ToME: the Tales of Maj'Eyal

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PostPosted: Mon Mar 25, 2019 6:51 pm 
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Joined: Sat Feb 09, 2019 12:19 pm
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Hello, I've been playing TOME daily for some 5 months now, and collected a number of things I consider bugs, and several wishes. Since I prefer playing off-line, you won't be able to find my characters, wins etc.
In case it is relevant, I play under Win10-64, Intel core i5, AMD R7-370, with the current version 1.5.10.

I originally posted these on the T-Engine 4 bugs section, but that seems the wrong place, and not very active, so I repost them here, and I have added new bugs (from 18 on) and wishes (from W10 on). I hope to get some reactions of things I might have misunderstood, whether people support or disagree with my wishes, etc.

Bugs (of course some might be intentional features)
1 - there are two occasions where the player is asked for a contribution. In the fortress that dialog correctly warns that you need to have an account and be logged in to profit from the extra's, but the dialog shown when you reach level x (multiple of 10) doesn't.
2 - when you have contributed while not logged in, the game keeps asking contributions.
3 - buttons on the TOME character creation window don't behave correctly at font-size = 120%: e.g. the 'play!' button can be clicked at the bottom half only, and the cancel button can't be clicked at all.
4 - when your character has summoned creatures, the screen tends to reposition when the edge of the map is in view, jumping left and right alternating.
5 - it's annoying that about 1-2 sec after task-switching away from TOME, the mouse pointer jumps towards the bottom right of the screen.
6 - I had a reproducible hang (TOME not responsive any more) when wielding a matched set of mindstars, and replacing one with another that also completed a matched set. (frost/wyrm/...)
7 - Prox' lucky halfling foot is added to the quickbar even though it has no activatable power
8 - max encumbrance shown at top of inventory is not updated when (un)equipping items (This makes a difference when equipping directly from the transmogrification chest, and when your stats change.)
9 - enthralled slaves in the hidden compound don't release their choking hold when they turn friendly (on slaver kill)
10 - earthen missile (spell - stone) gives an extra missile at level 4, while the description says 5. Resolved - not a bug, but the difference between talent level and 'hard' points.
11 - the aegis spell description should mention its (limited) duration - now the description gives the idea that the effect lasts for the duration of the shields. After casting you can see the duration, but when picking the skill you can't see that, nor whether the duration increases with more class- / attribute points or spellpower.
12 - dragging an item with an activation to the toolbar yields a dedicated icon for the power, while attaching a hotkey to the activation from the talents screen ('m') gives a generic one, which is unhelpful and confusing.
13 - The achievement 'That was close' will also trigger if you're below 1 hitpoint when your target dies, if you die only at -x hitpoints. So it should either be reworded, or the test should be adjusted.
14 - The description of 'Touch of Death' is inconsistent; it says (at level 1.3) it causes 100% damage each turn for 4 turns, increasing by 18% each turn (so after 4 turns, they would have take a total of 118% damage). If I use the first part, the total damage after 4 turns should be 100% + 118% + 136% + 154%, and not 118%.
15 - when a friendly creature stands on a chest, and you displace it, you are not asked if you want to open the chest. This can be fiddly for e.g. summoners and oozemancers.
16 - It happened to me lately (Ogre Wyrmic AM, Nightmare) that Fillarel in the Unremarkable Cave kept trying to run into me, and every time started up the conversation again. Perhaps I inadvertently damaged him during the fight with Krogar?
17 - The Taint of Telepathy is useless to an Anti-Magic character, but still you can't drop or transmogrify it as it is marked as a plot item - that doesn't seem to make sense.

18 - heightened senses does not seem to extend the vision range for creatures as claimed in the cunning / survival skill, as 'seeing' creatures in a radius of x outside the 'light' radius. The tooltip in the character screen seems more accurate - only the best ability is used: I assume the best between light radius and heightened senses. The cunning / survival skill description does have the word 'even', but that can also be read as 'even x steps beyond the light radius'. The wording for the skill should be improved, e.g. 'seeing creatures in a radius of x, even if that is beyond the light radius.'
19 - auto-explore doesn't work well in the ruins of Telmur - it just skips all closed doors instead of pausing in front of it like in the other dungeons, and even misses items in plain sight.
20 - flare marks creatures in a larger area than is shown in description and when aiming
21 - if you are in combat with the Grand Corruptor, you are magic using, and you die at the same time as you get him below half hitpoints, you get the dialog about Zigur while on the Idolon plane, and when you accept to combat Zigguranth the game hangs on the last dialog (the only option is 'I am ready", but it doesn't do anything to press it.) You actually have to kill the game with the task manager.
22 - the entrance to the Vor Armoury is called a backdoor - then why is there no front door to be found?
23 - it seems like I encountered a bug with a stone warden, where my shield shards triggered while attacking an ice block, counterattacking myself - lethally! (Screenshot available)


