Please help: 1.2.0 dev test

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Danton
Halfling
Posts: 95
Joined: Tue May 21, 2013 4:45 am

Re: Please help: 1.2.0 dev test

#136 Post by Danton »

Died, 'Restart with a new character', 'load premade', selected one that was actually still alive (halfling brawler if it matters), and spawned into an empty and fully explored trollmire. Did get an escort though, so apparently quest states aren't carried over by this bug.

Marson
Uruivellas
Posts: 645
Joined: Thu Jan 16, 2014 4:56 am

Re: Please help: 1.2.0 dev test

#137 Post by Marson »

Celestial/Combat - Wave of Power
Log notice "strikes twice with Wave of Power!" needs a space in front of it to separate it from the actor's name.

Salo
Higher
Posts: 52
Joined: Sun Dec 09, 2012 9:54 am

Re: Please help: 1.2.0 dev test

#138 Post by Salo »

Could not send this LUA bug report because there was an infinite loop.


[LOG] Zubogama the white worm mass uses Thermal Leech.
[PROJECTOR] starting dam table: 0x121904f8
[PROJECTOR] after difficulty dam table: 0x121904f8
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:153: in function </engine/interface/ActorTalents.lua:135>
Lua Error: /engine/interface/ActorTalents.lua:175: /engine/interface/ActorTalents.lua:153: /data/damage_types.lua:114: attempt to compare number with table
stack traceback:
/data/damage_types.lua:114: in function 'defaultProjector'
/data/damage_types.lua:671: in function 'projector'
/data/talents/psionic/voracity.lua:111: in function 'damtype'
/engine/interface/ActorProject.lua:197: in function 'project'
/data/talents/psionic/voracity.lua:106: in function </data/talents/psionic/voracity.lua:101>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:148: in function </engine/interface/ActorTalents.lua:135>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:175 useTalent
At /mod/ai//tactical.lua:382 runAI
At /mod/ai//tactical.lua:408 doAI
At /mod/class/NPC.lua:61 act
At /engine/GameEnergyBased.lua:126 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1175
---------------- Stack Dump ----------------
--------------- Stack Dump Finished ---------------

Basically, white worm got stuck in a loop trying to use termal leech.

SIde note: skirmisher sling mastery bug got fixed, vault/tumble bug not. Some skirmisher rebalance decisions make absolutely no sense whatsoever to me.

Danton
Halfling
Posts: 95
Joined: Tue May 21, 2013 4:45 am

Re: Please help: 1.2.0 dev test

#139 Post by Danton »

Harkor'Zun's art clips weirdly with the mountains.

Image

Marson
Uruivellas
Posts: 645
Joined: Thu Jan 16, 2014 4:56 am

Re: Please help: 1.2.0 dev test

#140 Post by Marson »

I'm pretty sure this was in 1.1.5 as well. When in Vorpal Bunny form, a shield shader will stay on the character even once the shield effect wears off. It doesn't go away until you revert to non-bunny form.

Parcae2
Uruivellas
Posts: 709
Joined: Sat Jan 14, 2012 12:02 am

Re: Please help: 1.2.0 dev test

#141 Post by Parcae2 »

Insane difficulty feels a lot easier now. Admittedly I haven't gotten all that far in it - I'm using Housepet's mindslayer and it keeps breaking my saves as it updates - but I'm currently almost level 20 before even finishing the Tier 1 dungeons (admittedly as a Cornac), and have three separate die at -80 HP items.

I like the idea behind the new Insane - danger behind every corner instead of only in rare areas - but I don't think it's quite there yet, unless the difficulty spikes massively around Dreadfell (which would be a problem in itself). I think XP needs to be turned down and enemy talents need to be turned up.

Graziel
Wyrmic
Posts: 234
Joined: Wed Sep 15, 2010 10:32 am

Re: Please help: 1.2.0 dev test

#142 Post by Graziel »

git 0ac1576d2 with test10 libs and exe - mindslayer - used 'beyond flesh' and tried to take off tk item

Code: Select all

stack traceback:
	/data/talents/psionic/other.lua: in function 'activate'
	/engine/interface/ActorTalents.lua:190: in function </engine/interface/ActorTalents.lua:181>
Lua Error: /engine/interface/ActorTalents.lua:233: /data/talents/psionic/other.lua:204: attempt to index local 'tk' (a nil value)
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/ActorTalents.lua:233 useTalent
	At /engine/interface/ActorTalents.lua:285 forceUseTalent
	At /mod/class/Actor.lua:4748 forceUseTalent
	At /data/talents/psionic/other.lua:163 
	At /engine/Game.lua:283 onTickEndExecute
	At /engine/Game.lua:274 tick
	At /engine/GameEnergyBased.lua:58 tick
	At /engine/GameTurnBased.lua:46 tick
	At /mod/class/Game.lua:1175 
while in ice block

