ToME: the Tales of Maj'Eyal

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PostPosted: Thu Jul 04, 2019 8:15 pm 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
Posts: 2402
Location: Ambush!
Installed but wasn't currently playing the class -- it got put on an NPC, apparently.

This was an EoR campaign with a bunch of other addons.

Attachment:
Screen Shot 2019-07-04 at 4.12.21 PM.png
Screen Shot 2019-07-04 at 4.12.21 PM.png [ 106.35 KiB | Viewed 860 times ]


I was entering a level (the treetop in the Primal Forest). After the error, the level was blank -- generated as "empty" space, no features, no way out.

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Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.


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PostPosted: Thu Jul 04, 2019 11:44 pm 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 835
Location: Middle of Nowhere
Thanks for the report. Added a sanity check to make sure x and y are found before applying the visual.


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PostPosted: Sat Oct 26, 2019 12:01 am 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 835
Location: Middle of Nowhere
v1.1.7
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ToME 1.6 compatibility (updated weapon mastery numbers for Bark Fist and Mudslinger)


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PostPosted: Wed Nov 27, 2019 11:30 am 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 835
Location: Middle of Nowhere
v1.1.8
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ToME 1.6.3 Archery compatibility.


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PostPosted: Wed Nov 27, 2019 11:08 pm 
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Cornac

Joined: Wed May 23, 2012 1:19 am
Posts: 33
So glad to see this one come along for 1.6+++.

I love this little guy.


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PostPosted: Fri Nov 29, 2019 11:19 pm 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 835
Location: Middle of Nowhere
smithfield wrote:
I love this little guy.

:D Thanks :D

Also, this:

v1.1.9
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[Seed Pod]
Fixed a bug with the Seed Sown effect that could occur if an actor other than the source of the effect killed it.

[Ancestral Life, Bark Guard]
Updated all area effect healing (such as from Shineleaf or Green Thumb) to count as a direct heal, allowing them to interact with Ancestral Life and Bark Guard. (Note that Ancestral Life does not count over-healing for calculating energy gain.)


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PostPosted: Wed Jan 01, 2020 3:27 pm 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 835
Location: Middle of Nowhere
I'm currently working on a v.1.2.0 which is a fairly chunky update. The primary goal is to allow any build to be available from level 1 while encouraging/requiring more investment in tertiary stats for melee and ranged builds. Minor additional goals include simplifying some code (Bark Guard is a mess), some number tweaks, updating particle effects, and fiddling with some fixed arts to add Grove Keeper-specific talent mastery bonuses and the like.

To the ends of the first goal, all weapon trees (melee, ranged, mindstar) will be unlocked at birth, but melee and ranged trees will require str or dex respectively. Force of Nature requirements will be based on the higher of your str or dex. Many talents in the weapon trees will be reworked to have str and/or dex scaling. The work for this, as well as most of the minor goals, has been completed and I am in the processes of testing all of the changes and how it plays.

While I continue to test these changes, I'm also going to be considering exactly which artifacts I want to fiddle with and what bonuses I want to give them. In the meantime, I would be grateful for any suggestions and recommendations for this part of the update.

Also, the talent re-shuffling, stat requirement changes, and code simplification will all contribute to this update being a save-breaking one. Consider this a heads-up: the next update for this addon will be incompatible with your games in progress.

I can't be sure how much longer this will take, but given the large number of changes I need to test and the as-yet unimplemented fixed art changes, I'd expect at least another week or two. I will post again after everything is finished and give a warning of a few days before I upload the update. Reminder that old versions can always be downloaded from te4.org if you need to finish a run after the update does go live.


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PostPosted: Mon Jan 13, 2020 9:43 pm 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 835
Location: Middle of Nowhere
All changes have been implemented, including the addition of relevant talent masteries to a number of thematically appropriate fixed arts. Still in the process of testing how things play. Early game feels pretty smooth for all builds. Mid and late are going to have to be tested in a more theoretical manner via dev mode; full runs take too long. Another week or so, probably, but I'll make sure to post with a few days warning before uploading, as I said.


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