Recent comments

  • Spell Merchants   4 years 2 weeks ago

    I remember someone else mentioned this issue, they said they were able to get around them by using the pickaxe. When I'm able to get back to work on this addon, I'll see about changing his spawning.

  • Greenwatch   4 years 2 weeks ago

    I see you did an update and I re-enabled the addon after the update and started a new character. But it seems the issue with the shoot generating lua errors is still there.

  • Greenwatch   4 years 3 weeks ago

    Note: None of this is a comment on the strength of the class.

    Woods Walker has a problem with the way it is coded that lets you completely break the game with two of the talents.
    Said problem being the energy refund talents - Arrowspring and the first Favor of the Wind talent.
    Both of them state that [action] now only takes X% of a turn. The way they are coded, however, makes them refund (1-X)% of a turn after the action is taken.
    This leads to a massive problem: if you can get the speed of that action down enough, you can go infinite, not letting anything else get a turn.

    With the first Wind talent, that's trivial - just pick the Swift Hands prodigy. Boom, infinite turns by holding down the "quick swap gear" button.
    With Arrowspring, you need high mastery and a bunch of attack speed boosts, but it's still possible.

    Edit: The first one is obviously also applicable to Anamage.

  • Greenwatch   4 years 3 weeks ago

    Does 1.1.0 fix the spellpower issue for Anamage? Really like the idea and design and I want to play it more, but I've been waiting for that fix.
    Edit: Decided to just delve into the code to check and I do see that a fix was implemented, great!

    I'm enjoying the class a lot! The visual effects for the class are really great, too, especially the stones and the trees :)

    Woods Walker looks fun as well, especially if I'm in the mood for a very passive bumpy/shooty run, but I haven't really tried it out too much yet.

    Really nice work!

  • Infinite Levelup   4 years 3 weeks ago

    The mod doesn't seem to work in embers of rage 1.7.4 ver, level 50 is the cap as usual. Might be some sorta conflict in my mods, but i don't have any that touches levelling.

  • Greenwatch   4 years 3 weeks ago

    Curious. I haven't been able to get this one to replicate. Regardless, I put a check in to hopefully keep it from happening again. Thank you!

  • Greenwatch   4 years 3 weeks ago

    I have the same issue. TBH I have a ton of addons, but this one seems not to want to play nicely so I have it disabled.

  • Mage Knight   4 years 4 weeks ago

    self.mkp_status_ignore.physical is not defined until you actually pick the talent, I'm guessing, so that errors upon mouse over if you enable that option.

  • Greenwatch   4 years 4 weeks ago

    getting a bunch of the following error report whenever anything shoots (me, gunslinger rares, etc.)
    Lua Error: .../mv-greenwatch/superload/mod/class/interface/Archery.lua:59: attempt to call method 'knowTalent' (a nil value) At [C]:-1 knowTalent At .../mv-greenwatch/superload/mod/class/interface/Archery.lua:59 damtype\

  • Arcane Archer   4 years 4 weeks ago

    Apologies I didn't see this much earlier - I'd been checking Steam Workshop but not here. Thank you for the report however! I had not tried using this with teleportation spells, only really one-turn attacks.

  • Class: Spellweaver   4 years 4 weeks ago

    This is a lot of fun to mess around with. Great concepts and good execution. Frankly it can be a bit overwhelming at times due to the sheer number of options, but highly enjoyable nonetheless.

  • Greenwatch   4 years 4 weeks ago

    Hmm. To be honest, I did not realize that about Spellpower. That's something to fix, then.

    Thank you!

  • Greenwatch   4 years 4 weeks ago

    Yes, for now. I plan to add sound in a later update.

  • Greenwatch   4 years 4 weeks ago

    Since your spellpower is divided by 1+[number of antimagic items worn] and Anamages start with and focuses on an antimagic item but uses spells, it's kind of hard for them to function later on.
    Redemption of Magic and Bones of the Earth are both brilliant trees though.

