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ToME: the Tales of Maj'Eyal :: View topic - Bugfix Pack 1.1.7
ToME: the Tales of Maj'Eyal
http://forums.te4.org/

Bugfix Pack 1.1.7
http://forums.te4.org/viewtopic.php?f=50&t=48742
Page 1 of 2

Author:  minmay [ Tue Mar 20, 2018 10:48 pm ]
Post subject:  Bugfix Pack 1.1.7


Author:  Chronosplit [ Tue Mar 20, 2018 11:21 pm ]
Post subject:  Re: Bugfix Pack 1.0.1

Does Augmentation have the sustainbug? I remember reading a guide that talked about snapshotting for it.

Author:  minmay [ Tue Mar 20, 2018 11:25 pm ]
Post subject:  Re: Bugfix Pack 1.0.1

Augmentation does have the bug, but the snapshotting bug you're thinking of was different. I list all the bugged talents .

Author:  wuxiangjinxing [ Wed Mar 21, 2018 1:32 am ]
Post subject:  Re: Bugfix Pack 1.0.1

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?

Author:  wuxiangjinxing [ Wed Mar 21, 2018 2:01 am ]
Post subject:  Re: Bugfix Pack 1.0.1

Besides, could you please also make your addon compatible with translations?

Author:  minmay [ Wed Mar 21, 2018 3:14 am ]
Post subject:  Re: Bugfix Pack 1.0.1


Author:  wuxiangjinxing [ Wed Mar 21, 2018 4:26 am ]
Post subject:  Re: Bugfix Pack 1.0.1

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.

Author:  minmay [ Sun Apr 22, 2018 8:29 pm ]
Post subject:  Re: Bugfix Pack 1.0.2

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).

Author:  darkgod [ Sun Apr 22, 2018 10:20 pm ]
Post subject:  Re: Bugfix Pack 1.0.2


Author:  darkgod [ Sun Apr 22, 2018 10:30 pm ]
Post subject:  Re: Bugfix Pack 1.0.2

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

Author:  minmay [ Wed Apr 25, 2018 4:03 am ]
Post subject:  Re: Bugfix Pack 1.0.3

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.

Author:  darkgod [ Wed Apr 25, 2018 7:39 am ]
Post subject:  Re: Bugfix Pack 1.0.2

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 :)

Author:  Adventurer [ Wed Oct 03, 2018 2:51 am ]
Post subject:  Re: Bugfix Pack 1.0.2

Is this obsolete now as of 1.5.10?

Author:  minmay [ Mon Jun 01, 2020 1:24 am ]
Post subject:  Re: Bugfix Pack 1.1.2

Finally updated this for 1.6, along with lots of new fixes.

Author:  minmay [ Thu Jun 04, 2020 7:59 pm ]
Post subject:  Re: Bugfix Pack 1.1.6

After some iteration, this addon is now at the point where I'm pretty sure it fixes all 1.6 cloning regressions.

This means that Possessor now has performance comparable to other classes, and Temporal Warden can once again use Corpathus and Wintertide without getting errors. So if you ever wanted to play Possessor but couldn't tolerate the resource leaks, now is the time.

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