Search found 286 matches
- Sat May 25, 2024 4:40 am
- Forum: Bugs
- Topic: [1.7.4] Time travel can be used to re-generate zones
- Replies: 1
- Views: 5529
Re: [1.7.4] Time travel can be used to re-generate zones
Expanding on this, time travel can be used in this manner to make level saves fail in general, so you can also use it to keep an old save of a level around, letting you make copies of items and actors and anything else on that level. A good fix to everything would be to remove time travel from the g...
- Sat May 25, 2024 4:21 am
- Forum: Bugs
- Topic: [1.7.6] Traps on maps with negative current_levels deal nan damage
- Replies: 0
- Views: 9082
[1.7.6] Traps on maps with negative current_levels deal nan damage
Some traps use resolvers.clscale for their damage, with a fourth parameter of 0.5 or 0.75 or whatever: function resolvers.calc.clscale(t, e) return math.max(math.ceil((t[1] + (t[3] and rng.range(-t[3],t[3]) or 0))*(resolvers.current_level/t[2])^t[4]),t[5] or t[1]) end If resolvers.current_level is n...
- Sat May 14, 2022 6:51 pm
- Forum: Bugs
- Topic: [1.7.4] Time travel can be used to re-generate zones
- Replies: 1
- Views: 5529
[1.7.4] Time travel can be used to re-generate zones
Enter a new zone (not an already generated one) -> use a time travel talent and go back in time with it (any class except Oozemancer can get See the Threads!) -> leave the zone -> the zone didn't get saved, enter it again and it will be generated anew. You can use this to redo easy levels or hidden ...
- Fri Feb 18, 2022 7:38 pm
- Forum: Bugs
- Topic: [1.7.4] Map effects process while game is paused
- Replies: 0
- Views: 2685
[1.7.4] Map effects process while game is paused
When the player's turn comes up, game.paused is set to prevent further actors from getting energy and acting until the player gives their input and uses the player character's energy. This works fine. However, Game:onTurn() is still called and this results in map effects like Glacial Vapour processi...
- Sat Sep 18, 2021 7:05 pm
- Forum: Bugs
- Topic: [1.7.4] Dominant Will no longer gives experience for the dominated creature dying
- Replies: 0
- Views: 2610
[1.7.4] Dominant Will no longer gives experience for the dominated creature dying
Dominant Will is meant to give experience to the player when the dominated actor collapses (or is killed by the player). However, this line in mod.class.Actor.worthExp():
prevents it from doing so.
Perhaps add a "summon_give_xp" field?
Code: Select all
if self.summoner then return 0 end
Perhaps add a "summon_give_xp" field?
- Wed Jun 02, 2021 1:52 am
- Forum: Bugs
- Topic: [1.7.3] Item cloning + egos = bugs
- Replies: 0
- Views: 1222
[1.7.3] Item cloning + egos = bugs
So if you have a mitotic mindstar you can do some stuff with font of sacrifice. The code path behind this is convoluted, but the short version is: the clone()d mindstar has the same __original field as the first mindstar, so the same __original table is referenced by both mindstars, which confuses ...
- Mon Apr 12, 2021 7:45 am
- Forum: Bugs
- Topic: [1.7] Serialization runs into 65536 constant limit
- Replies: 0
- Views: 6692
[1.7] Serialization runs into 65536 constant limit
Since entities are serialized as a single main function, an entity with enough unique primitive fields will result in a savefile with a function exceeding 65536 constants. The fastest way to get this to happen in an actual game of Tales of Maj'Eyal is to know the Innovation talent, then put on and t...
- Mon Jan 11, 2021 2:27 am
- Forum: Addons
- Topic: Bug for QuickTome QoL Changes by minmay
- Replies: 2
- Views: 3203
Re: Bug for QuickTome QoL Changes by minmay
There's really not much I can do here until you provide the error message. I know it didn't pop up in-game, but it'll still appear in the game's console output and probably in your error_logs folder.
- Fri Oct 09, 2020 8:26 pm
- Forum: Bugs Archive
- Topic: [1.6.7] Level effects not re-applied on resurrect
- Replies: 0
- Views: 1122
[1.6.7] Level effects not re-applied on resurrect
Dying removes all timed effects, including level effects (the auras in Prides and High Peak and such). Level effects only get applied when the actor is first added to the level, so if you die and resurrect with the Blood of Life or whatever, you'll be missing the level effect until you change levels.
- Fri Oct 09, 2020 8:20 pm
- Forum: Bugs
- Topic: [1.6.7] Crit shrug and crit text don't work in many cases
- Replies: 0
- Views: 2689
[1.6.7] Crit shrug and crit text don't work in many cases
Whenever Actor:physicalCrit() (or spellCrit() or mindCrit() etc.) is called, it sets turn_procs.is_crit and turn_procs.crit_power. This information is then used by the damage projector with DamageType.useImplicitCrit() to determine whether to show the damage text in bold, whether to apply crit shrug...
- Tue Oct 06, 2020 7:46 am
- Forum: Bugs Archive
- Topic: [possessors-1.6.6] Infinite or negative max life
- Replies: 0
- Views: 1313
[possessors-1.6.6] Infinite or negative max life
How to get arbitrarily high max life Assume Form -> do a weapon swap that would reduce your max life below 1 -> max life gets clamped at 1 -> toggle Assume Form back off Your normal form now has permanently more max life. This can be done with any body, but of course it's better the lower the body'...
- Fri Aug 28, 2020 9:05 pm
- Forum: Bugs Archive
- Topic: [1.6.7] Chests can overlap (worse bug than it sounds)
- Replies: 0
- Views: 1425
[1.6.7] Chests can overlap (worse bug than it sounds)
The glowing chest event can spawn two chests on the same square. This is worse than it sounds: when this happens, you can only open one of the chests, but leaving and re-entering the level will allow opening that chest again . This lets you get unlimited copies of whatever item is in the chest. The ...
- Fri Aug 28, 2020 8:57 pm
- Forum: Bugs Archive
- Topic: [1.6.7] Mindrot may not trigger from fast non-instant action
- Replies: 2
- Views: 2397
[1.6.7] Mindrot may not trigger from fast non-instant action
Mindrot's description states "Every time you act, all enemies in your gloom take X mind damage and Y darkness damage." However, it's implemented with a callbackOnActEnd, which is only called after using energy and not having enough energy left to take another action : function _M:useEnergy...
- Fri Aug 28, 2020 8:36 pm
- Forum: Bugs Archive
- Topic: [1.6.7] Saw Wheels levelup reactivation
- Replies: 1
- Views: 2044
[1.6.7] Saw Wheels levelup reactivation
The Saw Wheels talent attacks adjacent enemies when deactivated, as long as you've moved at least once since activating it. Changing your allocation of stat or talent points in the levelup screen, then closing it, causes sustains to deactivate and reactivate unless they have no_sustain_autoreset. Th...
- Fri Aug 28, 2020 8:28 pm
- Forum: Bugs Archive
- Topic: [1.6.7] Timeline splitting bugs & abuses
- Replies: 0
- Views: 2075
[1.6.7] Timeline splitting bugs & abuses
There are three talents in ToME4 1.6.7 that "split the timeline": Cease to Exist, Revisionist History, and See the Threads. Essentially, making savescumming into an official gameplay mechanic... made it possible to get a lot of the game-breaking advantages of savescumming, but without actu...