Tales of Maj'Eyal

Tales of Maj'Eyal

Adventuring Party
143 Comments
Feli  [author] 28 Aug, 2023 @ 11:28am 
You'll notice each ability the mod adds has different talent levels. Increasing them doesn't cost talent points.

When using the adventure spawner ability, the talent levels of each ability decide what you spawn, and you'll see in the talent level preview what each ability is changing and the current settings.
Dylancd 26 Aug, 2023 @ 7:48pm 
Hi love the mod just confused. It seems to spawn beserkers. I can only change the avatar or name. Im just new and confused, how would I change my spawned party members race/class? I want a gnome wizard
Huzzy  [author] 9 Jul, 2023 @ 11:00am 
@Darx your main character will gain a talent category from the mod, you can set the talent levels there free of charge and according to their levels they will customize the characters you create.
Sellos 9 Jul, 2023 @ 8:14am 
i can only create berserkers. how do i setup which race, gender and class will spawn?
tabbi of the stars ―☆ 28 Jan, 2022 @ 8:50pm 
the extra characters don't have full respec even with full respec plugin/exploration mode, and the addon automatically puts points into the adventure/partner talents, so i can't take points out of starting generic talents, like oozemancer's psiblades. i get it if you're no longer working on this addon but if you looked into it i'd appreciate it a bunch. thanks!
Huzzy  [author] 11 Oct, 2021 @ 9:27pm 
Quickly tested it up to level 5 and it seems to be working just the same as it was for me, thanks for applying this update Feli.
Feli  [author] 11 Oct, 2021 @ 6:06pm 
Alright I applied an update. I didn't actually test it, and don't remember if I even did it correctly, but in theory it should work as well as it did for you as long as I didn't make any typos.
-if there's any issues tell me and I'll fix it.
Feli  [author] 10 Oct, 2021 @ 3:47am 
Congrats on figuring it out!
-and don't worry, everything about this addon is a "hacky solution" so I'm sure it'll fit in with everything else perfectly.

I'll need to redownload TOME and remember how to do stuff with it, but I'll try updating it some time tomorrow or the day after.
Huzzy  [author] 10 Oct, 2021 @ 12:22am 
Yeah been testing it around and it looks great. Though honestly, it's a hacky solution, I'm not 100% sure this is correct so if you prefer I can go do that thing and make a side addon, but I'm not gonna do that right now.

Here is my solution: https://imgur.com/a/DPXUQEm

I moved the call to after a finishEntity call because I saw there was a resolve(true, nil) call inside it that's also called before the custom_birthend call in the player's birth code in Game.lua, and that was about it. If you're not ok with this fix or would just prefer me to, I will try to publish a new version of this addon tomorrow.

It's honestly working perfectly fine so far, I'm pretty happy I managed to make it work even if just like this. Having a party of a bunch of Wanderers is a must. They're all getting their own trees and stuff, it's wild.
Huzzy  [author] 9 Oct, 2021 @ 11:50pm 
asdasdjniasbhfusd I think I did it.

I just moved the call somewhere else and it seems to work.
Huzzy  [author] 9 Oct, 2021 @ 9:55pm 
I appreciate the thought lol

I guess that's fine, I might consider doing that, having different versions of the same addon sounds ok. Personally I'd rather just update yours because I'm really not knowledgeable enough and stuff about modding and ToME's internals at all, and the vast majority of it is your work. But if I have your permission I will think about it, I can add you as a contributor and stuff so it sounds alright like that.

That said I haven't found a solution yet, I tried to make some changes but they haven't worked so far sadly. I really thought it was gonna work, I tried adding a custom_birthend call to the addon but although it made the Wanderer dialog show up it didn't work so I have no idea to go, sounds like some complicated birth/actor stuff that would take a significant greater amount of effort to fix, so I'm thinking if I really wanna do that or not, I'm stopping here for today at least.
Feli  [author] 9 Oct, 2021 @ 9:37pm 
(Golly this mod is nearly 6 years old now)
I'll happily apply an update if you do find a solution.

