Tales of Maj'Eyal 1.5 Beta!

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

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Jarinex
Higher
Posts: 79
Joined: Sun Aug 23, 2015 5:49 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#391 Post by Jarinex »

random_pal wrote:
Jarinex wrote:Personally, I would rather have multiple talents be good and have synergy, rather than have one amazing talent and the rest of them be underwhelming.
That's what marauder 1.4.9 had. A lot of small things that made it pretty awesome from mid-game on. When I say "designed around something" I don't mean a single talent.
Oh sorry, I misunderstood what you said. This is why I shouldn't say anything lol

voltteccer
Cornac
Posts: 43
Joined: Sat Mar 28, 2015 4:07 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#392 Post by voltteccer »

Basically 1.4.9 Marauder was like a really cool and fun Adventurer build, and 1.5 Marauder is like a really lame and unimpressive Adventurer build.

ZyZ
Thalore
Posts: 141
Joined: Wed Jan 08, 2014 4:56 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#393 Post by ZyZ »

When i try to leave possessed body something goes wrong and some talents are not removed from my character

Code: Select all

##Use Talent Lua Error##	T_ASSUME_FORM	Actor:	4163	ZyZ
Lua Error: /engine/interface/ActorTalents.lua:322: /engine/interface/ActorTalents.lua:295: /engine/interface/ActorTalents.lua:162: /engine/Entity.lua:1002: attempt to index local 'base' (a nil value)
stack traceback:
	/engine/Entity.lua:1002: in function 'recursive'
	/engine/Entity.lua:1009: in function 'recursive'
	/engine/Entity.lua:1040: in function 'removeTemporaryValue'
	/engine/interface/ActorTalents.lua:579: in function 'unlearnTalent'
	/mod/class/Actor.lua:4441: in function 'unlearnTalent'
	/mod/addons/orcs/superload/mod/class/Actor.lua:168: in function 'unlearnTalent'
	/data-possessors/timed_effects.lua:264: in function 'deactivate'
	/engine/interface/ActorTemporaryEffects.lua:218: in function 'removeEffect'
	/data-possessors/talents/psionic/possession.lua:102: in function </data-possessors/talents/psionic/possession.lua:100>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:160: in function </engine/interface/ActorTalents.lua:149>
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/ActorTalents.lua:322 useTalent
	At /engine/interface/PlayerHotkeys.lua:170 
	At /engine/interface/PlayerHotkeys.lua:162 activateHotkey
	At /engine/HotkeysIconsDisplay.lua:384 onMouse
	At /mod/class/uiset/Minimalist.lua:1789 fct
	At /engine/Mouse.lua:58 
Do you need save or this is enough ?

purge383
Cornac
Posts: 38
Joined: Sat Feb 11, 2017 4:56 am

Re: Tales of Maj'Eyal 1.5 Beta!

#394 Post by purge383 »

I am not sure how I did it but I was playing with the graphics options a lot reloading my game a bunch and I noticed that the Trueshot talent on my archer became permanent and the countdown for the duration goes into the negatives. It also throws an LUA error if I click the skill to use it again. I submitted that. Here is a link to the save file, press the download button in the top right: https://drive.google.com/file/d/0B9jwXH ... sp=sharing

Also, increasing font scaling causes the main menu and talent menu to have cut off buttons/text.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Tales of Maj'Eyal 1.5 Beta!

#395 Post by HousePet »

astreoth wrote:somebody forgot to update the sun paladin escort
Is there actually a problem, cos it should still work.
My feedback meter decays into coding. Give me feedback and I make mods.

ster
Spiderkin
Posts: 492
Joined: Tue Dec 13, 2016 7:05 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#396 Post by ster »

random_pal wrote:Apparently, the reason for this nerf was that NPCs using it were too dangerous.
ok yeah this was it
but that made absolutely no sense because of the way armor works meaning melee randbosses will either one shot you or do nothing and no amount of extra hits can change that, the fact you can wait the buff out, and also that it doesn't scale specifically badly anyway
<Shibari> You're full of shit
<darkgod #tome> ster is a troll
<Sheila> and ster, i do agree with you on most things game-related, but do try to not be such an ass!
<mex> your posts lead to people like me being abused and murdered

Mordy
Archmage
Posts: 300
Joined: Tue Feb 10, 2015 1:41 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#397 Post by Mordy »

The new chants give armor and hardiness :D

Also, you'll find a lot more armor on items. Just now in plain Nightmare in Old Forest I got a rare to drop boots with 22 armor.

