ToME: the Tales of Maj'Eyal

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What do you want to see in the next release?
Hey, why haven't you implemented my favorite race/subrace/class yet? (specify below) 0%  0%  [ 0 ]
Hey, why haven't you implemented my favorite skill/talent/spell/ability yet? (specify below) 50%  50%  [ 1 ]
Hey, why haven't you implemented my favorite scroll/potion/wand/staff/rod/other object yet? (specify below) 0%  0%  [ 0 ]
Hey, why haven't you implemented my favorite store/quest/event yet? (specify below) 0%  0%  [ 0 ]
Hey, that's not what that dungeon's supposed to look like! (specify below) 0%  0%  [ 0 ]
Hey, why haven't you implemented my favorite game mechanic/UI feature yet? (specify below) 0%  0%  [ 0 ]
Hey, that's a bug! Go fix that bug! (specify below) 50%  50%  [ 1 ]
Hey, you didn't list what I want to see! (specify below) 0%  0%  [ 0 ]
Total votes : 2
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PostPosted: Wed May 24, 2017 1:43 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1398
Location: A shallow water area south of Bree
Steven Aus wrote:
When you find a second copy of a book such as "Guide to Adventuring in Middle Earth", if you pick it up when you already have it in your inventory, the second copy disappears.

Oh, parchments. Those aren't actually implemented yet; they're sort of like lore in T4, and will probably end up being implemented to behave similarly. [sound F/X: source diving] And they're not disappearing; I just had the display name wrong, so it wasn't showing the number. You can see it in the object weight in inventory (should be 0.5 per parchment), and also if you try dropping them (it'll prompt for number to drop). I've fixed the name in SVN; it won't fix any parchments you've seen or kept, but it should fix new ones.

Steven Aus wrote:
When you try to go to the Book store:

[sound F/X: source diving] Ah, the book store must have had a Corpse Explosion spellbook in stock (or maybe a Melkor tome); the spell description was broken. Fixed in SVN.

Steven Aus wrote:
ActorTalents in the middle of nowhere (looks like there is a double slash):

[sound F/X: source diving] No, that was some NPC trying to cast Healing on itself; stupid copy/paste bug in said spell. Fixed in SVN.

Steven Aus wrote:
I lost the mana amount in HP when I used it without enough mana. But yes, it would be good if you update the description.

Fair enough. That'll probably happen in trunk; in the meantime, any talent whose description includes a "Req. level:" line (as opposed to "Req. skill level:" or "Spell level:") can be cast from hit points if needed.

Steven Aus wrote:
When I first cast Return to Town, it returned me to the outside of the Barrow-downs dungeon. When I returned to the dungeon, I returned to level 1. When I went to Level 2 and checked recall targets, it still said Barrow-downs level 1. When I ported back to town, this time I got taken to the actual town, and it still said Barrow-downs level 1 for dungeon recall target. So I guess the game is not updating the dungeon recall target when reaching a deeper level.

[sound F/X: source diving] Well, more specifically, it wasn't updating the recall target when you recall out of a dungeon. Which was spectacularly stupid of me. :oops: Fixed in SVN.

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PostPosted: Thu May 25, 2017 12:08 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1398
Location: A shallow water area south of Bree
And I was kind of waiting for a slow moment bug-wise to release this; in retrospect, I really should have known better. :roll: :wink: I guess I'll just take advantage of the 1.5.5 release as an excuse to do it:

Release 0.2.6 "Routine Maintenance"

Mostly this is just the 0.2.5 release with the necessary changes to make it work with the v1.5.x game engine, but it does include a few bug fixes:
  • Fueled light sources (Wooden Torches and Brass Lanterns) should now properly stop increasing your light radius when they run out of fuel.
  • Occasionally the game needs to know whether the level allows teleporting even when there isn't a level. :shock: Not that the answer matters in practice, but at least now the game won't choke on the question.
  • Fixes to Mimicry; notably, the descriptions of mimicry forms were omitting information about provided resistances, and I think trying to actually use a mimicry form would have choked badly. This also includes the Avatar and Flame of Udun spells, which use mimicry forms internally, and whose descriptions were broken.
  • We weren't properly applying Manwe piety when killing evil monsters. And by "not properly applying" I mean "dumping errors". :oops:
  • Tweaked generation of the princes and lost sword quests to work better with Steven Aus' Persistent Dungeons addon.
  • Assorted bug fixes related to melee retaliation effects, and a few spells and NPC talents.
  • Recharging wands and staffs should actually work now. :oops:
  • Wielding objects from the floor was b0rken. :oops:
  • Recalling out of the dungeon should now properly set your return recall target. :oops: :oops:
  • Small fix to parchment names, to properly show the number of them in a stack.