-that said, if you were interested you could also just make your own version of the addon, updating/changing it as you see fit, and then have me link to it from this page given you seem to be much more energetic about working on it than I am at this point.
/(wish steam allowed transferring ownership of workshop items)
Huzzy  [author] 9 Oct, 2021 @ 8:52pm 
(Progress Report) (2/2)

I'm looking into the spawn talent in talents.lua in the addon, around line 300 there's a finishEntity call which I think is where all the birth stuff is happening. ToME's internals at this point get pretty complicated so I'm still looking things up to make sure this is gonna work but I think that if this callback is somehow called after this finishEntity call, everything's gonna work.

Gonna keep looking up stuff to see if this idea will really work.
Huzzy  [author] 9 Oct, 2021 @ 8:52pm 
(Progress Report) (1/2)

I wasn't sure if it would be possible to make Wanderers work when I first started looking into it but now I'm fairly certain they can work. I don't really have any strong basis but for me everything points to the lack of a custom_birthend call. Wanderers are the only class to have this attribute (line 152 of Adventurer.lua) and it's where the Wanderer Seed is set.

Not having the seed set allows them to be birthed on level 1 just fine, but without any trees due to the lack of said call. When they level up, the game tries to assign them a new generic tree (in line 156 of Adventurer.lua) but finds no seed (or rather the generic trees) and freaks out.

I'm pretty sure that if the mod makes the game call the custom_birthend at some point, just after the Wanderer is created, it will work. This call should assign them a seed, 3 class trees and a generic tree, and level ups will be fine too.
Huzzy  [author] 9 Oct, 2021 @ 7:42pm 
Hey Feli, are you considering updating this addon for Wanderers? I'm messing around and Wanderers seem to spawn without any trees and on levels they'd get trees on, the game gives an error.

I'm gonna be trying to look into this, if I find anything I'll be back here.
ItsBirbor 23 Jul, 2021 @ 3:42am 
Oh, reviving while in the "deaths realm" will resummon them :D
ItsBirbor 23 Jul, 2021 @ 3:33am 
I know how to, but I'm not able to select them
ItsBirbor 23 Jul, 2021 @ 3:24am 
Need help! When I die my party members disappear, they can still heal themselves and I can give them item drops. Theyre nowhere to be found and It seems I cant delete them either.
Feli  [author] 30 Jun, 2021 @ 11:08am 
Classes that don't follow the same systems as other classes are always annoying with mods. I don't really have the time to update TOME and look into fixing any issues like that right now, but if someone else feels like offering up some code that can fix any issues like that I'll happily include it.
CHAMELEONAIRE 30 Jun, 2021 @ 9:46am 
Hello, jsut tested it and apparently the new Wanderer class doesn't work on party members.When summoned they get no talent categories whatsoever. Don't know if they will with leveling though.
ₘₑₗₒₙ🍈 21 Jun, 2021 @ 1:04pm 
Thank you so much for this.
Huzzy  [author] 18 Feb, 2021 @ 9:17am 
I see, thank you for your input!
Feli  [author] 18 Feb, 2021 @ 2:50am 
As far as I remember I haven't made any changes to that aspect since it was first added.

My understanding is the only abilities in game that can disable sustains are those that specifically target physical, magical, or mental sustains. So sustains that aren't any of those things can't actually be targeted by those kind of abilities unless some mod or update added new such abilities that didn't follow that tradition.

It's possible some other effect I didn't account for could turn them off like something related to death, AI, or whatever, but if it was something you observed specifically in the past that is no longer the case it was most likely a bug or oversight with some addon or in a TOME update that was later fixed, as it seemed pretty clear that TOME was very careful with never having any abilities that could disable non-typed sustains.
Huzzy  [author] 17 Feb, 2021 @ 11:33pm 
Hey Feli, I remember from a long time ago that the Friendly Fire Sustain could get disabled by enemies with sustain disabling abilities (obvious lol), but now I'm getting the impression that this is not the case anymore. Did you make any changes regarding that or know anything about it?
Feli  [author] 21 Jan, 2021 @ 3:32pm 
Some aspects of this addon can interact very badly with certain other addons. Often this addon isn't the one at fault, but there may be ways I can adjust to compensate for specific cases regardless.

