleport
- invulnerable
- has all effect immunity
- do not consume ammo
- making the forced attack with the same generic damage penalty
- moved back
- do warden swap back

I hope this solves the issues and making the game with Temporal Wardens more enjoyable. :)

Bugfix Pack

Short Name: 
meteor-fix

Doomed Darkvision Fix

Short Name: 
darkvision_fix

NOTE: As of ToME version 1.7.3, this fix has been incorporated into the base game, and so should be deactivated/uninstalled.

Tweaks LOS code for both NPCs and the player to properly and consistently respect Dark Vision when determining whether Creeping Darkness blocks sight.

Targeting and projection now properly treat Creeping Darkness as transparent if you have Dark Vision, just like any other tile that can be seen through, eliminating awkward behavior when targeting diagonally and/or around corners. If you do not have Dark Vision, these tiles will be treated as opaque. Additionally, NPCs will properly be able to see and target through their own creeping darkness without hindrance. Similar effects to Creeping Darkness such as Cursed Miasma should also be corrected by this addon.

This addon hard-overwrites engine and module functions. As such, I cannot fully guarantee compatibility or stability.

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