random_pal
Wayist
Posts: 28
Joined: Sat Dec 24, 2016 9:18 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#398 Post by random_pal »

ster wrote:
random_pal wrote:Apparently, the reason for this nerf was that NPCs using it were too dangerous.
ok yeah this was it
but that made absolutely no sense because of the way armor works meaning melee randbosses will either one shot you or do nothing and no amount of extra hits can change that, the fact you can wait the buff out, and also that it doesn't scale specifically badly anyway
Yup, it definitely wasn't in my "top 10 dangerous things in tome" and I'm not sure I ever died because of it.

ster
Spiderkin
Posts: 492
Joined: Tue Dec 13, 2016 7:05 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#399 Post by ster »

<ster> wait shibari made rare items not awful
<ster> nightmare- loot might actually be good now
<ster> senon must be rolling in his grave


didn't realise this change would have so much impact, greater egos on rare items and less useless properties improves the general quality of loot in lower difficulties hugely and makes drowning for randboss/unique not as required. this is good.
<Shibari> You're full of shit
<darkgod #tome> ster is a troll
<Sheila> and ster, i do agree with you on most things game-related, but do try to not be such an ass!
<mex> your posts lead to people like me being abused and murdered

purge383
Cornac
Posts: 38
Joined: Sat Feb 11, 2017 4:56 am

Re: Tales of Maj'Eyal 1.5 Beta!

#400 Post by purge383 »

Acidic Skin talent for oozemancer gives you "acidic disarm" on getting hit but the talent doesn't mention that it disarms.

EDIT: I also think it would be a good QoL feature to make up a keyword to describe when spells aren't blocked by other creatures such as Reclaim. Makes spells incredibly more powerful since you can shoot over the trash between you and purple mobs.
Last edited by purge383 on Thu Mar 02, 2017 9:04 pm, edited 1 time in total.

Sheila
Magical Girl
Posts: 431
Joined: Wed Aug 27, 2014 11:36 am

Re: Tales of Maj'Eyal 1.5 Beta!

#401 Post by Sheila »

purge383 wrote:Acidic Skin talent for oozemancer gives you "acidic disarm" on getting hit but the talent doesn't mention that it disarms.
fixed :)
ster wrote:<ster> wait shibari made rare items not awful
<ster> nightmare- loot might actually be good now
<ster> senon must be rolling in his grave


didn't realise this change would have so much impact, greater egos on rare items and less useless properties improves the general quality of loot in lower difficulties hugely and makes drowning for randboss/unique not as required. this is good.
"Random clarification: Rare item buff didn't turn out to be a forced greater ego, its still 1 ego with no chance of greater, just a lot more randart powers" -Shibari
"As dying is one of the leading causes of death, you should avoid dying." -rekenner

"I'll bond with a cactus until my buttcheeks touch the sand before I play nethack again" -Gagarin

astreoth
Wyrmic
Posts: 213
Joined: Sat Oct 12, 2013 4:45 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#402 Post by astreoth »

problem with sun paladin escort is that it gives you the individual chants not the new talent that gives you all 3 chants

purge383
Cornac
Posts: 38
Joined: Sat Feb 11, 2017 4:56 am

Re: Tales of Maj'Eyal 1.5 Beta!

#403 Post by purge383 »

So I just had this exchange with a rare orc warrior. I had antimagic shield/acidic skin up and moved 5 spaces away from him giving him a few free turns by mistake since autocast cancelled my infusion. It spammed a bunch of stuff and arcane damage to him. Does it look correct because it seemed odd?
Attachments
antimagicinteraction.jpg
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purge383
Cornac
Posts: 38
Joined: Sat Feb 11, 2017 4:56 am

Re: Tales of Maj'Eyal 1.5 Beta!

#404 Post by purge383 »

Sheila wrote:
purge383 wrote:Acidic Skin talent for oozemancer gives you "acidic disarm" on getting hit but the talent doesn't mention that it disarms. fixed :)

Thanks, also acidfire says it creates a "blinding, corrosive cloud" but it doesn't seem to affect LOS or blind enemies.

EDIT: I think it does blind but has a low chance. Should probably say the % chance in the description.

Mordy
Archmage
Posts: 300
Joined: Tue Feb 10, 2015 1:41 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#405 Post by Mordy »

purge383 wrote:So I just had this exchange with a rare orc warrior. I had antimagic shield/acidic skin up and moved 5 spaces away from him giving him a few free turns by mistake since autocast cancelled my infusion. It spammed a bunch of stuff and arcane damage to him. Does it look correct because it seemed odd?
Looks like an infinite feedback loop due to interaction of Martyrdom vs the new Antimagic shield.

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