If you want to list what addons you're running and what exactly you were doing when you experience such an issue I might be able to look for a solution, or people who are running those addons would know not to run this addon with them if it's something I can't solve.

I can't spend time looking through my code for a solution that might not even be caused by my code. Even if an issue only happens for you when this addon is enabled, it's often the case that another addon reworks some game aspect without considering compatibility with other addons that alter it thus creating a conflict with any that do.

This addon does probably have some issues too, but if you're going to say the addon doesn't work you need to be specific on what you're running.
Aktosar 19 Jan, 2021 @ 6:39pm 
really cool idea but I too lost a save with this mod :/
starfarts 6 Jan, 2021 @ 12:41pm 
I am running a few other mods, but I just beat Bill the troll guy, went to level up one of my adventurer buddies, and the game CTD. On reload, the save was completely erased. Pretty odd behavior, the only mod change I made was including this one.

:Skeletondude:
Guy Duderson 4 Nov, 2020 @ 1:15pm 
One thing I did as a major test was doing the quest 'And now for a grave''. Because there's no way I could possibly be too over leveled to get any exp at level 19 there, but I didn't get any exp for that too. Something went horribly wrong with the exp for sure.
Feli  [author] 4 Nov, 2020 @ 5:57am 
Looking over things there are some flaws with my code that could theoretically block EXP if an NPC learned the talents from this addon, which is normally impossible, but could theoretically happen if another addon added completely random talents to NPCs. It's very unlikely that this is responsible the issue you're having but I'll try to throw together a patch regardless.
Feli  [author] 4 Nov, 2020 @ 4:37am 
This addon does have the capability to block exp gain but it only happens when both the killer and killed have learned, used, or been created by the talents from this addon. This simply cannot happen in vanilla as of the version this addon was created. Any change that could have allowed it
would be very unexpected and likely wouldn't wait until you were level 19 to start happening.

If you know how to use dev mode you can check if this is what's happening using the LUA console to fetch the "IS_ADVENTURE_PARTY_MEMBER" value from any NPC you're hoping to kill for EXP. If it returns "true" then you'll know the EXP reward is being blocked by this addon but otherwise there's simply no way this addon could cause EXP to not be awarded.

Also worth noting another addon could be breaking the limiters of this addon causing you to become overleveled and thus too high level to gain exp in the zones you're in, which is something that has happened to several people in the past.
Guy Duderson 3 Nov, 2020 @ 5:35pm 
How does this mod affect exp? I was trying this out but then suddenly 24% into level 19 I can't gain any more experience no matter who or what I fight. It's effectively ended the run, and I just don't know what caused it but I'm asking here because it's the only mod that's new and I haven't had this problem before.
Sepik121 31 Oct, 2020 @ 1:04pm 
hell yeah, glad to hear. I saw the note so i wanted to check in with you first since I don't fully understand the Lua stuff. Thanks so much for this, love this mod!
Feli  [author] 30 Oct, 2020 @ 7:50pm 
Adventuring Party doesn't include "removeEffectsSustainsTable" in its code anywhere so it shouldn't be impacted if I'm understanding correctly. Not that I've tested as I don't currently have TOME installed.

Prettymuch everything this mod interacts with is run at least once by the time you finish the first zone with an added party member and return to the world map. If nothing bad happens by then it's pretty safe to say you'll be bug-free for that playthrough.

