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Vault is offline 99,9% of the time.
After Embers was released, and I played my first char in Maj'Eyal, the Vault worked for a few tries (all within a timeframe of few minutes). Then again: nothing.
I've wiped all of my former characters, deleted the contents of the Vault as well, doesn't matter.
I've installed Tome on different drives, tried killing the firewall software. Win10.
EDIT: I wonder what happens code-wise when one first gets to the fortress?
I've tested on a few chars, and I'm able to contact the vault within a few minutes after getting the fortress. Save&quit, come back, and offline again, and that is the case from that point onwards, until new char. Could be coincidence obviously, but rather a strange one.
There is no such thing as an 'undeserved' win. Never mind that these classes are added to NPCs as well, which tends to balance things out quite a bit. Your suggestion of splitting them up to prevent 'cheating' actually makes things easier, because then you have the fairly easy to kill vanilla rogues instead of the pure murder of toxin dispensers at times.
As for the mod itself:
Personally, I like the added utility in the secondary trees. What has always irked me a bit about Bulwark was that it has access to things like archery or twohanded weapons and no real incentive to use them, because shield combat is just so much better. I'm not sure how to fix this entirely without making, say, skirmisher superfluous, but it's been a nagging thought in my head ever since I saw 'bulwark rework'. Maybe mirroring IRL and allowing a buckler to be equipped with a twohanded weapon would work? That seems like it may be a bit OP, though, and doesn't really address that the lack of synergy with the talent trees in question is the real elephant in the room.
Amazing work. After you become familiar with abbreviations it's much easier to predict how different talents will behave in your build
Out of curiosity, why does it make you sad? Should we take away "undeserved" wins from people who scored easy victories when Solipsist and Oozemancer were brokenly overpowered at release? Is it "undeserved" if somebody won by abusing Saw Wheels Sawbutcher or the totally broken release Pain Enhancement System? How about people who win insane using item vault nonsense? Are those undeserved?
I dunno, I feel like this isn't a big issue since anyone who wins with the Bastion mod is going to have the mod on the cvault winner sheet.
All fixed in the latest version.
just looked again here it is /engine/interface/ActorTalents.lua:254:/engine/interface/ActorTalents.lua150: /data-bastion/talents/talents.lua:257: attempt to call global ' do warden weapon swap' (a nill value)
stack traceback:
/data-bastion/talents/talents.lua:257: in function </data-bastion/talents/talents.lua:255> [C]: in function 'xpcall' /engine/interface/ActorTalents.lua:140
at [C]:.-1
at [C]:.-1 error
at /engine/interface/ActorTalents.lua:277 bumpinto
at engine/interface/ActorLife.lua:42 check
at [string "return function(self, x, y, what,...) local... "]:1 checkallEntities
at engine/Actor.lua:209 move
at mod/classActor.lua:1289 move
at mod/class/Player.lua:300 moveDir
at mod/class/Game.lualua:1745
at /engine/KeyBind.lua:230
Cant wait for that
You got what the LUA error was? I'm going to be doing some more work on this tonight so will have a look then, shouldn't be too tricky to figure out anyway.
Glad to hear it'll change! Right now people have some undeserved bulwark/rogue wins in their sheets they wouldn't have otherwise, this makes me sad xD
Sorry for sounding like you did it intentionally :)
Great work either way
after installing this addon i started a temporal warden and on trying to use the weapon swap skill got a lua error which stopped it's use i uninstalled it and the skill worked making me fairly sure this was the cause
Ideally I'll eventually have one big class rework mod, where you can toggle what you want to have. I'd split the generic changes of stuff like Survival/Mobility into a seperate thing, for people that don't want new classes but just like general stuff.
If you do change the assassin mod, I would suggest at least keeping the changes to the Survival and Mobility trees with all classes, as I have really enjoyed those. Same with some of the changes to certain talent masteries (such as traps and poison trees).
I would happily donate enough to get the amount of coins I need to trade for the expansion, but 5€ is a bit much for me right now.
That is actually a good point. It's not really intentional either way, it never even crossed my mind. Although in the case of Bulwark, it's effectively an entirely new class codewise - all the trees are cloned versions with _raz appended to the name. I've not actually done the proper release yet so I think I might go ahead and make a distinct new-Bulwark class for that reason. Same with Assassin once I revisit it.
I enjoyed your Assassins mod, so I can't wait to see this one grow!
I'm pretty sure he means the titan battlesmasher NPC is using the irresistable sun prodigy now.
Your class addons are interesting but I don't particularly agree with the decision to overload the base class :P
Handing rogue/bulwark wins to people using an addon that is basically a different class on a whole another level doesn't feel fair to me, considering the state of these classes. (It shows on your winner's table anyways)
Embers of rage new escort added Lost tinker
I too am having the same issue, no way to access online vault.
Has anyone found a fix?
"Reduced a little Tempest of Metal max doge"
Very sad. Much disappoint. Wow.
Thanks stunt
Thanks for the feedback, glad you enjoy it. I believe the update just released (v0.2.4) should take care of this problem, but let me know if it does not.
Improved Auto-explore and Rest is a replacement I found until this is patched.
Get this error after self drown and pick "restart with the same character" option in death menu
Lua Error: /mod/class/Game.lua:212: attempt to index field 'zone' (a nil value)
At [C]:-1 __index
At /mod/class/Game.lua:212 birth_done
At /mod/class/Game.lua:339 at_end
At /mod/dialogs/Birther.lua:323 fct
At /mod/dialogs/Birther.lua:196 checkNew
At /mod/dialogs/Birther.lua:314 atEnd
At /mod/dialogs/Birther.lua:872 loadPremade
At /mod/dialogs/Birther.lua:1000 on_register
At /engine/Game.lua:371 registerDialog
At /mod/class/Game.lua:345 newGame
At /mod/class/Game.lua:136 runReal
At /mod/class/Game.lua:93 run
At /engine/Module.lua:1060 instanciate
At /engine/utils.lua:2221 showMainMenu
At /engine/init.lua:165
At [C]:-1 dofile
At /loader/init.lua:217
Really like the feature set for the race, the heavy armor mechanic is unique for race specials as far as I can see. However there is a lua error that comes up when trying to access the wonderous emporium, this is before its yet open. I will test again when it is open to see if the bug is still there. - To confirm i've tested a second character level 1 with no other addons, and the LUA error is still present before it is open.