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 Post subject: Bugfix Pack 1.0.2
PostPosted: Tue Mar 20, 2018 10:48 pm 
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Wyrmic

Joined: Fri Sep 07, 2012 1:34 am
Posts: 257
https://te4.org/games/addons/tome/bugfix-pack

Currently fixes:
- Catalepsy AI error
- Meteors
- Overkill
- Reckless Strike
- Sustainbug for Defensive Posture and most Corruption talents
- Equilibrium failures happening before targeting instead of after


Last edited by minmay on Wed Apr 25, 2018 4:02 am, edited 3 times in total.

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 Post subject: Re: Bugfix Pack 1.0.1
PostPosted: Tue Mar 20, 2018 11:21 pm 
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Wyrmic

Joined: Fri Oct 09, 2015 2:27 pm
Posts: 262
Does Augmentation have the sustainbug? I remember reading a guide that talked about snapshotting for it.


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 Post subject: Re: Bugfix Pack 1.0.1
PostPosted: Tue Mar 20, 2018 11:25 pm 
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Wyrmic

Joined: Fri Sep 07, 2012 1:34 am
Posts: 257
Augmentation does have the bug, but the snapshotting bug you're thinking of was different. I list all the bugged talents here.


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 Post subject: Re: Bugfix Pack 1.0.1
PostPosted: Wed Mar 21, 2018 1:32 am 
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Wayist

Joined: Fri May 16, 2014 6:30 pm
Posts: 29
There is a bug related to the off-hand penalty of stone warden and the damage of Shield of Light when using steam saw.
(If you are not interested in details, please just read what in red.)

First, let's see the definition of shield:

special_combat = { talented="shield", accuracy_effect="staff", damrange = 1.2, no_offhand_penalty=true }

Now let's see how steam saw is defined:

combat = { talented = "steamsaw", accuracy_effect="axe", damtype=DamageType.PHYSICALBLEED, damrange = 1.5, physspeed = 1, sound = {"actions/saw", pitch=1, vol=1}, sound_miss = {"actions/saw", pitch=1, vol=1}, use_resources={steam = 1}},

The difference is obvious. Shield is not defined with "combat", while steam saw is not defined with "special_combat".

Then let's see why stone warden has off-hand penalty when using shield:

local offmult = self:getOffHandMult(o.combat, mult) --change this to "local offmult = self:getOffHandMult(o.combat or o.special_combat, mult)"
local combat = self:getObjectCombat(o, "offhand")
if o.special_combat and o.subtype == "shield" and self:knowTalent(self.T_STONESHIELD) then combat = o.special_combat end

Since shield has no combat property, the variable offmult will never be updated.

Similarly let's see how the shield of light works:

self:attackTargetWith(target, shield.special_combat, DamageType.LIGHT, t.getShieldDamage(self, t)) --change this to "self:attackTargetWith(target, shield.special_combat or shield.combat, DamageType.LIGHT, t.getShieldDamage(self, t))"

So, as you can see, when using steam saw that has no special_combat, the damage would become negligible.

Could you please integrate those modifications in this great addon?


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 Post subject: Re: Bugfix Pack 1.0.1
PostPosted: Wed Mar 21, 2018 2:01 am 
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Wayist

Joined: Fri May 16, 2014 6:30 pm
Posts: 29
Besides, could you please also make your addon compatible with translations?


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 Post subject: Re: Bugfix Pack 1.0.1
PostPosted: Wed Mar 21, 2018 3:14 am 
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Wyrmic

Joined: Fri Sep 07, 2012 1:34 am
Posts: 257
Sure, I can fix that Shield of Light bug.
wuxiangjinxing wrote:
Besides, could you please also make your addon compatible with translations?
Unfortunately, this is not possible. Sorry.


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 Post subject: Re: Bugfix Pack 1.0.1
PostPosted: Wed Mar 21, 2018 4:26 am 
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Wayist

Joined: Fri May 16, 2014 6:30 pm
Posts: 29
By the way, one more possible bug for the talent shard (earthen power T3)

By my testing, this talent uses the attacker's talent level when calculating the damage, so it's usually zero (the attacker cannot know shard) and the damage would always be 40% that is the lower limit.


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 Post subject: Re: Bugfix Pack 1.0.2
PostPosted: Sun Apr 22, 2018 8:29 pm 
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Wyrmic

Joined: Fri Sep 07, 2012 1:34 am
Posts: 257
1.0.2 released. This version fixes equilibrium failures happening before targeting instead of after. So you are no longer effectively penalized for canceling targeted equilibrium talents.
Unfortunately this fix only applies to vanilla equilibrium-using talents. Addon talents won't be affected.

Obviously, this needs to be fixed for all talent failures, not just equilibrium ones, but doing so in an addon is not currently possible without completely destroying compatibility, so you'll just have to hope it gets fixed in vanilla (which it obviously won't lol).


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 Post subject: Re: Bugfix Pack 1.0.2
PostPosted: Sun Apr 22, 2018 10:20 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10230
Location: Angolwen
minmay wrote:
so you'll just have to hope it gets fixed in vanilla (which it obviously won't lol).

Yeah I'm evil and intentionally ignore stuff and tries to make the game as bad as possible, as I've proven so many times in the many years I've kept the game going forward... ;)

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


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 Post subject: Re: Bugfix Pack 1.0.2
PostPosted: Sun Apr 22, 2018 10:30 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10230
Location: Angolwen
To be more precise, I have a fix for the equilibrium thing, but it was too late to correctly test it for 1.5.6

_________________
[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 ;)


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 Post subject: Re: Bugfix Pack 1.0.3
PostPosted: Wed Apr 25, 2018 4:03 am 
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Wyrmic

Joined: Fri Sep 07, 2012 1:34 am
Posts: 257
I assumed it wouldn't be fixed because I saw Sheila saying she preferred the current behaviour. Whoops.

Anyway, I've uploaded a new version that fixes the Catalepsy AI error, for those not wanting to wait for 1.5.8.


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 Post subject: Re: Bugfix Pack 1.0.2
PostPosted: Wed Apr 25, 2018 7:39 am 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10230
Location: Angolwen
Actually I mistook your post, I thought you meant the fact that instant equilibrium talents failing consumes a turn, which is now fixed for 1.6 sorry :)
As for the check before or after target, this is not a bug yeah, and changing it as you said means altering every talent, and keeping on altering every new talent ever made which in itself sounds very bad. It could work if integrated into getTarget but that cant work since not all talents need to react the same to the returns; in any cases this does not really bother me as it is, I find it rather logical but I get that some people may not :)
Hence why addons exist :)

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[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 ;)


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 Post subject: Re: Bugfix Pack 1.0.2
PostPosted: Wed Oct 03, 2018 2:51 am 
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Low Yeek

Joined: Tue Dec 24, 2013 3:02 pm
Posts: 6
Is this obsolete now as of 1.5.10?


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