As always, the .team file for the release is available from my site, along with the Subversion repo and WebSVN front-end thereto. And for those of you following along on SVN, the 0.2.6 release branch will get bugfixes for all the v1.5.x incompatibilities I no doubt haven't found yet that you get to trip over. :oops:

In the meantime, work is continuing on the 0.2.7 release; creating stuff via Alchemy has turned out to be involved to implement… :?

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PostPosted: Thu May 25, 2017 4:31 am 
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Wyrmic

Joined: Sat Dec 13, 2014 3:38 pm
Posts: 287
Does it make sense for Flasks of Oil to be immune to fire? And when something gets destroyed, does it just destroy one item of the stack or the whole stack? And what kinds of things can be destroyed by getting hit?

Also, when you try to equip a Brass Lantern from the floor when you already have one equipped and you don't have enough room in your inventory, the one that you had before disappears completely, and you only have the new one.

Code:
error = "Lua Error: /mod/class/Player.lua:1522: /engine/interface/ActorInventory.lua:126: attempt to index local 'inven' (a nil value)\
  At [C]:-1 \
  At [C]:-1 error\
  At /mod/class/Player.lua:1522 doWear\
  At /mod/dialogs/UseItemDialog.lua:113 use\
  At /mod/dialogs/UseItemDialog.lua:45 fct\
  At /engine/ui/List.lua:155 onUse\
  At /engine/ui/List.lua:81 fct\
  At /engine/Mouse.lua:58 receiveMouse\
  At /engine/Mouse.lua:98 delegate\
  At /engine/ui/Dialog.lua:765 mouseEvent\
  At /engine/ui/Dialog.lua:485 fct\
  At /engine/Mouse.lua:58 "


Also, I wore a ring which I found out to be cursed. I bought a Remove Curse scroll, but it gave an error (luckily it didn't use the item):

Code:
error = "Lua Error: /mod/class/Player.lua:1326: /mod/class/Object.lua:1343: stack overflow\
  At [C]:-1 \
  At [C]:-1 error\
  At /mod/class/Player.lua:1326 playerUseItem\
  At /mod/dialogs/UseItemDialog.lua:69 use\
  At /mod/dialogs/UseItemDialog.lua:45 fct\
  At /engine/ui/List.lua:155 onUse\
  At /engine/ui/List.lua:81 fct\
  At /engine/Mouse.lua:58 receiveMouse\
  At /engine/Mouse.lua:98 delegate\
  At /engine/ui/Dialog.lua:765 mouseEvent\
  At /engine/ui/Dialog.lua:485 fct\
  At /engine/Mouse.lua:58 "


Last edited by Steven Aus on Fri May 26, 2017 2:02 am, edited 2 times in total.

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PostPosted: Fri May 26, 2017 1:40 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1398
Location: A shallow water area south of Bree
Steven Aus wrote:
Does it make sense for Flasks of Oil to be immune to fire?

(shrug) Presumably the flasks are specially designed to be fire retardant. And that would probably be cruel to the player anyway. [sound F/X: source diving] Ooh, they are destroyed by cold, though, which I hadn't implemented… :twisted:

Steven Aus wrote:
And when something gets destroyed, does it just destroy one item of the stack or the whole stack?

[sound F/X: source diving] In inventory, there's a 1-3% chance for each item in the stack depending on the amount of damage done, preventable by having resistance of the appropriate type; on the floor, the whole stack is destroyed. Nothing worn or wielded will be destroyed in this manner.

Steven Aus wrote:
And what kinds of things can be destroyed by getting hit?

[sound F/X: source diving] Hmm, I apparently hadn't fully implemented this, so let's review in the process of fixing:
  • Acid can destroy all weapon and armor types, all launcher types, arrows and crossbow bolts (but not sling shots), staffs, scrolls, chests, empty bottles, eggs, and various types of junk.
  • Lightning can destroy rings, wands and eggs.
  • Fire can destroy arrows, torches, launchers, polearms and hafted weapons, boots, gloves, cloaks and light armor, books, chests, staffs, scrolls and eggs.
  • Cold can destroy potions, flasks of oil, empty bottles and eggs.

