Tales of Maj'Eyal

Tales of Maj'Eyal

Verdant Class Pack
122 Comments
HousePet  [author] Aug 13, 2021 @ 6:28pm 
As in the preview?
I think the display is bugged, as I've used some backwards formulae there.
It might make more sense when you have higher Cunning stat. I'm not sure.
The effects worked correctly when I wrote it, but I haven't had a chance to test whether someone changed the scaling functions, or whether it is just confused.
Darbie Aug 11, 2021 @ 12:53am 
Just DL'd this mod, Master Herbalist is either bugged or showing incorrectly. It's effects get worse/lower as you put more points into it.
ajohnemus Mar 17, 2021 @ 11:44am 
Thank you for keeping this updated

-Black Binder
Goatmaster3000 Nov 28, 2020 @ 2:41pm 
I know I'm a bit late but really cool to see this updated, it's my favourite class mod.
HousePet  [author] Nov 20, 2020 @ 9:05pm 
Updated for v1.72:

Change notes too long for the comment box, so I've actually used the Change Notes section for once.
HousePet  [author] Nov 20, 2020 @ 4:03pm 
Thanks, will check it out.
TheInsanity556 Nov 20, 2020 @ 1:15pm 
Part 2

Not only that, but the quest didn't complete, ie it was still grey/white and not green like it's supposed to and the clouds still hang over Derth like the quest was still in progress. I even went in to make sure that it was actually done and then it was still the grayed out Derth that happens when the elementals are attacking.

Clearing this quest out with Anglowen and the mages works just like normal and when I manually triggered this quest and competed in in Developer Mode without the Verdan't class pack then the quest proeded just like normal for the Anti-Magic characters.
TheInsanity556 Nov 20, 2020 @ 1:15pm 
Part 1

Yo, so I think this Mod may have messed with the Anti-Magic Reward from Storming the City.

I have played a few Anti-Magic characters and every time they killed the Tempest the quest didn't properly update. The screen popup telling me that a new portion of the quest has happened, but when I go turn in the quest to the Protector then all I get is the fungus unlock/boost and don't get the Anti-Magic Adept bonus that Mana-Clash is supposed to get.

HousePet  [author] Oct 24, 2020 @ 3:51am 
Those are some good points. I'll see what I can do about them.

Decimal duration does have meaning however. The game ticks at 10 separate steps per turn.
Null_Error Oct 22, 2020 @ 8:10am 
Druids: The description of the Hedge talent for some reason talks about a decimal duration, in contrast to every other summon in the class, which seems odd. Also, the various Woodland summons seem wildly underpowered (the fact that Poison Ivies get dexterity, which early on makes them dodge half of the hits they'd retaliate against as their only damage, doesn't help). Also, the description of the Hedge talent for some reason talks about a decimal duration, in contrast to every other summon in the class, which seems odd.

Wyrmic stuff: Flyby Slash counts as a teleport for out of phase buffs, which is presumably not intentional, although it does go through walls, which seems really likely to get people stuck behind inescapable barriers, incidentally.
HousePet  [author] Mar 22, 2020 @ 1:32am 
Updated:

Corrected Blink Claw.
Stopped my Summon Control talent clashing with the Pheromones talent (which was written on top of the old Summon Control talent). Unsure if I should just nuke my Summon Control talent and let people use Pheromones. If anyone reads this and has an opinion, please tell me.
Rewritten Flood. Now has some effect before creatures run out of air, and does less damage than it used to against creatures that have run out of air. Please give feedback on scaling and balance.
Rantha the Abomination now has some Blink Drake talents. Enjoy.
HousePet  [author] Mar 3, 2020 @ 11:43pm 
Oh, it is stun. Water Breath is the knockback one.
Wing Buffet is likely worse than Sand Breath, as the stun is only a 25% chance whereas the blind is 100% chance. Wing Buffet gets slightly higher starting damage, but the difference will quickly become trivial.
TehJoker14780 Mar 3, 2020 @ 10:31pm 
Either way, I don't rly know enough to say if blind or stun is better. I should have said "feels a bit op" but, if you say its not, ill trust you
TehJoker14780 Mar 3, 2020 @ 10:29pm 
Wing Buffet with this mod says stun, not knockback though? Mistype, do I somehow have the wrong ver, if its neither of those, I may have a conflicting mod...
HousePet  [author] Mar 3, 2020 @ 9:46pm 
Nah, the passive on Prismatic Slash is just weak. And nobody takes Prismatic Slash for its passive effect, they take it because its an OP attack. Flyby Slash is not.