Wishes (as always, not everyone will agree to all of them)
W01 - Ogric wrath shouldn't be a spell - it is not logical, and therefore it is very hard to make an ogre anti-magic unless you know exactly what to watch for and plan from level 1 - and why? And even if you reach it, you still can't use the ogre skills unless you loose access to Zigur again, possibly blocking resolution of the Derth quest.
W02 - item activations should be removed from the shortcut bar on removal (unless manually placed there). Otherwise it should at least be made visible that the item is not equipped, and clicking on it will equip it (with cooldown) instead of activating it. (This is of course not true for the items that can be activated directly from the inventory, like the spydric poison rod.)
W03 - item tooltips should be clearer:
- at least alter "changes damage: +15% fire" to "changes damage: fire + 15%"
- it would help a lot if there is a clearer difference between effects when you hit, and when you are being hit. A clearer use of sections should help, like
1) generic item properties, like weapon damage
2) when carried
3) when wielded/worn
4) when hitting
5) when being hit
6) on activation
W04 - You should always get some reaction, and possibly a reward, after completing a person's quest and talking to him/her again. E.g. finding out what happened to the wife of the Last Hope alchemist doesn't give any reaction from him. Rescuing Derth from Urkis gets you both a reaction and a (big) reward from Zigur, but nothing at all from Angolwen, nor from the inhabitants of Derth.
W05 - dialog boxes should be easier to use with the keyboard; now for a yes/no question 'y' or 'alt-y' doesn't work, and the focus is not clear (visually hardly noticeable and while you can use arrow keys to select, it often takes several clicks to toggle between the two buttons).
W06 - slings are unrealisticly heavy. Weight might go from 4 to 2 (And even then they are as heavy as a full set of robes)
W07 - toolbar buttons should also display their tooltip when the inventory or shop window is open - then you can compare runes and infusions much easier, and check if all your equipped items have buttons.
W08 - it would be really nice to be able to find out why a skill/spell is not available. E.g. I've just started playing a necromancer for the first time, and suddenly my 'create minions' wasn't available any more, even though I had enough mana, souls, and no anti-magic equipped. Clicking on the disabled icon did nothing, and gave no warning. It took me a fair while (and a death) before I saw my necrotic aura sustain had been deactivated.
W09 - It would help to be able to drag the progress indicator of the scrollbars.

W10 - on the character sheet, tab attack, it would be nice if damage type was listed with weapons. Partly because it is quicker than getting the tooltips on both weapons/shields/.. in the inventory, but also because several effects, like on weapons, can alter the damage type (partially). For opponents there currently is no way to find out (melee) damage type.
W11 - on the character sheet, tab defense, it would be nice if current total evasion is listed. E.g. I don't see any way to check if my prodigy 'armor of shadows' has triggered.


Last edited by Carg on Fri Mar 29, 2019 7:45 am, edited 1 time in total.

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PostPosted: Tue Mar 26, 2019 4:46 am 
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Thalore

Joined: Tue Jan 03, 2017 7:12 pm
Posts: 190
I actually have some input and clarification for some of these.

Quote:
Prox' lucky halfling foot is added to the quickbar even though it has no activatable power


It has a triggerable power and the icon is placed so that you can see the cooldown on it. Not terribly necessary, but that's why it's there, and if it didn't have a way to see what the CD is on the effect removal, people would ask for it.

Quote:
max encumbrance shown at top of inventory is not updated when (un)equipping items


Equipped items' weight applies toward your encumbrance.

Quote:
earthen missile (spell - stone) gives an extra missile at level 4, while the description says 5.

At default 1.3 mastery, 4 hard points in a skill breaks just over talent level 5. 5 hard points gives you TL6. There is a difference between talent level and raw/hard talent points invested, sometimes this matters, other times it doesn't. Usually if something just says "Talent level" then it's mastery-adjusted.

Quote:
heightened senses does not seem to extend the vision range for creatures as claimed in the cunning / survival skill, as 'seeing' creatures in a radius of x outside the 'light' radius. The tooltip in the character screen seems more accurate - only the best ability is used: I assume the best between light radius and heightened senses. The cunning / survival skill description does have the word 'even', but that can also be read as 'even x steps beyond the light radius'.