Steven Aus wrote:
Also, when you try to equip a Brass Lantern from the floor when you already have one equipped and you don't have enough room in your inventory, the one that you had before disappears completely, and you only have the new one.

[sound F/X: source diving] Ah, it was trying to put the lantern you were swapping out back into the inventory that you were wielding the new lantern from — except obviously you weren't. :oops: Fixed in SVN to put the swapped-out equipment into inventory if you wielded from floor.

Steven Aus wrote:
Also, I wore a ring which I found out to be cursed. I bought a Remove Curse scroll, but it gave an error (luckily it didn't use the item):

[sound F/X: source diving][sound F/X: forehead repeatedly strking desk] Fixed in SVN.

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PostPosted: Fri May 26, 2017 2:03 am 
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Wyrmic

Joined: Sat Dec 13, 2014 3:38 pm
Posts: 287
Flasks of oil are not currently immune to fire, only Brass Lanterns are. Also, Wooden Torches are not immune to fire (but I can understand that).

Also, I beat up a whole lot of Wolves (the princess quest monster) and other creatures, but I think because I defeated them outside the quest area, they didn't count. Is there any way to fix this?

https://www.dropbox.com/s/vanlvxldemoog ... n.zip?dl=0

When I used the Scroll of Remove Curse, it didn't do anything. I had a cursed item in the ring slot and I didn't get to choose what item to uncurse, but I did have Magic Device L11.


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PostPosted: Tue May 30, 2017 12:28 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1398
Location: A shallow water area south of Bree
Steven Aus wrote:
Flasks of oil are not currently immune to fire, only Brass Lanterns are.

Hmm, I've done some tweaking in that area recently; I'll do further testing.

Steven Aus wrote:
Also, Wooden Torches are not immune to fire (but I can understand that).

Yeah, that's a recent fix.

Steven Aus wrote:
Also, I beat up a whole lot of Wolves (the princess quest monster) and other creatures, but I think because I defeated them outside the quest area, they didn't count.

Where you kill them shouldn't matter, as long as they die. That's the tricky bit, and has tripped me up in T2 proper as well — any effect that removes a quest monster from the level without killing it, like earthquakes, will leave the quest kill count wrong. Did anything like that happen while you were fighting the wolves? I really need to think harder about how to fix that…

Steven Aus wrote:

You mean fix the savefile? I doubt it; I don't have whatever infrastructure Stuntofthelitter has for that savefile-fixing thing. [That's a hazard of persistent levels — in T2, you could have just bounced on the stairs and restarted the quest.]

Steven Aus wrote:
When I used the Scroll of Remove Curse, it didn't do anything. I had a cursed item in the ring slot and I didn't get to choose what item to uncurse, but I did have Magic Device L11.

Scrolls of Remove Curse uncurse everything in your inventory and equipment. The mesage to watch for is, "You feel someone is watching over you."

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PostPosted: Tue May 30, 2017 12:32 am 
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Wyrmic

Joined: Sat Dec 13, 2014 3:38 pm
Posts: 287
AFAIK, there were no earthquakes (certainly no message about them).

Well, the cursed ring was still there and it was named the same, but I didn't try to take it off.


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PostPosted: Wed May 31, 2017 2:53 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1398
Location: A shallow water area south of Bree
Steven Aus wrote:
AFAIK, there were no earthquakes (certainly no message about them).

Urk… I'm definitely going to have to do some more work on that quest, then.

Steven Aus wrote:
Well, the cursed ring was still there and it was named the same, but I didn't try to take it off.

The thing to watch for in this case is that the ring should have gotten a "{cursed}" annotation on its name when you put it on (in concert with the "Oops! It feels deathly cold!" message), and that should have gone away when you used the ?oRC.

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PostPosted: Wed May 31, 2017 5:54 am 
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Wyrmic

Joined: Sat Dec 13, 2014 3:38 pm
Posts: 287
No, the cursed descriptor did not disappear when I read the Scroll of Remove Curse.


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PostPosted: Thu Jun 01, 2017 3:31 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1398
Location: A shallow water area south of Bree
Hmm, I just had a random thought:
Steven Aus wrote:
Also, I beat up a whole lot of Wolves (the princess quest monster) and other creatures, but I think because I defeated them outside the quest area, they didn't count.