While I see no reason to be concerned, if you do encounter anything not working correctly leave a message here and I'll be sure to try to find a fix within the day.
Sepik121 30 Oct, 2020 @ 8:29am 
question, is this compatible with how 1.7 updated addons? It specifically mentions this in the update and i'd like to check to see if i should wait before i start playing again:

IMPORTANT: removeEffectsSustainsTable, removeEffectsSustainsTable, removeEffectsSustainsTable and removeEffectsSustainsTable now take a first src parameter. Addons need updating or will explode!.
nefariousra 22 Aug, 2020 @ 12:42pm 
I have an odd thing happening consistently and it is super annoying. When I change to a party member every so often it does not allow me to change back to my main. I can't bring up any windows...they immediately close as if someone is holding esc down. I can freely change between the 2 party members I made with the add on but I can not cast, walk, change back to main or even pull up the options to leave the game. I am repeatedly forced to alt tab and kill program. I have looked all over for a fix. I have turned shaders off, updated everything and still no fix. Any help at all would be GREATLY appreciated!
CHAMELEONAIRE 26 Jun, 2020 @ 5:13pm 
Thanks for clearing thing up. I guess i will just continue playing and see where it will go. Really cool mod btw, cant even imagine how to play TOME w/ it now.
Feli  [author] 26 Jun, 2020 @ 3:21pm 
I'm about 75% certain that the mod isn't causing extra EXP gain. -the code's setup to prevent that kinda thing but I never actually spent the time to test and remain too lazy to do so.

Two things to keep in mind tho that could explain it:
1: Difficulty level changes the level of enemies in zones. So on higher difficulties you'll level much faster until you catch up to the zone level, which is especially easy to see early game. As this mod encourages people to play on higher difficulties than they usually do it may be a surprise.

2: The EXP multiplier for the party is based on the EXP multiplier of the party leader, so if you play with a fast leveling character such as a yeek you'll see your whole party level much faster.
CHAMELEONAIRE 26 Jun, 2020 @ 2:20am 
I think i got some kind of a bug. So i started the game and created some party members right from the get go, and by the time i finish the first dungeon all my guys are 8 lvl. I haven't touched TOME in a while so i dont know if it is norma nowl or xp i am getting is multiplying because i got 3 guys with me.
Feli  [author] 19 Apr, 2020 @ 11:33am 
Wow that's really embarrassing. I'll throw together a fix right away. Probably should fix it to reference the correct integer too instead of blatantly reading the wrong lists' length.
Feiermonn 19 Apr, 2020 @ 6:37am 
Revive is not working atm for the same reason (on_tick_end - issue).

I simply changed game.on_tick_end to game.on_tick_end.fcts in the revive talent and it works perfectly fine (if you need revive anyway. I too incompetent to keep my party alive, so I use it every once and a while :-D).
Huzzy  [author] 28 Mar, 2020 @ 2:23pm 
You're welcome 👍, this addon is a classic, I like it a lot and it needs to keep going into the future, and this kinda thing is what I'm good at.

It's unfortunate how it got broken by the patch. I know a project the size of tome is really hard to keep, but that's why APIs and stuff should only show functions to it's users and not attributes, so if the developer needs to change something they can keep a deprecated function which doesn't break compatibility. I don't wanna blame (or similar) anyone for breaking it, just a lesson for the future for anyone who sees this.

The Golemancy.lua file seems to not do the on_tick_end thing anymore, it looks like a simple call to invoke_golem now, if you're interested. But changing it and making sure it works fine would be a pain, I think leaving it like this is fine since it has worked for so long.
Feli  [author] 28 Mar, 2020 @ 12:43pm 
I've now uploaded a new version with the line of code changed as you explained which seems to work without issue.

I have no idea why it triggers on-tick-end in the first place. Everything was prettymuch a copy/paste of how alchemist golems were handled at the time, and then piggybacked the character creation's code to build characters with stats and equipment akin new characters.

-but yeah kudos for figuring out the issue. I never would have guessed it was something so small and top level. Here I was expecting it to require some huge rework of the addon to get it working.

You're a hero!
:steamhappy:
Huzzy  [author] 28 Mar, 2020 @ 12:04am 
So in this commit [git.net-core.org], in the Game.lua file, there's the change in how the game.on_tick_end struct works.