Wing Buffet does more damage than Sand Breath because blind is a much better side effect than knockback.
TehJoker14780 Mar 3, 2020 @ 9:25pm 
Wyrmic additions are a bit op. Flyby Slash, a tier 1 skill that you can get at level 1, for instance. It seems to give double the passive speed boost of the exact same kind (attack and mind) of Prismatic Slash, a tier 1 that needs a category point and level 10.

Another example would be the tier 4 skills of wind compared to sand. Both are physical dmg, both scale off str, but as im looking at it now, the base game's sand does 56 dmg on my lvl 8 with 31 str, while the mod's wind does 80.
HousePet  [author] Feb 7, 2020 @ 10:02pm 
Updated:
Dread Howl should really not crash anymore this time. (1 Dragon Turtle was forced to use the talent repeated at me until I was sure.)
Noxious Gasses can now be deactivated.
Range Amplification Device now works with Aurora, Tremors/Earthshaker, Pure Spring/Whirlpool, Noxious Gasses, Mist Cloak, Rainfall, Bolts from the Blue and Zephyr/Typhoon.
Tangling Vines should no longer choke the game.
HousePet  [author] Jan 21, 2020 @ 3:20am 
Updated.
See here for patch notes: http://forums.te4.org/viewtopic.php?p=238356#p238356
HousePet  [author] Dec 26, 2019 @ 2:53am 
Looks likely to be the cause. Thanks.
I'm slowly working through some overhauls and bug fixes to make these work properly with v1.6.
Invelios Dec 25, 2019 @ 6:57pm 
Not sure if it's related, but when I try to make a Werebeast and get the black screen, a log gets created in the "error reports" directory that has this error:

error = "Game version: tome-1.6.5\
Addons: ashes-urhrok-1.6.0[O], items-vault-1.6.0[O], verdant-1.5.10[X!], possessors-1.6.0[O], orcs-1.6.0[O], cults-1.6.0[O]\
\
Game version (character creation): tome-1.6.5\
Lua Error: /data/timed_effects/mental.lua:1898: attempt to perform arithmetic on field 'combatMindSpeedChange' (a nil value)\
At [C]:-1 __mul\
At /data/timed_effects/mental.lua:1898 long_desc\
At /mod/class/uiset/Minimalist.lua:1154 handleEffect\
At /mod/class/uiset/Minimalist.lua:1360 displayBuffs\
At /mod/class/uiset/Minimalist.lua:2012 display\
At /mod/class/Game.lua:1900 "
seen = true
reported = false
Invelios Dec 25, 2019 @ 6:32pm 
Can't play Werebeast, it get's stuck on a back screen after dismissing the first text box that appears for their custom start location. The other 2 classes in the mod both look really cool though, Druid in particular looks really neat.
HousePet  [author] Nov 8, 2019 @ 4:02am 
Sure it at least says: "/mod/class/interface/ActorAI.lua:659 aiHealingAction", along with an error message. I can fill in the typos in the code location up to a point, but no error message or call stack makes it hard to work out why its breaking.
HousePet  [author] Nov 8, 2019 @ 2:43am 
Errr thanks. But a very incomplete error message is of no use...

