ToME: the Tales of Maj'Eyal

Everything about ToME
It is currently Thu Jan 23, 2020 2:08 am

All times are UTC




Post new topic Reply to topic  [ 100 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7  Next
Author Message
PostPosted: Sat Apr 20, 2013 9:48 pm 
Offline
Wyrmic

Joined: Fri Jan 18, 2013 8:35 am
Posts: 261
beta v11 uploaded

--New encounter starring Bad Penny Paddington: She always comes back to you
--New graphic from rexorcorum for Five Aces artifact deck
--Impossibly Lucky fixed
--Number of bugfixes for Black Cat (thanks Bad Penny)
--Black Cat no longer creates a path when you're stealthed or invisible
--Bearer of Bad News no longer double dips fortune drain when affecting someone with a fortune pool
--Probably some other stuff that I fixed along the way and didnt bother to document

_________________
Proud father of Fx4fx and Chronometer add-ons; proud mother of Fated add-on


Top
 Profile  
 
PostPosted: Sun Apr 21, 2013 1:55 pm 
Offline
Thalore

Joined: Thu Jan 17, 2013 2:49 pm
Posts: 190
Do I need to restart a character to get the changes?


Top
 Profile  
 
PostPosted: Sun Apr 21, 2013 2:13 pm 
Offline
Wyrmic

Joined: Fri Jan 18, 2013 8:35 am
Posts: 261
Probably to get access to Bad Penny; and if that artifact has already been created, you won't get its pictures.

Don't know, no promises one way or another.

_________________
Proud father of Fx4fx and Chronometer add-ons; proud mother of Fated add-on


Last edited by nate on Sun Apr 21, 2013 5:21 pm, edited 1 time in total.

Top
 Profile  
 
PostPosted: Sun Apr 21, 2013 4:21 pm 
Offline
Thalore

Joined: Thu Jan 17, 2013 2:49 pm
Posts: 190
Was going to try a different race anyways :) too bad you can't reload cards tho :/


Top
 Profile  
 
PostPosted: Mon Apr 22, 2013 12:39 am 
Offline
Wyrmic

Joined: Fri Jan 18, 2013 8:35 am
Posts: 261
Well, wouldn't recommend updating-- DarkGod just let me know about another bug that slipped through the rigorous testing here at NateSoft, so Hit Me isn't really working in b11. I'll get a new one up soon.

(Thanks for the heads up DG, got that fixed, as well as everything moved to locals.)

_________________
Proud father of Fx4fx and Chronometer add-ons; proud mother of Fated add-on


Top
 Profile  
 
PostPosted: Mon Apr 22, 2013 7:56 am 
Offline
Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10477
Location: Angolwen
Good :)

Also: decks really need to tell what they do IMO

_________________
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)


Top
 Profile  
 
PostPosted: Mon Apr 22, 2013 2:01 pm 
Offline

Joined: Thu Dec 20, 2012 7:21 pm
Posts: 4
Thanks for this class, having a lot of fun with it!

I just downloaded b11 - has it always been the case that you start with a level you can't unlearn in Felicity:Fortuitous? I want to try an all-bad-luck dagger/crit build, but it seems kind of rough to stick disaster builds that stay bottomed out on luck with a -8 defense debuff they can't unlearn! (Am I misinterpreting this somehow?)


Top
 Profile  
 
PostPosted: Mon Apr 22, 2013 2:23 pm 
Offline
Wayist

Joined: Sun Apr 21, 2013 6:47 pm
Posts: 21
Closely following this class. I love it! Hit Me still has a bit of an issue, namely that while it no longer spawns Lua errors, it does 0 damage, literally.


Top
 Profile  
 
PostPosted: Mon Apr 22, 2013 4:26 pm 
Offline
Halfling

Joined: Wed Feb 06, 2013 6:04 pm
Posts: 85
dmark wrote:
Thanks for this class, having a lot of fun with it!

I just downloaded b11 - has it always been the case that you start with a level you can't unlearn in Felicity:Fortuitous? I want to try an all-bad-luck dagger/crit build, but it seems kind of rough to stick disaster builds that stay bottomed out on luck with a -8 defense debuff they can't unlearn! (Am I misinterpreting this somehow?)


There's a number of reasons for it (namely a change that could be coming down the pipe soon, once I have time to do some testing with it), but on the other hand, it IS a bad luck build. IF you're terribly unlucky, there is going to be a penalty for that. Still, nate and I will discuss what we want to do with regards to this. Thanks for the heads up.


Top
 Profile  
 
PostPosted: Mon Apr 22, 2013 10:41 pm 
Offline
Wyrmic

Joined: Fri Jan 18, 2013 8:35 am
Posts: 261
b12 up, basically just a fix for Hit Me bug that popped up last version. Sorry for fewer fixes/additions than that, have been working on something super-secret.

