Search found 286 matches

by minmay
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...
by minmay
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...
by minmay
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 ...
by minmay
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...
by minmay
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():

Code: Select all

if self.summoner then return 0 end
prevents it from doing so.
Perhaps add a "summon_give_xp" field?
by minmay
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 ...
by minmay
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...
by minmay
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.
by minmay
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.
by minmay
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...
by minmay
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'...
by minmay
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 ...
by minmay
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...
by minmay
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...
by minmay
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...