Correct, infravision and light radius don't stack. If you have 3 infra and 5 light, you won't see things outside the light radius. I think this is a relic of when you had to remove your light to prevent breaking stealth but I'm not sure that's still in place (or if it is, Stealth may just eliminate your light radius while active. I don't really play rogue classes, I don't know for sure.)

Quote:
it seems like I encountered a bug with a stone warden, where my shield shards triggered while attacking an ice block, counterattacking myself - lethally! (Screenshot available)


Lol, another bug with iceblock. There's also an issue where if you have any allies they'll aggressively try to break your ice, usually killing you in the process. It's a feature that you can hit the iceblock to make it break faster, and it's on purpose that hitting it damages you as well as it. I don't think counterattacking yourself is intended, but, ice blocks are nasty in many ways like that. Keep a phys status clear on deck.

=====

Quote:
W01 - Ogric wrath shouldn't be a spell - it is not logical, and therefore it is very hard to make an ogre anti-magic unless you know exactly what to watch for and plan from level 1 - and why? And even if you reach it, you still can't use the ogre skills unless you loose access to Zigur again, possibly blocking resolution of the Derth quest.


By lore, Ogres are horrid abominations that are literally only kept alive by their arcane runes scriven into their flesh. Without them, they wither and die very quickly. Ogres need to be magical, therefore, while their racial being a spell doesn't make logical sense it does serve to lock them into their arcane nature as dictated by ingame lore. You can only get around this by being VERY dedicated to your cause and eschewing everything that makes you an Ogre - or by being experimented on by Zigur, giving us the Krog.

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PostPosted: Wed Mar 27, 2019 12:58 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1618
Location: A shallow water area south of Bree
Carg wrote:
W02 - item activations should be removed from the shortcut bar on removal (unless manually placed there). Otherwise it should at least be made visible that the item is not equipped, and clicking on it will equip it (with cooldown) instead of activating it. (This is of course not true for the items that can be activated directly from the inventory, like the spydric poison rod.)

Ooh, have I got an addon for you. :mrgreen:

Carg wrote:
W07 - toolbar buttons should also display their tooltip when the inventory or shop window is open - then you can compare runes and infusions much easier, and check if all your equipped items have buttons.

Dunno about that last one, but Enhanced Object Compare supports comparing inscriptions in inventory or in a store with inscriptions on your body.

Carg wrote:
W08 - it would be really nice to be able to find out why a skill/spell is not available. E.g. I've just started playing a necromancer for the first time, and suddenly my 'create minions' wasn't available any more, even though I had enough mana, souls, and no anti-magic equipped. Clicking on the disabled icon did nothing, and gave no warning. It took me a fair while (and a death) before I saw my necrotic aura sustain had been deactivated.

Well, this one is only tangentially related, but Restart Sustains can make it easier to notice when your sustains get knocked out.

PseudoLoneWolf wrote:
Quote:
Prox' lucky halfling foot is added to the quickbar even though it has no activatable power

It has a triggerable power and the icon is placed so that you can see the cooldown on it. Not terribly necessary, but that's why it's there, and if it didn't have a way to see what the CD is on the effect removal, people would ask for it.

Interesting. Is there a hook or callback of any sort to detect when Prox's foot is on trigger cooldown? `Coz that's pretty much the sort of thing I wrote Passive Cooldowns to cover. [sound F/X: source diving] Hmm, looks like there a few other artifacts that use the same trigger mechanism as Prox's foot: Butcher, Life Support Suit, Spider's Fangs, The Lumberator, and The Twisted Blade. Any other items with trigger cooldowns that I should be looking at?

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PostPosted: Fri Mar 29, 2019 10:20 am 
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Joined: Sat Feb 09, 2019 12:19 pm
Posts: 3
Thanks Zizzo for the links to the add-ons - I've downloaded them and will try them out.

Thanks PseudoLoneWolf for the clarifications. I've made a few edits to my post for further clarification:
- encumbrance should be recalculated when (un)equipping because if you equip directly from the transmogrification chest the weight of the item is added to your encumbrance, and changing items regularly changes your strength, changing your max encumbrance. When it isn't updated, you can end up being over-encumbered without realising it.

- heightened senses: my point was the skill description should be made clearer, but my text was not very explicit about that.

- prox' lucky halfling foot: ah, that's why. But I assume you can still check the cooldown in the use talents screen if it isn't on the toolbar?


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