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Found bugs, mainly related to resolver.genericlast functions adding more resolvers that ended up not getting resolved.
Ups, pastbin with pass: fNEmCfM18Q
Is there any way to escape the dungeons that come up black?
Just as a heads-up, when looking into the tails.lua file to determine whether or not Distracted Tail just needs a bugfix, I noticed that it is defined, but it lacks any code that would actually give it an effect. While I'm new to the game and to lua modding in general, I'm also interested in how the Moonfox race would play (given how Distracted seems like it would be a staple if it works properly) and will see if I can figure something out. Hopefully there isn't any issue with that, especially since the addon hasn't had an update in two years.
EDIT: It appears that the same is true for Precise Tail, Inverting Tail, Twitching Tail, Splitting Tail and Singular Tail. They have conditions for attachment and subsequent black/whitelists, but no actual effect, at least from what I can see in the lua. The race is quite cool in concept, so it's a pity to see it in a half-finished state like this, but I'll see if I can bring it over the finish line.
EDIT 2: Yeah, I have no idea what I'm talking about lol. I can't even find the code making Focused work like it should (it still functions, even with the code removed from tails.lua). At least this is a learning experience tho. Still trying to figure this out.
EDIT 3: It looks like the issue is the 'isAttachedTailActive(tailid)' function. The only difference in the code that affects the effective talent level between Focused Tail and Distracted Tail is in the aforementioned function being an initial trigger. It's only after the function returns a non-false (non-0) value that it begins checking talents for the Distracted Tail. I literally commented out the 'isAttachedTailActive(tailid)' function and it's working.
That being said, it's now firing on all talents, regardless of category or whether or not I even use the Distracted Tail. it looks like it affects every talent, not just the ones in the Tail's current tree, and might be worth putting a talent point investment requirement into. For instance, a Distracted talent could require 3 talent points to function, since doubling the effective level of everything else, even if just in that specific talent category, is incredibly powerful.
EDIT 4: I figured it out. In the Actor.lua file, the 'isAttachedTailActive(tailid)' function just needed some pruning. All it needs to check is the following:
if self.moonfox_tails and self.moonfox_tails[tailid]
If the above is true, return true. Else, return false.
Once I made this change and placed the updated lua file into the addon, Distracted Tail started working exactly as intended.
Well, I have to say that was a rather enlightening trip into troubleshooting Lua. Apologies if my earlier statements came off as a little know-it-all, that was hardly my intent. In any case, for anyone that wants to get the Distracted Tail talent working on Moonfoxes again, the solution I listed above should do the trick. Probably not the smartest thing to spend my sleeping time working on, but I was on a roll lol. Anyway, leaving this here (edits included) for posterity.
[sound F/X: source diving] Hmm, it looks like Dark Master may have been trying to do this deliberately; the addon overloads ActorTalents:numberKnownTalent() to always return 4, presumably specifically to produce this effect. You're right, though, that's way too scattershot an approach: not only does it affect all trees for the class, it affects all trees for all races and classes as long as the addon is enabled.
If you're trying to disable the learn-lower-talents-first requirement for your Psionic Blade talents, Dark Master, the way to do that is in this line of the talent definition:
The number in the second slot is one more than the number of talents in the category that you'll be required to know before you can learn this talent; setting it to 1 effectively removes the requirement. You can check the Psionic/Absorption tree for an example; it does this for all its shield talents (but not Forcefield).
While this addon is enabled, higher-tier talents can be learned while ignoring the lower-tier ones. This affects all trees in my experience.
May i ask where the merchant is located? does this add a merchant in the EoR campaign too?
After a new character using debug mode everything work right
Tested on Regeneration infusion, Quick as Thought, Pain Enhancement System, the duration of theses effects are not longer during sustaining Abstraction than original.
been fixed :)
been playing on and off since 2016 (damn it's been that long?) and i just want to say thanks for still updating this lol you a real one
Sorry but your addon causes insanity costs flip from positive to negative for some reason.