  • Greenwatch   4 years 4 weeks ago

    I playing addon and I realize dhtere ar eno sound for any of spells for anamage atleast is it supposed to be like this?

  • Class: Spellweaver   4 years 4 weeks ago

    I'm having trouble reproducing this error. Could you tell me exactly what situation it happened under beyond just using Elemental Purification? Any kind of information on what the other components were, etc. would be helpful.
    Oh, also, I generally prefer to receive bug reports on the forums (link in the main description) because I have it set to automatically notify me there, so if you could report any further bugs there, I would appreciate it.

  • Class: Spellweaver   4 years 4 weeks ago

    I don't know if it's the same lua errors but I still get it when I kill enemies with the purification element.

    error = "Game version: tome-1.7.4Addons: items-vault-1.7.0[O], possessors-1.7.4[O], inv_tiers-1.7.2[X], master-spell-merchants-1.7.4[X], select-your-escorts- 1.7.0[X], kam_spellweaver-1.7.4[X], expolevel-1.7.4[X], ashes-urhrok-1.7.4[O], ignore_rc_locks-1.7.0[X], orcs-1.7.4 [O], zomnibus-1.7.4[X], cults-1.7.4[O]Game version (character creation): tome-1.7.4Lua Error: /engine/interface/GameTargeting.lua:137: /engine/interface/ActorTalents.lua:190: /data-kam_spellweaver/kam_spellweaver_damage_types.lua:961: attempt to perform arithmetic on local 'resistChange' (a nil value) stack traceback:\9/data-kam_spellweaver/kam_spellweaver_damage_types.lua:961: in function 'projector'\9/data-kam_spellweaver/kam_spellweaver_damage_types.lua:16: in function 'projector'\9/engine/interface/ActorProject.lua:259: in function 'apply'\9/data-kam_spellweaver/talents/kam_modes.lua:364: in function 'doApply'\9/data-kam_spellweaver/talents/kam_modes.lua:920: in function 'getDamageFunction'\9/data-kam_spellweaver/talents/kam_spellslots.lua:141: in function </data-kam_spellweaver/talents/kam_spellslots.lua:99>\9[C]: in function 'xpcall'\9/engine/interface/ActorTalents.lua:186: in function </engine/interface/ActorTalents.lua:173> At[C]:-1 At [C]:-1 error At /engine/interface/GameTargeting.lua:137 fct At /engine/interface/GameTargeting.lua:143 targetMode At /engine/interface/GameTargeting.lua:214 accept At /engine/interface/GameTargeting.lua:221 fct At /engine/interface/PlayerHotkeys.lua:326 At /engine/KeyBind.lua:231"
    seen = true
    reported = false

  • Class: Spellweaver   4 years 5 weeks ago

    Very good addon, however I had Lua errors related to the Elemental Purification element...

    "error = "Game version: tome-1.7.4Addons: items-vault-1.7.0[O], possessors-1.7.4[O], master-spell-merchants-1.7.4[X], inv_tiers-1.7.2[X], select-your-escorts- 1.7.0[X], ignore_rc_locks-1.7.0[X], expolevel-1.7.4[X], ashes-urhrok-1.7.4[O], kam_spellweaver-1.7.4[X], orcs-1.7.4 [O], zomnibus-1.7.4[X], cults-1.7.4[O]Game version (character creation): tome-1.7.4Lua Error: /engine/interface/ActorTalents.lua:351: /engine/interface/ActorTalents.lua:324: /engine/interface/ActorTalents.lua:190: /data-kam_spellweaver/kam_spellweaver_damage_types.lua:950: attempt to perform arithmetic on local 'resistChange' (a nil value)stack traceback:\9/data-kam_spellweaver/kam_spellweaver_damage_types.lua:950: in function 'projector'\9/data-kam_spellweaver/kam_spellweaver_damage_types.lua:16: in function 'projector'\9/engine/interface/ActorProject.lua:259: in function 'apply'\9/data-kam_spellweaver/talents/kam_modes.lua:360: in function 'doApply'\9/data-kam_spellweaver/talents/kam_modes.lua:1162: in function 'getDamageFunction'\9/data-kam_spellweaver/talents/kam_spellslots.lua:141: in function </data-kam_spellweaver/talents/kam_spellslots.lua:99>\9[C]: in function 'xpcall'\9/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 /engine/interface/PlayerHotkeys.lua:179 At /engine/interface/PlayerHotkeys.lua:162 activateHotkey At /mod/class/Game.lua:2565 fct At /engine/interface/PlayerHotkeys.lua:326 At /engine/KeyBind.lua:231"
    seen = true
    reported = false"

