Betatest 1.3 ! We need moar souls !

Everything about ToME 4.x.x. No spoilers, please

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Eerevaenshee
Cornac
Posts: 44
Joined: Sat Dec 13, 2014 8:18 pm

Re: Betatest 1.3 ! We need moar souls !

#226 Post by Eerevaenshee »

stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:248: in function </engine/interface/ActorTalents.lua:232>
Lua Error: /engine/interface/ActorTalents.lua:271: /engine/interface/ActorTalents.lua:248: /engine/interface/ActorTalents.lua:148: /data/damage_types.lua:206: attempt to perform arithmetic on a boolean value
stack traceback:
/data/damage_types.lua:206: in function 'defaultProjector'
/data/damage_types.lua:886: in function 'projector'
/data/talents/chronomancy/timetravel.lua:314: in function 'damtype'
/engine/interface/ActorProject.lua:217: in function 'project'
/data/talents/chronomancy/timetravel.lua:313: in function </data/talents/chronomancy/timetravel.lua:309>
[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 useTalent
At /engine/interface/PlayerHotkeys.lua:169
At /engine/interface/PlayerHotkeys.lua:161 activateHotkey
At /mod/class/Game.lua:2063 f
At /mod/class/Game.lua:1653 fct
At /engine/interface/PlayerHotkeys.lua:316
At /engine/KeyBind.lua:229
Error message in the dreamscape while casting echoes of the past with a paradox mage. Doesn't cause any major crash but the error message still appeared.
I did reproduce the error.

0player
Uruivellas
Posts: 717
Joined: Fri May 24, 2013 4:27 pm

Re: Betatest 1.3 ! We need moar souls !

#227 Post by 0player »

DarWinsEdge wrote:Celerity seems to be causing equipped weapons to 'smear' behind my character when I move. Not sure if intended.
Just a motion blur Celerity applies, unless you mean something else.

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Betatest 1.3 ! We need moar souls !

#228 Post by edge2054 »

0player wrote:
DarWinsEdge wrote:Celerity seems to be causing equipped weapons to 'smear' behind my character when I move. Not sure if intended.
Just a motion blur Celerity applies, unless you mean something else.
I think motion blurs are still making certain shader auas (Matter Weaving/Stone Skin) really ugly.

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Betatest 1.3 ! We need moar souls !

#229 Post by edge2054 »

Eerevaenshee wrote: Error message in the dreamscape while casting echoes of the past with a paradox mage. Doesn't cause any major crash but the error message still appeared.
I did reproduce the error.
Fix thanks.

supermini
Uruivellas
Posts: 800
Joined: Tue May 15, 2012 11:44 pm

Re: Betatest 1.3 ! We need moar souls !

#230 Post by supermini »

Just in case it got missed, a bug with see the threads when cold flames were on the map:
http://forums.te4.org/viewtopic.php?f=42&t=43650
<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers

Sianist
Halfling
Posts: 106
Joined: Fri May 10, 2013 2:10 pm

Re: Betatest 1.3 ! We need moar souls !

#231 Post by Sianist »

when autorest -> auto explore ('z') sometimes your doll appears to move outside the map for a few ticks ... playing TW but that shouldn't be the cause

Danton
Halfling
Posts: 95
Joined: Tue May 21, 2013 4:45 am

Re: Betatest 1.3 ! We need moar souls !

#232 Post by Danton »

Strength of Purpose's description mentions it doesn't stack with "knife mastery" rather than dagger mastery.

0player
Uruivellas
Posts: 717
Joined: Fri May 24, 2013 4:27 pm

Re: Betatest 1.3 ! We need moar souls !

#233 Post by 0player »

supermini wrote:Just in case it got missed, a bug with see the threads when cold flames were on the map:
http://forums.te4.org/viewtopic.php?f=42&t=43650
We tried to address that one, but sinc eit's incredibly hard to reproduce, we'll be glad (or rather, not glad) to hear about it again in the next release.

axored
Yeek
Posts: 13
Joined: Tue Nov 04, 2014 5:48 pm

Re: Betatest 1.3 ! We need moar souls !

#234 Post by axored »

It seems as though conventional weapons are doing half as much damage as they should be for mindslayers. This can be seen by creating a mindslayer and comparing the tooltip for the starting mindstars vs 2 handed sword.

EDIT: Upon further testing, I think I am wrong. It's just the switch to a low percentage of willpower/cunning as the benefiting statistic for strength/dexterity weapons yields a large reduction in damage. I also was unaware that your damage is not always >= your weapon damage. Looking at the code has been very educational though! My archer addon is one step closer to fruition...

FreePaperclips
Higher
Posts: 53
Joined: Tue Jan 27, 2015 8:50 am

Re: Betatest 1.3 ! We need moar souls !

#235 Post by FreePaperclips »

When casting some area effect spells (Shadow blast and the like), I'm getting weird horizontal lines going across the screen. I have to turn OpenGL off completely to get them to go away, or (my choice) turn off distortions. I'm using AMD Radeon HD 7650 (or something... 7000 series anyway) if that helps.

Picture here:
http://postimg.org/image/xbmu8qp01/

edit: Crossposted to the 1.3.b5 thread, I somehow missed it last night.

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