Were those the Wolves from the quest area? At that level I suspect it'd be unlikely to have Wolves appearing both naturally and as quest monsters in the princess quest, but only the latter count toward the quest. I've updated SVN to add a "(quest monster)" note to the tooltip description of quest monsters, and tweaked the map display to use the same faction marker for quest monsters as for uniques.

Steven Aus wrote:
No, the cursed descriptor did not disappear when I read the Scroll of Remove Curse.

[sound F/X: testing] Ah, the ring wasn't identified, was it? I wasn't properly clearing the pseudo-ID state in that case. Should be fixed in SVN.

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PostPosted: Thu Jun 01, 2017 4:56 am 
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Wyrmic

Joined: Sat Dec 13, 2014 3:38 pm
Posts: 287
I actually took a void teleporter into the quest room, and I'm sure there were no other Wolves on the level.


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PostPosted: Fri Jun 02, 2017 3:31 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1398
Location: A shallow water area south of Bree
Steven Aus wrote:
I actually took a void teleporter into the quest room, and I'm sure there were no other Wolves on the level.

Ah, if the Wolf was standing on the other end of the void jumpgate when you used it, it would have been swapped back to where you started… [sound F/X: source diving] …oh. @#$%. Well, it was supposed to be swapped to the other end of the void jumpgate; apparently I forgot to implement that, leaving the poor Wolf in limbo. :oops: :oops:

[sound F/X: hacking] Okay, I think I've got the savefile fixed so that it doesn't have the cheat flag; the Wolf is back in place, and (I hope) I've patched up the void jumpgates on the level. Let me know when you've downloaded it, so I can clear it from the webserver. Also, the problem should be fixed in SVN. We Apologize for the Inconvenience.™ :oops:

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PostPosted: Fri Jun 02, 2017 7:21 am 
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Wyrmic

Joined: Sat Dec 13, 2014 3:38 pm
Posts: 287
I have downloaded the fix, and completed the quest, thanks. Did you make it so that enemies could not appear on void jumpgates in the quest room, or did you just make it so that they were properly swapped?


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PostPosted: Tue Jun 06, 2017 1:19 am 
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Sher'Tul

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1398
Location: A shallow water area south of Bree
Steven Aus wrote:
Did you make it so that enemies could not appear on void jumpgates in the quest room, or did you just make it so that they were properly swapped?

The latter; that's the intended behavior anyway, and the bug wasn't limited to quest monsters; that's just the most visible manifestation.

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PostPosted: Sat Jul 15, 2017 5:02 pm 
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Yeek

Joined: Wed Apr 15, 2015 11:59 am
Posts: 12
Hi Zizzo,

Thanks again for undertaking this Herculean work! I like the new flavours that you've introduced.
I've had a few LUA error reports; usually regarding actions taken regarding unidentified items: e.g. drop/wear an unidentified item, the aimless merchant picks up the club (1d4 good) etc.
I managed to completely crash a character whilst using a staff of identify (which seems to provide unlimited charges at the moment).
Screenshots attached for the above.

A couple of ideas I'd had for long-term development are below (alas I don't have any programming skills whatsoever to be able to offer any help :oops: :cry: ) It may be that these aren't feasible / wanted by anyone, just some food for thought.

I wondered whether it would be possible to have certain shops always stocking certain items that are essential to every character (e.g. in Bree it should always be possible to purchase scroll of Identify, scroll of word of recall, oil flask, some form of digging implement etc); - I haven't yet found a scroll of ID in the characters I've done which makes things a bit trickier at the start.

I have to say I'm a big fan of knowing whether an item is {good / excellent} etc on pickup; - I personally find the trawl until items are identified is a bit of a drag; I'd be interested in whether you (and the community) felt whether one of the fixed dungeon items that auto-ID's everything should be instead offered as a quest reward for one of the fixed quests. I know it's a tweak from the original game, but personally I think that'd be an improvement in game play and enjoyability.

I usually played Fury as a variant as I preferred the innate magic system; - (seems a bit odd for an archwizard having to leaf through a spellbook mid-fight); - I recognise there's a balance issue with this but if it were possible that a player could 'buy' the ability to memorise spells then perhaps this would be a way of improving balance.

Would it also be possible for some of the humanoid characters to be non-hostile (I don't like every single humanoid I meet in the dungeon being out to get me, murdering hapless novice priests etc seems :twisted:

Tome 2 = :D


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