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Lprsti99
Apr 7, 2011

Everything's coming up explodey!

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quote:

Tome also comes with a full tile set, has sound and music, as well as an integrated chat system so you can ask advice of other players without leaving the game (hence the thread title). It also supports ASCII and has an options menu so almost any feature you don't enjoy you can turn off. Additionally, there are numerous addons to let you customize and tweak your game, as well as classes built by the community you can toy with (no guarantee of quality or balance on the community done classes, obviously)

The thread title no longer refers to this, as a note, it refers to two of the best classes now.

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Lprsti99
Apr 7, 2011

Everything's coming up explodey!

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JosephWongKS posted:

Is the Land of Poosh supposed to be a puzzle dungeon? Because everything in there is invincible and I can't hit any of them.

EDIT: I Rod of Recalled out and went to another zone, and everything there is invincible too.

Xom roars with laughter.

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug
Hey, just remembered, has the Infinite Dungeon gotten better since like a year and a half ago?

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

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Ciaphas posted:

Oh well, now what's next... Corruptor, Reaver, Necromancer, or Anorithil?

You need to ask? Turboebola all the way :getin:

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug

Ciaphas posted:

I want to try Cursed again, actually. How are they supposed to handle large mobs (besides "find a corridor")? As I recall they don't have much AoE, though I'm sure I could be forgetting something.

Also, now that I'm a bit more knowledgeable about the game, is it worth it to take the Cursed Auras thing, or does that leave my generics spread too thin?

Use your GOFAST to keep on the edges of the mob so that only one can hit you at a time.

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

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Focacciasaurus_Rex posted:

Speaking of the doomed madness tree, what the heck is a 'cross tier effect'?

http://te4.org/wiki/Effect#Cross-tier_Effects

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug
Is it intended for the soul fragments to spawn spookygoasts when you 'kill' them?

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug

Razakai posted:

You mean the wraith from Shackled Soul? Yep, fragments trigger all on death mechanics, that's their main use more so than damage or stunning. Let's you restore souls and procs stuff like Grim Harvest/Reaper's Shroud/Shackled Soul even vs bosses and high life mobs. Otherwise a lot of DK stuff would be reliant on trash mobs.

Oh, that makes sense.

E: No idea if this is due to a bad mod conflict, though I assume it is, but in case you want to take a look anyway:

quote:

Lua Error: /engine/interface/ActorTalents.lua:271: /engine/interface/ActorTalents.lua:248: /engine/interface/ActorTalents.lua:148: /data-deathknight/talents/spells/necrotic-might.lua:239: 'for' limit must be a number
stack traceback:
/data-deathknight/talents/spells/necrotic-might.lua:239: in function 'callTalent'
/mod/class/Actor.lua:4911: in function 'fireTalentCheck'
/mod/class/Actor.lua:2710: in function 'basetakeHit'
/mod/addons/taint/superload/mod/class/Actor.lua:327: in function 'basetakeHit'
/mod/addons/verdant/superload/mod/class/Actor.lua:46: in function 'basetakeHit'
/mod/addons/necromancy+/superload/mod/class/Actor.lua:46: in function 'basetakeHit'
/mod/addons/midnight/superload/mod/class/Actor.lua:61: in function 'takeHit'
/data-Infinite500/damage_typesI500.lua:468: in function 'defaultProjector'
/data/damage_types.lua:716: in function 'projector'
/engine/interface/ActorProject.lua:218: in function 'project'
/data-deathknight/talents/spells/soul.lua:121: in function 'damtype'
/engine/interface/ActorProject.lua:217: in function 'project'
/data-deathknight/talents/spells/soul.lua:117: in function 'callTalent'
/mod/class/Actor.lua:4911: in function 'fireTalentCheck'
/mod/class/interface/Combat.lua:1023: in function 'attackTargetWith'
/mod/class/interface/Combat.lua:172: in function 'base_attackTarget'
/mod/addons/stoic/superload/mod/class/interface/Combat.lua:435: in function 'attackTarget'
/data/talents/misc/misc.lua:75: in function </data/talents/misc/misc.lua:54>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:145: in function </engine/interface/ActorTalents.lua:138>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:271 bumpInto
At /mod/class/Actor.lua:3342 attack
At /engine/interface/ActorLife.lua:41 check
At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
At /engine/Actor.lua:198 move
At /mod/class/Actor.lua:1260 move
At /mod/class/Player.lua:296 moveDir
At /mod/class/Game.lua:1744
At /engine/KeyBind.lua:229

Pops up randomly when bumping enemies.