Right away on the _M:onTickEndExecute function you can already see the problem. This function would iterate through everything (a bunch of functions) in "on_tick_end" and execute them. Now it iterates through "on_tick_end.fcts". Previously, the game had "on_tick_end" and "on_tick_end_names", now those were replaced by "on_tick_end.fcts" and "on_tick_end.names".

The whole commit is a lot more complicated than that and I didn't go through all the changes because I think I won't understand it, but I'm 99% sure that if the function is queued into "game.on_tick_end.fcts" instead of the current "game.on_tick_end" everything should be fine. I changed just that line with the queueing of the invoke_partner call and it worked in my game, I was able to successfully summon a partner.
Huzzy  [author] 27 Mar, 2020 @ 11:41pm 
I just realized "fcts" probably means "FunCTionS", so yeah that should be the fix when queueing the call, but I'm still looking into it.

And apparently comments can also not be edited for god knows what reason...
Huzzy  [author] 27 Mar, 2020 @ 11:37pm 
(2/2) I think what was supposed to place the invoke_partner call at the end of a queue or something, is placing it in a dictionary or something instead which doesn't do anything.

Fixing the error is another story, because I don't know why it was done like this in the first place. My instinct was that just calling invoke_partner at this stage instead of putting it on a queue would work, but since it was done like this I suppose it's to not brick something inside the game's engine. I'm hypothesizing that either "ftcs" or "names" is the same as the previous "on_tick_end" structure, which was divided into those two categories to be more organized, have better functionality or something, so queueing the invoke_partner call into one of those two should work. I'll look into those two structures to see if that's really what they are for.

Sorry for the split, there's a ridiculously low 1000 characters limit for comments here...
Huzzy  [author] 27 Mar, 2020 @ 11:36pm 
(1/2) So I think I found the exact reason the error occurs. I know fuckall about Lua, so my terminology is very generalized, but I think it will get the point across.

The invoke_partner function is not called (inside the summon talent's action) after the resting period is done. What is around it gets called, but the reason why this function in particular isn't, is because it is placed on a list or queue(?) of sorts: game.on_tick_end. Anyways after the resting is done, the function that should summon the partner isn't called.

I have a 1.5.5 standalone version of the game and I downloaded a 1.6.6 standalone (1.6.6 -> 1.6.7 was the update that bricked this addon), and in those versions, looking through the console, the game.on_end_tick thing is just a table, but on the newest version, it is a table with two attributes "fcts" and "names", and after trying to summon a partner it has a "1" attribute which is a function, very probably the invoke_partner call...
Huzzy  [author] 26 Mar, 2020 @ 11:28am 
Ah thats a good idea. I didnt consider that because I was just looking inside the .teaa and couldnt edit the source code.

I will try to copy the source from the .teaa and build it into a new addon or something so I can debug it like you said. Afaik it shouldnt be TOO complicated to figure out what went wrong and hopefully Im right.
Feli  [author] 26 Mar, 2020 @ 2:20am 
I don't know anything too technical regarding lua,TOME, or even this addon anymore as I haven't really touched it in about three years. When it came to debugging I just used the in-game message log and left output calls on any line I needed to get information from or to see what parts of a function got called, and relied on crash logs when applicable.
Huzzy  [author] 25 Mar, 2020 @ 8:22pm 
I tried giving it a shot but I have no clue how to debug the game properly, and what I had wasn't enough to identify the problem.

Is it possible to have a proper debugger with step execution?
Feli  [author] 29 Feb, 2020 @ 10:01am 
Seems the new TOME version broke the mod. Not entirely unexpected this would happen eventually given how it was put together. Sadly I'm not really in a position to fix it any time soon.

I'll update the description to point out it doesn't work on the latest version. If you want to play with it real bad you can still go back to an older version from https://te4.org/download

If someone else wants to look into fixing it they're welcome to upload a new version based on this addon if they're able to understand the mess that is my code.