  • The Hammer of Urh'Rok: Part I   4 years 5 weeks ago

    I'm having fun so far (not finished yet).

    The whole "worst timeline" with Urkis strolling around, old demons on the loose and so on is pretty interesting.
    I wonder if it would make sense for the Grand Corruptor to show up as ally or otherwise, and maybe for some other side bosses, like Ben.

    A few complaints for the sake of complaining:

     - Shops are overstocked. Good for gearing up of course, but a bit overwhelming. Splitting runes/infusions and weapons/armour by type would be most convenient.
     - An extra floor for Walrog's dungeon, please? I've got a bit of overkill problem and only managed half of the quest numbers before killing everyone.
     - Having some allied demonic forces appear would be thematically proper. Maybe a limited-use summoning artifact airdropping imps/wretches at your approximate location.
    

    Great job though.

  • Class: Spellweaver   4 years 5 weeks ago

    In a recent update, I bumped the initial number of slots to four and reduced the cooldown of attack spells to 5, so hopefully that should help. I'm still doing balancing work, so it should keep improving over time.

  • Class: Spellweaver   4 years 6 weeks ago

    Very nice concept! I played a bit yesterday and it was quite fun.

    I found the number of spell slots very limited. 4-5 active talents in total with 7 cooldown each for both offensive and defensive talents? If I left 2 slot for shield and teleport then I would only have 2-3 offensive talents which need to be prepared out of combat (unless the one generic tree is unlocked, which seems a bit complicated and annoying to use). Perhaps more slots or reserved slots for the two utility spells?

    I also found the synergies between different elements a bit lacking and the gameplay can be a little dull. Granted there are tons of ways to prepare spells with diffferent elements and modes, but in combat you can only cycle through 2-3 offensive spells which have quite long cooldowns. I also found mana to be quite limited. This class feels a lot weaker than archmage at the moment which has a lot of cooldown 3 beam spells plus tons of disable/aoe/utility spells that don’t share cooldown/slots. And archmage has meta tree which is OP. Some ideas: more slots but with varying cooldown, ways to reduce cooldown, more active talents for utility. I feel there should be more interesting choices to make during combat (more buttons to press), not just before combat.

  • Class: Spellweaver   4 years 6 weeks ago

    Well, it's actually finished now, so you're welcome to try it out. It still might have typos and minor glitches since even after the initial round of post-release bug fixes, I'm probably missing something, but it should be mostly there.

  • Spell Merchants   4 years 6 weeks ago

    I am really loving this mod, however I did encounter one difficulty with it: when I was in Angolwen the spell merchant spawned in on the path up to the village, on one of the the one tile chokepoints leading up to the shops and so on. Because I could not move onto the merchant's tile without speaking to him, I could not pass him to access the village's shops and resources, and now Angolwen is closed off to me.

  • Morvarc'h's Improved Escorts   4 years 8 weeks ago

    Hello, may I fork this to add personal tweaks? Credit will be given, of course.

  • Improved Auto-explore and Rest   4 years 8 weeks ago

    Meditate doesn't seem to be automatically triggered on rest, even if it is more efficient, in 1.7.4. At 70 equilibrium I'm frequently resting for 40+ turns which would have been just under 30 if it turned on meditate. It does properly turn off though. Also, it would be nice if it supported casting to regenerate positive/negative energy.