ToME: the Tales of Maj'Eyal

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PostPosted: Thu Apr 23, 2020 3:32 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1934
Location: A shallow water area south of Bree
v10f.3 fixes (or at least tries to) a persistent annoying bug with reusing "vault" plans from a previous character: they would sometimes show fewer talent points available than the player should have. In particular, I would often load an old point plan and think, "…what? Why does the planner think I have -4 category points available?" This was because the vault plan was mistakenly including certain talents and categories that it shouldn't, like rune/infusion talents and talents conferred by worn objects, and on reload, the planner was inappropriately spending points in them, leaving fewer for the player. I caught some of these ringers in a previous release, but apparently I still missed a lot of them, like talents conferred by tinkers and the internal talent categories used for prodigies (hence dropping from 2 category points to -4…). v10f.3 covers all of those that I can think of; if there are any I'm missing, I'll catch them in a later release… :oops:

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PostPosted: Sat Jun 20, 2020 9:14 pm 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
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Location: A shallow water area south of Bree
…So, I never noticed that (a) you can buy Technique/Combat-training from the Kruk Pride heavy armor store, and (b) the planner doesn't let you choose that. :oops: That's fixed in v10f.4, just pushed out. We Apologize for the Omission.™

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PostPosted: Fri Oct 30, 2020 3:14 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1934
Location: A shallow water area south of Bree
Lots of changes in v10g:
  • From our perspective, the new Lich race evolution is a lot easier to handle than the old-style lich handling; it simply provides the Undead/Lich talent tree and a few stat boosts.
  • We also pick up 1.7's new High Thaumaturgist and Fallen evolutions. Not entirely sure how well I'm handling the latter yet, but that can be improved as we go…
  • The Adept prodigy now gives a talent level boost instead of a tree multiplier boost, and we match that. [Actually, that comes for free, since we implement this source by just giving the planner clone the Adept prodigy. :wink: ]
  • Learned from a Steam user that the Fall of Zigur quest grants the Corruption/Hexes tree, so we support that now; it will become visible on the planner dialog as soon as you have the corresponding achievement.
  • Got a bit overzealous filtering out talents in an earlier bugfix; was accidentally filtering out "hidden" talents like Exotic Weapon Mastery, even for players that could see them. :oops: That should be fixed.
  • Something that always vaguely bugged me when restarting a character was not being quite sure where to spend my initial points because I couldn't remember what that character's point plan was. I could always cancel out of the levelup dialog, reload the character's vault plan and go back to spend the points, of course, but that's suboptimal, because talents learned during that initial on-birth dialog don't start in cooldown. Well, now I've got a workaround for that, in the form of new game option "[ZOmnibus] | Open talent point planner on character creation", which, if enabled, will fire up a planner dialog before moving on to the regular levelup dialog. This gives me a chance to reload the character's vault plan or create a new plan for the character before spending my initial talent points.
  • As with all my other addons, we add (at least an attempt at) support for 1.7's new localization infrastructure.

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PostPosted: Sat Oct 31, 2020 2:53 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
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Location: A shallow water area south of Bree
Aaand already pushing out v10g.1 with a bugfix to that new "[ZOmnibus] | Open talent point planner on character creation" option: If you exit the new on-birth planner dialog by pressing the "Cancel" button, it'll jump you ahead to the usual on-birth levelup dialog and regular game start. If you exit the new on-birth planner dialog by typing <Esc>, it… wasn't. :oops:

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PostPosted: Sat Oct 31, 2020 6:55 am 
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Higher

Joined: Mon Sep 14, 2020 12:37 pm
Posts: 67
The fallen support currently doesn't work if you try to open it as a Sun Paladin, just errors out. Copy pasting the screen from someone else on discord: Image

Works fine once you're a fallen though.


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PostPosted: Sat Oct 31, 2020 8:10 pm 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1934
Location: A shallow water area south of Bree
Pyros wrote:
The fallen support currently doesn't work if you try to open it as a Sun Paladin, just errors out.

[sound F/X: source diving] Ah, the Fallen evolution changed some since beta5, and I didn't update for it. Should be fixed in v10g.2, just pushed out.

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PostPosted: Wed Nov 11, 2020 12:10 pm 
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Higher

Joined: Mon Sep 14, 2020 12:37 pm
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There's a bug in the current version, the Hex unlock doesn't appear. After digging a bit I'm pretty sure the issue is the addon checks for the achievement but has a typo in the pointplandialog.lua:
return is_campaign("Maj'Eyal") and has_world_achievement('ANTI_ANIMAGIC')

Should be ANTI-ANTIMAGIC then I assume it'll find the achievement and pop up.

Edit: Changed it and it does indeed fix. There's another Animagic right below too return has_achievement('ANTI_ANIMAGIC') that I also edited.


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PostPosted: Sat Nov 14, 2020 2:59 am 
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Thalore

Joined: Wed Sep 28, 2016 8:07 pm
Posts: 157
Could there be a button or option for this that marks all talent sources as seen? I don't know if there is a new bug in 1.7 but the mark as seen option doesn't seem to work at all, and even in the past it seemed kind of hit and miss (plus it's very annoying to enter every single code when I've already seen everything, just not with the addon on)


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PostPosted: Tue Nov 17, 2020 1:41 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1934
Location: A shallow water area south of Bree
Pyros wrote:
There's a bug in the current version, the Hex unlock doesn't appear. After digging a bit I'm pretty sure the issue is the addon checks for the achievement but has a typo in the pointplandialog.lua: return is_campaign("Maj'Eyal") and has_world_achievement('ANTI_ANIMAGIC')

I actually had to stare at that for a minute before I saw the missing T… :oops: Fixed in v10h, just pushed out.

Pisastrish wrote:
Could there be a button or option for this that marks all talent sources as seen?

v10h also includes a new "Show all sources" toggle, which does basically what it says. Disclaimer: The internal known() method for talent sources does the work of both "Does the player know about this source?" and "Does this character have access to this source?", so turning on show-everything will also show sources that your character can't get, like Cursed/Cursed Aura for non-Cursed characters. We Apologize for the Inconvenience.™

Pisastrish wrote:
I don't know if there is a new bug in 1.7 but the mark as seen option doesn't seem to work at all, and even in the past it seemed kind of hit and miss

? [sound F/X: testing] It seems to work for me. Can you be more specific?

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PostPosted: Wed Nov 18, 2020 10:06 pm 
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Thalore

Joined: Wed Sep 28, 2016 8:07 pm
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Cursed aura and both of the elixirs are the ones I remember not working, but I think there were more


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PostPosted: Fri Nov 20, 2020 3:48 am 
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Sher'Tul Godslayer

Joined: Thu Jan 23, 2003 8:13 pm
Posts: 1934
Location: A shallow water area south of Bree
Pisastrish wrote:
Cursed aura and both of the elixirs are the ones I remember not working, but I think there were more

[sound F/X: source diving] Hmm, I think I may have done some work in the area of those particular sources a while back; I'll investigate.

In the meantime, trying to build a point plan for my golem revealed that I'd badly botched handling of 1.7's new Lich evolution. :oops: :oops: That's fixed in v10h.1, just pushed out.

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