Tales of Maj'Eyal

Tales of Maj'Eyal

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Quick Fix for Celestials
 
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Mar 13, 2017 @ 9:47am
Mar 15, 2017 @ 1:05am
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Quick Fix for Celestials

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Description
-- Fixed as of 1.5.1 --

Celestial/Hymns and Celestial/Chants are bugged so that they require 0, 4, 5, 6 previous abilities in that tree.
This is a quick and dirty fix for it (back to 0, 1, 2, 3).
See http://forums.te4.org/viewtopic.php?f=42&t=47347

1.3.0 (Likely final version):
Chant/Hymn being affected by their relevant category should now be working (with hopefully no side-effects)
-> The chant/hymn's stats are based on whichever has the higher effective level between "Chant/Hymn Acolyte" and the hymn/chant in question.
--> This means that if you're effective level 3.2 (4/5 talent points) in Chant Acolyte and grab a level of an individual chant from an escort, the chant's stats should be based off your effective level 4.0 chant.
---> In the same example, if you grab another level (so you're now 5/5) in Chant Acolyte, you should be able to get effective level 4.8 in that chant (It's not possible to choose the chant if you're already 5/5 in that chant when choosing an escort reward though)
--> For Celestials who start with extra mastery in Chants/Hymns, this means that if you get an extra level in the chant from an escort it may not change the stats at high levels of Chant Acolyte
---> 6/5 chant talent becomes effective level 6 (1.00 mastery). 5/5 Chant Acolyte becomes effective level 6.5 (1.30 mastery). Therefore the extra level doesn't really matter.
----> In this example, the extra level is only really useful at level 3 Chant Acolyte or lower (4.0 vs 3.9)

Small fix to Chant of Fortitude's description function

1.2.1:
Previous upload was broken, fixed

1.2.0:
Thanks to Felix on the Steam Workshop page for the help
Reverted changes to Chant/Hymn category
Fixed display of Chant Acolyte's values

1.1.0:
Fixed the Armor Hardiness display in the levelup page to correctly display its true value (15%)
Chants and Hymns should now scale with Mastery in their associated talent trees

1.0.0:
Base patch, includes the basic fix to Celestial/Chants and Celestial/Hymns trees
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5 Comments
Shiyah  [author] Mar 16, 2017 @ 5:17pm 
Just an update, this issue should be fixed in 1.5.1. Glad I could be of help :)
Shiyah  [author] Mar 14, 2017 @ 6:20pm 
Thank you @Felix for the really helpful comment.

This is my first attempt to do anything with ToME's addon system (or Lua really), and I hadn't known there'd be so many side-effects to changing the talent category for the chants/hymns.
Yes, you're right that it should be "%d%%". I was having trouble getting the armor hardness so I hardcoded the value before figuring it out.

I'll probably try an overhaul of chants and hymns to make things work nicely w.r.t. escorts and mastery, but I'm not entirely sure how to go about it without ruining compatibility.
In the meantime I'll clean up the code to fix the errors.
Feli Mar 14, 2017 @ 5:14pm 
Your "Chant Acolyte" info includes the text

"and your armour hardiness by 15%%."
I think you meant.
"and your armour hardiness by %d%%"

Currently it's messing up the entire description afterwords. Easy mistake.


Also, changing the type category while relying on "hide" to keep it hidden has issues elsewhere in the game you might not be aware of.
-Escorts giving one of the chants will reveal it and allow you to further invest if you have the category.
-(If I'm not mistaken) NPCs can learn hidden talents with autoleveling if they have a class with the related category, and thus can get double the intended levels in it with this addon.

Really the chants should reference the passives for their effects rather than having their own talent levels, but that would take effort. Escorts giving the talents also looks like an oversight.
Spandex Mar 14, 2017 @ 5:30am 
I have been checking te4 and steam daily for an update from Darkgod - you have no idea how much I appreciate this fix. I literally only play sun paladin!
Thanks a ton mate! :) :)
Dilbo Baggins Mar 13, 2017 @ 6:28pm 
Bless you