darkgod wrote:
Also: decks really need to tell what they do IMO
Yeah, I agree. Still looking for ideas on handling this; I've added code to display the damage type of the most recently drawn card, but it's not good enough. Wondering what people need to know-- damage types? I can add that to the description for a deck, I suppose.
dmark wrote:
Thanks for this class, having a lot of fun with it!
Thank you so much-- I've reached the point where I'm needing a bit of love to get anything more done :)
Quote:
has it always been the case that you start with a level you can't unlearn in Felicity:Fortuitous? I want to try an all-bad-luck dagger/crit build, but it seems kind of rough to stick disaster builds that stay bottomed out on luck with a -8 defense debuff they can't unlearn!
It hasn't always been the case that Felicity was unlearnable, but it was always intended to be unlearnable. When I fixed that, I had to make a decision about how to handle Disaster, and I decided that sticking Disastrous builds with that point in Felicity would both keep Disastrous builds in the minority, and make Disastrous Wyrdthieves actually feel a little bit unlucky :) Speaking from experience, I can say that the potential -8 Defense is really nothing to worry about-- it's easy to miss that all of your Luck debuffs affect your foes' Accuracies. (Since Luck is a bit of an undocumented stat.) Fayd and I are certainly eager for feedback about whether this unlearnable point in Felicity is a bad idea or a good idea. (You might want to keep in mind too that Disaster and Felicity aren't totally incompatible-- Bad News makes for some nice emergency Fortune, and Unlucky for Some doesn't rely on your own bad Fortune the way Black Cat and Master of Disaster do. Disaster builds are still slightly punished, because that Yeek doesn't take very kindly to debuffing auras :) )
Nim wrote:
Closely following this class. I love it! Hit Me still has a bit of an issue, namely that while it no longer spawns Lua errors, it does 0 damage, literally.
Again, so glad that you're enjoying it-- without people saying so, I tend to get discouraged. This latest release was intended to fix that embarassing bug.

Oh, btw, if anybody wants to skip to Bad Penny Paddington, you can change levels to her ambush by enabling cheats and typing game:changeLevel(1, "wyrdambush") in the console; no need to be a Wyrdthief to fight her. We've currently got her set for a min level of 15, and she should have the potential to be a challenge, especially to squishy caster-types. There's more planned for Bad Penny, but maybe we'll see about the other classes first.

_________________
Proud father of Fx4fx and Chronometer add-ons; proud mother of Fated add-on


Top
 Profile  
 
PostPosted: Mon Apr 22, 2013 10:54 pm 
Offline
Sher'Tul

Joined: Fri Sep 21, 2007 3:18 am
Posts: 1081
Location: Angolwen
Bad penny sounds like the start of an unlock event :shock:


Top
 Profile  
 
PostPosted: Tue Apr 23, 2013 4:09 am 
Offline
Graphical God

Joined: Wed Jan 05, 2011 8:05 am
Posts: 417
Location: Snowscape
Image Image
Image Image
(these are the raw suits pics for ingame testing, if somebody is interested what the heck the white-on-light-grey blurry thing are)

More love for the Fated! :) And even more to come (well, later, but still...) 8)

_________________
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:
~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~


Top
 Profile  
 
PostPosted: Tue Apr 23, 2013 2:34 pm 
Offline
Wayist

Joined: Sun Apr 21, 2013 6:47 pm
Posts: 21
Ran into a slew of bugs with a Fated unique last night. It had Armor Fati up and refused to die. It didn't seem to have the Fortune resource.


Top
 Profile  
 
PostPosted: Tue Apr 23, 2013 2:44 pm 
Offline
Cornac

Joined: Tue Apr 23, 2013 2:18 pm
Posts: 32
I believe it is this mod, but what is the power "Armor Fati?" I've found two mobs with it that become unkillable - any damage that would kill them instead draws up an error message.

Granted it may not be this mod, but the error messages seems to point to it. So let's take a look~

http://i.imgur.com/IVR6r2N.jpg

First, we have this little slime. As you can see it's HP is securely in the "should be dead" area, and it has the armor fati power (And "dark horse," another one I don't recognize). However, when I hit it...

http://i.imgur.com/1neSaBu.jpg

Error!

Next, we have this snake, who was REALLY ANNOYING. It also has "armor fati" which is all it has in common with the slime BUT! It has Bearer of Bad News! So it's a Fated mob for sure! Observe!

http://i.imgur.com/yrWJRIB.jpg

Note the armor fati power again. And again, when it takes HP damage...

http://i.imgur.com/M4WTf0v.jpg

Boom!

I will also note that this isn't just my attacks. That snake flopped onto a beam trap at one point and threw up four or five error messages all at once from each bit of damage.

So, er...IS it this mod? I can't read...error...ese, and the only other mod I have is the Spellblade mod, but removing that didn't change that enemy, but the error message DOES bring it up. I couldn't remove this mod because, er, I'm playing as one. Could it just be that those two mods do not work friendly with each other?

I've never gotten these sort of mobs or error messages before, but the catch is I grabbed both this AND the Spellblade mod together. So I dunno which, if not both.

EDIT: I also get errors when I use an ability on an empty space immediately after the enemy that was on that space has been killed.

http://i.imgur.com/7oAHTUv.png
http://i.imgur.com/Kxis3Hl.png


Top
 Profile  
 
PostPosted: Tue Apr 23, 2013 3:01 pm 
Offline
Wyrmic

Joined: Fri Jan 18, 2013 8:35 am
Posts: 261
Sorry, there's some stuff in there that I meant to disable, but obviously didn't disable for npcs.

New upload beta 13:
--Only change is that these incomplete features are fully disabled.

_________________
Proud father of Fx4fx and Chronometer add-ons; proud mother of Fated add-on


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 100 posts ]  Go to page Previous  1, 2, 3, 4, 5, 6, 7  Next

All times are UTC


Who is online

Users browsing this forum: No registered users and 2 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  
Powered by phpBB® Forum Software © phpBB Group