Hello, I am not at all an experienced player to have any merit on advising you, I have never won a run before. This is just a note I had for myself. I am playing on Nightmare because of the multiplied loot drops and EXP from the frequent Rares.
However, if you still would like to hear my two cents on this:
> EQ management
This should never come up on a Weapon Wyrmic, because you use your highest offense talents off the bat and you preferably don't want to be casting talents frequently because of Assault / Dissolve's massive attack damage with shields.
On a Caster Wyrmic, or breath focus: I haven't played it yet, but the Harmony tree will help you manage it just fine. Before that, I personally recommend Acidic Spray. Float points in it since it isn't so good in end game. It becomes a beam ( piercing ) at talent level 5, does good damage for it's EQ cost and cooldown.
Devouring Flames and Healing Nexus is a good combo amidst a crowd to quickly shave your high EQ.
> Weapon preference
I prefer shield offense, it works better with Wyrmic's innate low accuracy issues. Use guard to apply Counterstrike, and Assault / Dissolve to blow things up. Take note that 2-handed offense's Reckless Charge allows you to basically flee into terrain without destroying it when combined with Burrow, and then your normal resumed movement will destroy terrain, making an isolated island.
How do you usually manage your Equilibrium? Just use Meditation, regardless of the damage reduction?
Also, do you prefer two-hand offense tree or shield offense tree?
My first ever ToME win was a Dwarf Wyrmic on Normal Adventure, but could never make it work for Nightmare and/or any Roguelike game yet.. :(
Thanks,
McKwack
Seems to still work with 1.7.6, would like an update and more compatibility with other mods, though!
Good to hear.
Found a bug, one of those nasty ones that completely breaks the UI and makes the game go "black-screen":
From investigation, it looks like the problem is in the Decaying temporary effect's .long_desc() method; apparently the eff.dam1 field isn't in place by the time the UI tries to display the effect. (If it helps, the affected character is of the Engineered race from starslayer's Godling addon, which may have some global speed boosts that muck up timing for getting the relevant values into place.)
[Oh, and another small thing while I'm here: if you're planning to stick with shield fighting, I'd suggest adding the following line:
to the .copy{} sub-block of the Infected subrace descriptor (same as the Cursed descriptor has), so that players won't need to enable the "UI | Always show shield combat properties" option to see combat stats for their shield.]
i reinstalled the game, and its working now, so no issues.
Small sort-of bug to report: looks like you left a debugging log in your Enduring talent, leaving a stream of "There are 0 nearby enemies" as you run around. Only mildly annoying, but hey.
Also, if you decide to keep the Corruption/Doom Shield tree, you'll probably want to explicitly require the Ashes of Urh'Rok DLC by adding the following line to your init.lua:
In my tests, creating an Infected character without Ashes enabled doesn't choke, but the Doom Shield tree is missing.
Small bug to report: if the Embers of Rage DLC is not enabled, your addon chokes during startup trying to add the Engineer_Orc subrace to the Orc race descriptor. It should be sufficient to simply check whether getBirthDescriptor("race", "Orc") actually returns anything before trying to modify it.
(Also, if you want talent icons for your Race/Omnipotence talents, Game-Icons.net <https://game-icons.net/> is a great place to find them.)
I've never sen it do that before. If you can provide an error log, I'll try to track it down.
Sadly it dont work. Having sonar in inventory while entering area causes game to bug out and never generate it.
Works great in 1.7.6.
For anyone still interested in this addon, for most part, I haven't encountered any problems with it (I'm playing 1.7.6). There is one bug, however, namely, the Orc Headgear unlock will not occur due, if my casual perusal of the code is correct, to the new LevelUp function this addon has. If one hasn't unlocked said cosmetic, I'd suggest doing that first before using this addon.
EDIT: As an addendum, the new LevelUp function this addon has also unfortunately breaks the restock by level system the Maj'Eyal campaign has.
That's pretty sick ngl