(Although what I really need is the time to take a week off so I can fix everything.)
Uncle Sheo[Gurren] Nov 6, 2019 @ 5:50pm 
Sad to say but it seems this doesn't play too too well with 1.6. The werebeast's wolf howl ability throws a sea of errors every time an affected target acts, and with the mod active I get crashes--very infrequent ones though, like twice in like 12 hours of play.
HousePet  [author] Aug 20, 2019 @ 7:19pm 
Its a known bug that I am being really terrible about fixing. :(
BlueNights Aug 19, 2019 @ 12:53pm 
I'm surprised nobody has mentioned it, I guess no one wanted to try it, but...
Woodsman class doesn't provide the Shoot talent, and as such is incapable of equipping bows whatsoever. If you had it start in a location where the woodsman could learn said talent, then you didn't consider races that override the class start location.
HousePet  [author] Jun 22, 2019 @ 5:17am 
Actually, it looks like I haven't uploaded the fixed version yet. I really need to get some stuff done too these two addons.
HousePet  [author] Jun 21, 2019 @ 4:02am 
Well, wrong addon but right author of the item in question.
Due to the error happening inside someone else's addon, I can only guess as to the cause, but I suspect you might have an out of data version of the Arcanum Class Pack addon active, as I can't replicate the error and remember this sort of problem in the past.
Current version number for Arcanum is 2.2.13.
GrazedDisgrace Jan 28, 2019 @ 11:23am 
Oh alright! Now to just figure out how, heh. Thank you for the mod- now I cantry my magic-focused wyrmic
HousePet  [author] Jan 27, 2019 @ 4:31pm 
Yes, they have to be aqcuired for each character.
GrazedDisgrace Jan 27, 2019 @ 1:38pm 
Hello! May I ask if the two magical aspects (blink and blood drake) are behind some sort of unlock? They do not appear entirely on any wyrmic character I create
HousePet  [author] Jan 3, 2019 @ 3:53am 
Awesome. I like it when inexplicable bugs vanish. :)
Lupus Jan 2, 2019 @ 10:32pm 
Odd, I loaded up the save to check if it was healing and now it is working. I'm not blinded and it is now healing me. Before it wasn't healing either. Since I didn't have to toggle Water Breather off and back on (was on from when I last played that character), it must have been a glitch before with that instance of the save. Thanks for being so responsive, @HousePet. :)
HousePet  [author] Jan 1, 2019 @ 4:58pm 
The log is alway written to file. (Except, I think for Macs?)
There won't be anything relevant written in there anyway.
Its working fine on my end, so is your addon version 2.2? And are you getting any healing from the Fog cloud?
Lupus Jan 1, 2019 @ 6:06am 
I had it active. Is there a way to export a log when the game doesn't give an error?
HousePet  [author] Jan 1, 2019 @ 1:42am 
You also need to have Water Dweller active.
Lupus Dec 30, 2018 @ 2:38pm 
The sea drake talent Water Dweller does not make my character immune to my own Fog effect. I'm still blinded. Judging by the tooltip for water dweller, it seems like once i put a point into it, Fog shouldn't blind me.
HousePet  [author] Dec 27, 2018 @ 4:24pm 
Copying the text from the log file works too.
SpiralRazor Dec 27, 2018 @ 12:43am 
next time it pops up, ill screen shot it, ty!
HousePet  [author] Dec 26, 2018 @ 6:22pm 
Well could I get the odd error too please?
SpiralRazor Dec 26, 2018 @ 11:01am 
getting an odd error with tangle vines?
HousePet  [author] Nov 29, 2018 @ 1:21am 
I could, but that sort of changes it to a different problem for a lot of work. I'm not sure its worth doing. I don't think I can make the icon change, or give an easy indicator as to which one is active.
I'll think about it though.
Lupus Nov 28, 2018 @ 5:36pm 
@HousePet, I really like the Druid class's weather and season sustains, but it adds too many buttons. Is there any way you could condense it, similar to how the Arcane Blade core class works? It has a button where you press it to bring up a dialogue to choose which spell will be cast on melee strikes.
SpiralRazor Jul 7, 2018 @ 7:34am 
great! Thanks much!
HousePet  [author] Jul 7, 2018 @ 12:51am 
Updated, but the patch notes are too big to post here. Check the thread I guess. XD
SpiralRazor Jun 24, 2018 @ 9:42pm 
HousePet, do you have an update for the insanity issue? Ty!!
HousePet  [author] May 31, 2018 @ 2:50am 
Working on this right now.
Also incorporating a large pile of Druid feedback and looking into a strange bug that has broken half the Weathers/Seasons.
DoubbleB May 22, 2018 @ 10:29pm 
Yeah, both of the demented subclasses couldn't use any abilities that gained insanity when on 0 insanity with this mod enabled. Though for some reason the Writhing One can still get insanity through tentacle swings
Rough May 20, 2018 @ 9:52am 
Hey, just a heads-up that this mod prevents Cultists of Entropy from gaining insanity resource when they're at 0 insanity
Scuttlefriend Feb 26, 2017 @ 5:30pm 
Overall, I like the interactions with a lot of the new tress, though. I think a lot of the older, vanilla classes suffer too much from "Here's 12 buttons what you press to hurt people"