E: Fixed using code tags which break tables. Also, I think it might have to do with the soul fragments that can spawn. The error only occurs when the area I'm in is choked full of enemies, either through enemies that replicates (oozes and the like), or when terrain is limiting along with a swarm (sandworm tunnels, old forest), or a combination. I think it might be trying to spawn a fragment, but it can't find a place to fit one.

Lprsti99 fucked around with this message at 05:34 on Sep 24, 2015

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug
Deathknight doesn't seem to be increasing Necrotic Aura correctly. It's weird, when I activate it, it visually shows a big AoE for a split second and then instantly shrinks down. Tooltip also says it's radius 2. (Yes, I'm using the latest version).

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug

Razakai posted:

Running any other addons? The Necrotic Aura part superloads necrotic_minions.lua so there can be a conflict there.

So, I got around to looking into this, turns out the addon that was conflicting was Eternal Darkness. Soooo :v:

E: Also, Lua error when squire talents are high enough to grant Dusk Shield, and attempting to look at the squire's talents through the inspect screen:

quote:

Lua Error: /data-deathknight/talents/spells/squire.lua:182: attempt to call field 'getShieldDamage' (a nil value)
At [C]:-1 getShieldDamage
At /data-deathknight/talents/spells/squire.lua:182 info
At /data-Infinite500/talentsI500.lua:51 info
At /mod/class/Actor.lua:5468 getTalentFullDescription
At /mod/addons/taint/superload/mod/dialogs/CharacterSheet.lua:881 sort_talents
At /mod/addons/taint/superload/mod/dialogs/CharacterSheet.lua:964 drawDialog
At /mod/dialogs/CharacterSheet.lua:142 switchTo
At ...ns/uniques_fork/superload/mod/dialogs/CharacterSheet.lua:30 on_change
At /engine/ui/Tab.lua:92 select
At /engine/ui/Tab.lua:53 fct
At /engine/Mouse.lua:56 receiveMouse
At /engine/Mouse.lua:94 delegate
At /engine/ui/Dialog.lua:691 mouseEvent
At /engine/ui/Dialog.lua:428 fct
At /engine/Mouse.lua:56

Lprsti99 fucked around with this message at 02:11 on Oct 7, 2015

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug

Anniversary posted:

Playing an Oozemancer I met a Vampire unique (so 80% nature resistance, fortunately lowered by 40% I think) that could use the Vim-based spell that constantly drops meteors to wreck me (it was dropping a lot more meteors than the tooltip suggested the times it managed to kill me through a regen/heroism combo).

I guess it would be smart to have a way to clash out its vim? But normally I can just silence spellcasters till their dead so it seems like a questionable investment.

I lost 2 lives to that one unique, no lives to The Master and beat the event that comes after.

Why ToME, why?

Yeah, I hate that sustain. It's really buggy, in that the damage isn't done until the meteor graphics actually impact, and you can move before the animation plays out, so you can get a stack of them dropping on you one after another on the same turn, and because there's a delay on them dropping, you can kill the dude causing them only to have the delayed meteors kill you after the fact if you don't move away.

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug

Molybdenum posted:

What are the item modifications that give telepathy with dragons or let you speak different languages good for?

I don't recall any 'speak other languages' mods, but telepathy lets you see any enemies of the given type within a certain range of you, regardless of intervening walls.

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug

Razakai posted:

And for the guy that was playing Assassin I stuck it up on Steam with some bugfixes: http://steamcommunity.com/sharedfiles/filedetails/?id=588351826. Though now it has the 'blatant AC ripoff tree with hidden blades' so it'll probably introduce even more bugs and/or a C&D from Ubisoft.

Played around with this for a while, it definitely makes rogues more entertaining!

E: Hit a bug that spammed me with LUA errors until I killed the task: http://pastebin.com/fFExAEp9

I included everything from when it started, dunno of the extra bits of information make a difference. The actual error appears to be the same for all of them.

Also, I get running the hidden blade as an extra unarmed attack with a high multiplier, but a side effect is it causes glove egos to go off, like the 10% chance of flame breath from the Wyrmbreath(?) gloves.

Lprsti99 fucked around with this message at 06:31 on Dec 31, 2015

Lprsti99
Apr 7, 2011

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NachtSieger posted:



Hey Razakai, I can't actually get a better screenshot because infinitely summoning lua errors makes it impossible to screencap.

