Auto-generated ToME spoilers

Everything about ToME 4.x.x. No spoilers, please

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starsapphire
Thalore
Posts: 132
Joined: Sat Sep 27, 2014 11:33 am
Location: Irkkk

Re: Auto-generated ToME spoilers

#76 Post by starsapphire »

dartom wrote:Added the new 1.6 release.

Make sure to access the page over https - https://tometips.github.io - the http version seems to have some caching issues right now, causing the new version to not load.
It would be nice to add the talent mastery level of 1.6, to demostrate talent's effects if you take the new Adept prodigy.

dartom
Wayist
Posts: 27
Joined: Thu Dec 22, 2016 5:27 pm

Re: Auto-generated ToME spoilers

#77 Post by dartom »

Added the 1.6.1 version, including the new Annihilator class. Also added the 1.6 mastery as requested.

Technomancers are handled weirdly in code, so for now at least, they do not appear in the class list. The talents that they get are shown in the talents list, in the Spell category.

hauzer
Wayist
Posts: 18
Joined: Sat Jun 28, 2014 4:27 am
Location: Belgrade, Serbia

Re: Auto-generated ToME spoilers

#78 Post by hauzer »

It looks like talents don't scale properly.

At 1.3 mastery, Assassination/Terrorize duration on tometips scales as 3, 3, 4, 5, 5, while in-game it scales as 3, 4, 5, 5, 6. I find some other numbers are off, like with Dual Techniques/Dual Strike, which has its damage on tometips at level 1 at 110%, while it's 111% in-game. This was tested on a Rogue. Testing with a Shadowblade, the problem seems present at 1.0 mastery as well, with Dual Strike doing 105% damage on tometips, but 106% in-game.

I've tested it with the DLCs both on and off. All addons disabled, of course.

I suspect this is a deep rooted issue, and more than likely affects everything.

Issue on GitHub.

dartom
Wayist
Posts: 27
Joined: Thu Dec 22, 2016 5:27 pm

Re: Auto-generated ToME spoilers

#79 Post by dartom »

Um. Do you have some kind of an addon or item that modifies talent levels or calculations or something? I'm getting 110% on Dual Strike, exactly as on tometips, not 111%. Went through the Terrorize code, and the result should be 5 at level 5 too, not 6 (5.51 to be exact, the game seems to be rounding down numbers).

Screenshot:
https://i.imgur.com/h4sRQjn.png

hauzer
Wayist
Posts: 18
Joined: Sat Jun 28, 2014 4:27 am
Location: Belgrade, Serbia

Re: Auto-generated ToME spoilers

#80 Post by hauzer »

Strange. So now I've reinstalled ToME on Steam, deleted %USERPROFILE%\T-Engine, and it still shows 111%. Also downloaded the free version, deleted %USERPROFILE%\T-Engine again, and set the game to complete offline mode, and it still shows 111%. It's a bug in the game then, I guess?

dartom
Wayist
Posts: 27
Joined: Thu Dec 22, 2016 5:27 pm

Re: Auto-generated ToME spoilers

#81 Post by dartom »

Looks like a game bug, most likely a display bug - I suspect that if you actually try to use e.g. the terrorize talent, you'll get a duration that matches tometips, not the talent desc, but going through the code a bit more, will post a bug report with findings when I manage to narrow it down.

dartom
Wayist
Posts: 27
Joined: Thu Dec 22, 2016 5:27 pm

Re: Auto-generated ToME spoilers

#82 Post by dartom »

Okay, so. 1. this is definitely a game-side bug. 2. It is a display bug. Rather, it seems the 32-bit build is showing different numbers than the 64-bit one (on linux). Getting the same numbers as you when I try the 32-bit one. Poking more.

Edited to update that it's a display-only bug, as far as I able to gather. Continuing this in a dedicated thread shortly.

hauzer
Wayist
Posts: 18
Joined: Sat Jun 28, 2014 4:27 am
Location: Belgrade, Serbia

Re: Auto-generated ToME spoilers

#83 Post by hauzer »

Interesting. Thanks for investigating!

astralInferno
Uruivellas
Posts: 834
Joined: Mon Jan 27, 2014 10:40 am

Re: Auto-generated ToME spoilers

#84 Post by astralInferno »

Minor bug, in case no-one's mentioned anything, the view-source link on some talents isnt working. Using Race/Thalore as an example, the third talent goes

http://git.net-core.org/tome/t-engine4/ ... s.lua#L354
Instead of
https://git.net-core.org/tome/t-engine4 ... s.lua#L354

So there's an extraneous 1.6.7 in there.
This is still really useful either way, thank you. :)

edit: wow the fact that the forum truncates both these links really doesnt help illustrate my point. :(

Sinister Stairs
Higher
Posts: 47
Joined: Sun Aug 06, 2017 12:36 am

Re: Auto-generated ToME spoilers

#85 Post by Sinister Stairs »

Something that would be useful would be to indicate if a talent/category is generic or not.

(If it already does, I apologize; writing this from memory.)

Sinister Stairs
Higher
Posts: 47
Joined: Sun Aug 06, 2017 12:36 am

Re: Auto-generated ToME spoilers

#86 Post by Sinister Stairs »

For Adventurers, it'd also be nice if I could search talent categories by statistic. (i.e. show me all categories (and/or talents) that use Magic as the Requirement.)

Darkgobbo
Halfling
Posts: 80
Joined: Tue Aug 14, 2012 8:33 pm

Re: Auto-generated ToME spoilers

#87 Post by Darkgobbo »

How long does it normally take to update the automatic spoilers?

dartom
Wayist
Posts: 27
Joined: Thu Dec 22, 2016 5:27 pm

Re: Auto-generated ToME spoilers

#88 Post by dartom »

Mainly depends on when GOG releases the new version (that's where I pull the dlcs from), seems they still don't have it. 1.7 info should go live shortly afterwards - so hopefully monday/tuesday. Adding class evolutions will take a bit longer, we'll see.

dartom
Wayist
Posts: 27
Joined: Thu Dec 22, 2016 5:27 pm

Re: Auto-generated ToME spoilers

#89 Post by dartom »

Added 1.7 data. Evolutions not supported yet - the skills are there, the "what belongs where" summary is not.

Stormfox
Wayist
Posts: 15
Joined: Thu Dec 24, 2015 10:13 pm

Re: Auto-generated ToME spoilers

#90 Post by Stormfox »

Something seems to have gone wrong. Whatever one tries to load, you get an error:

Internal error: Uncaught TypeError: Handlebars.templates.race_nav is not a function in XXX

But let me take this moment to appreciate the site. Very slick and occasionally very useful. One question: couldn't we set the default power assumed some time in the past? Or could I just not find it? I wanted to see how those +27 to all powers (which I assume is effective power, or it would be useless) from the new prodigy work out numerically and could not find an easy way.

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