Bastion

Bastion

A complete rework for Bulwark.


Bastion forum discussion thread
Bastion on Steam's Workshop
See addon usage in the character's vault.
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Name Module Version Required Released File
Bastion v1.7 1.5.10 2018-10-05 19:08
tome-bastion.teaa
Bastion v1.6 1.4.6 2016-03-25 21:31
tome-bastion.teaa
Bastion v1.5 1.4.6 2016-03-20 01:07
tome-bastion.teaa
Bastion v1.4 1.4.5 2016-03-16 23:56
tome-bastion.teaa
Bastion v1.3 1.4.5 2016-03-10 21:54
tome-bastion.teaa
Bastion v1.2 1.4.5 2016-03-10 00:57
tome-bastion.teaa
Bastion v1.1 1.4.5 2016-03-10 00:33
tome-bastion.teaa
Bastion v1.0 1.4.5 2016-03-09 23:48
tome-bastion.teaa
Bastion v0.2 1.4.5 2016-03-09 00:48
tome-bastion.teaa
Bastion v0.1 1.4.5 2016-03-08 00:19
tome-bastion.teaa

Shieldwall is ded nao

Shieldwall is ded nao

temporal warden weapon swap breaks

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

You got what the LUA error

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.

LUA error details

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

All fixed in the latest

All fixed in the latest version.

Looks Great!

I enjoyed your Assassins mod, so I can't wait to see this one grow!

Your class addons are

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)

That is actually a good

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.

Glad to hear it'll change!

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

There is no such thing as an

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.

Out of curiosity, why does it

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.

Winning with an addon class

Winning with an addon class =/= winning with vanilla rogue or bulwark, that's all. If you want to win with those you should play with those, not the addon and get a win on your table anyways.

Whats really the difference

Like, you can see people used addons on their sheets right? What does it matter they didnt use vanilla?

It doesn't matter. Some

It doesn't matter. Some people just try to gatekeep things that are not their business. I've won (mostly) vanilla, but that was a long time ago and now I play with add-ons because they can be lots of fun.

Wow, you guys necroed this thread

This thread was from 2016. If I recall correctly, back in 2016 people were still arguing about whether vanilla wins after version 1.2 were "legit" according to "old school difficulty." The current version is 1.7.4. So, according to that logic nothing anyone does is legit anymore, hasn't been for years, and we can all stop arguing =)

We're free!

If you do change the

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).

Ideally I'll eventually have

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.

Cant wait for that

Cant wait for that