I got this after getting hit in the face with sticky smoke.

Go into your TOME folder, open te4_log.txt, and scroll to the bottom and just copy/paste to pastebin like I did.

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug

Razakai posted:

Oops, I didn't realise Rogue NPCs could still get access to the old, hidden Sticky Smoke talent. As the new one is greatly different I re-used the damage type, so the old one doesn't have the right parameters to function. Should be fixed now with v1.1.

And yeah, Hidden Blade proccing glove talents is intended - you're hitting someone with a blade stuck to your glove after all, and more importantly gameplay-wise it makes the talent quite attractive if you have good glove procs. Combined with Garrote and Flexible Combat you'd be able to spam glove procs like crazy.

This stuff does make me realise a lot of this is likely terribly unbalanced, so I'd appreciate people calling out stuff that makes it too easy.

Well, I'm not one to make calls like that because I'm mega bad (only gotten to the East once that I can recall). I guess if I get there without much trouble that's a sign that it might be too good :v:. Will say that rogue's brew seems a bit overtuned: huge hp and stamina regen, lower debuff duration, negative hp, stun resistance, and a phys cleanse with a long duration (I think, going on memory because I called it a night after the crash) seems crazy good, it's basically a super regen/wild/heroism infusion and more, in one skill only counterbalanced by a long cooldown, but with how TOME doesn't punish resting all the time, it doesn't seem enough. Maybe a period of weakness or something after the effect would be called for? It'd certainly fit the theme of 'kill poo poo as quickly as you can' inherent to being an assassin.

The throwing knives tree is really cool, well done. It'd be neat if we could incorporate dagger egos into them, maybe make a skill that 'eats' a dagger and transfers its mods to the knives, or something like that. No idea if that's even doable though.

Oh, also, and I'm probably alone here, but I don't really like having to manually switch between poisons. I think it'd be cooler to have one sustain and it randomly picks between your available poisons on a proc, ignoring ones that are already on the target. Or just let me have more active at once, but cut the chance to apply a new poison in half for each existing poison, so players can still be picky about, say, putting insidious on an enemy that heals itself, or numbing on bosses. I dunno, I'm just chock full of bad ideas v:v:v

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug

Razakai posted:

Rogue's Brew is a bit overtuned, yeah. Probably a relic of Artifice's earlier design where you just had 1 tool. I'll start with dropping the duration and numbers and go from there. In general Artifice might have come out too strong in general so it might get changed. Considering having the T2/3 talents only work on one talent at a time, so you don't get quite as many stacking boosts.
Precise Aim is basically 'give throwing knives an ego' in a talent. I do worry they might fall off later compared to T5 daggers so I might need to let them upgrade. Forging a dagger into throwing knives is doable and I like the idea.
And I generally just do crippling/Numbing exclusively. But if you want more poisons try Barbed Dart, that automatically excludes your sustained poisons so you get a new one.

Hit another error, moving onto the burning ground in the Dreadfell dolleg vault causes it:

code:
Lua Error: /data-assassin/talents/techniques/duellist.lua:54: attempt to index field 'turn_procs' (a nil value)
	At [C]:-1 __index
	At /data-assassin/talents/techniques/duellist.lua:54 callTalent
	At /mod/class/Actor.lua:4911 
	At /mod/class/Actor.lua:2664 baseonTakeHit
	At /mod/addons/arcanum/superload/mod/class/Actor.lua:143 onTakeHit
	At /mod/class/Player.lua:683 onTakeHit
	At /mod/class/interface/ActorLife.lua:40 takeHit
	At /mod/class/Actor.lua:2708 takeHit
	At /data/damage_types.lua:449 defaultProjector
	At /data/damage_types.lua:700 projector
	At /data/general/grids/lava.lua:34 check
	At /engine/Map.lua:798 checkEntity
	At /mod/class/Actor.lua:617 act
	At /mod/class/Player.lua:354 act
	At /engine/GameEnergyBased.lua:126 tickLevel
	At /engine/GameEnergyBased.lua:62 tick
	At /engine/GameTurnBased.lua:46 ti
E: Speccing out of Parry and Tempo made it stop.

EE: Also it appears as though throwing a knife at a target is proccing Quickdraw's throw, even though the description suggests it shouldn't.

Lprsti99 fucked around with this message at 01:23 on Jan 1, 2016

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug

Lprsti99 posted:

EE: Also it appears as though throwing a knife at a target is proccing Quickdraw's throw, even though the description suggests it shouldn't.

After further play it appears that even the extra daggers can proc more. I had a rare enemy die because I had a chain of 4 daggers one after the other :laugh:

E:
code:
Lua Error: /data-assassin/talents/techniques/assassination.lua:140: attempt to call field 'getPower' (a nil value)
	At [C]:-1 getPower
	At /data-assassin/talents/techniques/assassination.lua:140 callTalent
	At /mod/class/Actor.lua:4911 fireTalentCheck
	At /mod/class/interface/Combat.lua:1023 attackTargetWith
	At /mod/class/interface/Combat.lua:206 attackTarget
	At /data-assassin/talents/cunning/artifice.lua:183 callTalent
	At /mod/class/Actor.lua:4911 fireTalentCheck
	At /mod/class/interface/Combat.lua:1819 physicalCrit
	At /mod/class/interface/Combat.lua:477 attackTargetWith
	At /data-assassin/talents/techniques/throwing-knives.lua:74 damtype
	At /engine/interface/ActorProject.lua:396 projectDoAct
	At /engine/interface/ActorProject.lua:484 projectDoStop
	At /engine/Projectile.lua:228 act
	At /engine/GameEnergyBased.lua:126 tickLevel
	At /engine/GameEnergyBased.lua:62 tick
	At /engine/GameTurnBased.lua:46 tick
	At /mod/class/Game.lua:1259 
Happens when throwing daggers while running Unseen Action. Probably, because daggers are melee hits, it's trying to Garrote enemies at range (which is a really funny mental image!).

Also, throwing dagger crits put Hidden Blade on cooldown, so I presume they're also getting the bonus. I'm not sure why you have Throwing Daggers set up as melee hits instead of ranged, but it seems to be causing all kinds of trouble.

Lprsti99 fucked around with this message at 05:18 on Jan 1, 2016

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug

Kanos posted:

For anyone who ever thought grappling wasn't the right choice, I'd like to correct you and your wrong idiot opinion by emphasizing that you can grab yourself by the throat and hurricane throw yourself into a room to kill everything inside of it.

:eyepop: That's pretty loving fantastic

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug
E: nevermind

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

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Tuxedo Catfish posted:

I really like the idea of a class with a permanent pet / ally that you equip and level up alongside your main character, I just don't like anything else about Alchemist.

Maybe some day I'll make a relatively tame Adventurer with the golem trees + some other random caster stuff, but I want to win honestly a few more times before I start messing around with that.

I want the Deathknight's Squire to be like this :v:

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug

Razakai posted:

That was originally what the talent did but it got chopped down as stealing Alchemist's gimmick while having everything else Deathknight had going felt a bit too good.

Oh come on, everyone knows that alchemist's real gimmick is bombing the poo poo out of everyone in any given room.

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug
You aren't the only one, I tried to get oldrpg to work and no matter what couldn't get it to show up as an option. Funnily, when I disabled it afterwards, I missed the UI mod, and with just that enabled it changes the health and resource areas correctly (without an option for it), but with everything on it doesn't.

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug

silentsnack posted:

Also using manual control lets you give the golem escort skills. This was from 1.3.x so might no longer work, but it was awesome playing as a face-smasher with all the status immunities and a bombing slave. :awesomelon:

This was actually changed due to a report I submitted way back when, now when you complete an escort it asks if you want the reward to go onto the alch or the golem.

Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug

The Moon Monster posted:

I tried an Orc Wyrmic and I think the lack of a mindstar trainer is made up for by the presence of the tinker trainer. Now when you see an enemy instead of activating lightning speed and then running up and eating it you can spring grapple it next to you and eat it instead. Eating enemies might be my favorite thing in the game, they should make some sort of gourmand class based around eating dudes.

I wish swallow didn't have anti synergy with that one fungus skill that gives you a tiny regen when you something heals you. In fact, that skill has anti-synergy with just about everything, they really ought to change it or get rid of it or something...

Good news and bad news. Good news, someone made a Glutton addon class. Bad news, that was a year and a half ago and it's probably horribly broken and unplayable now.

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Lprsti99
Apr 7, 2011

Everything's coming up explodey!

Pillbug
There's a short description in the look tooltip, I think it's either at the bottom under the sustains and effects, or else it's just somewhere in the middle, can't recall.

E: it's above the sustains. Screenshot from a tooltip mod, the left one is the default:

Lprsti99 fucked around with this message at 19:26 on May 30, 2018

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