Code: Select all

stack traceback:
	[C]: in function 'error'
	/engine/interface/ActorTalents.lua:153: in function </engine/interface/ActorTalents.lua:135>
Lua Error: /engine/interface/GameTargeting.lua:118: /engine/interface/ActorTalents.lua:153: /mod/class/interface/Combat.lua:1533: stack overflow
stack traceback:
	/mod/class/interface/Combat.lua:1533: in function 'combatTalentWeaponDamage'
	/data/timed_effects/mental.lua:3066: in function 'do_block'
	/mod/class/interface/Combat.lua:411: in function 'attackTargetWith'
	/data/timed_effects/mental.lua:3066: in function 'do_block'
	/mod/class/interface/Combat.lua:411: in function 'attackTargetWith'
	/data/timed_effects/mental.lua:3066: in function 'do_block'
	/mod/class/interface/Combat.lua:411: in function 'attackTargetWith'
	/data/timed_effects/mental.lua:3066: in function 'do_block'
	/mod/class/interface/Combat.lua:411: in function 'attackTargetWith'
	/data/timed_effects/mental.lua:3066: in function 'do_block'
	/mod/class/interface/Combat.lua:411: in function 'attackTargetWith'
	...
	/mod/class/interface/Combat.lua:411: in function 'attackTargetWith'
	/data/timed_effects/mental.lua:3066: in function 'do_block'
	/mod/class/interface/Combat.lua:411: in function 'attackTargetWith'
	/data/timed_effects/mental.lua:3066: in function 'do_block'
	/mod/class/interface/Combat.lua:411: in function 'attackTargetWith'
	/data/timed_effects/mental.lua:3066: in function 'do_block'
	/mod/class/interface/Combat.lua:411: in function 'attackTargetWith'
	/data/talents/psionic/psi-fighting.lua:53: in function </data/talents/psionic/psi-fighting.lua:41>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:148: in function </engine/interface/ActorTalents.lua:135>
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/GameTargeting.lua:118 fct
	At /engine/interface/GameTargeting.lua:124 targetMode
	At /engine/interface/GameTargeting.lua:253 targetMouse
	At /mod/class/Game.lua:2007 fct
	At /engine/Mouse.lua:56 
Mindslayer - Kinetic Leech tootip says it returns way too much psi
Last edited by Graziel on Tue May 20, 2014 6:58 pm, edited 1 time in total.
You are likely to be eaten by a grue

ZyZ
Thalore
Posts: 141
Joined: Wed Jan 08, 2014 4:56 pm

Re: Please help: 1.2.0 dev test

#143 Post by ZyZ »

Parcae2 wrote:Insane difficulty feels a lot easier now. Admittedly I haven't gotten all that far in it - I'm using Housepet's mindslayer and it keeps breaking my saves as it updates - but I'm currently almost level 20 before even finishing the Tier 1 dungeons (admittedly as a Cornac), and have three separate die at -80 HP items.

I like the idea behind the new Insane - danger behind every corner instead of only in rare areas - but I don't think it's quite there yet, unless the difficulty spikes massively around Dreadfell (which would be a problem in itself). I think XP needs to be turned down and enemy talents need to be turned up.
If you want to die a lot in starting dungeons / t1 dungeons try madness. New egos made it easier but it is still hardcore.

ps. all new classes i've tried so far (sun paladin / brawler / mindslayer) are very strong so obviously game might feel is a little easier.
pps. all classes that are able to beat nightmare should do well in insane.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Please help: 1.2.0 dev test

#144 Post by HousePet »

Stop testing Mindslayer in this beta! DarkGod was bad and merged buggy incomplete code from revision thread. :P
Please get the addon from the revision thread in Ideas and give that a good test. It will be incorporated into the beta properly in about a day, and then its only number tweaks and bug fixes!
My feedback meter decays into coding. Give me feedback and I make mods.

Marson
Uruivellas
Posts: 645
Joined: Thu Jan 16, 2014 4:56 am

Re: Please help: 1.2.0 dev test

#145 Post by Marson »

As a Skelly Sun Paladin, I upgraded my cloak at the Fortress. It put me at -10 energy, which I guess is normal, but halfling patrols treated me as hostile until I put the cloak back on.

Marson
Uruivellas
Posts: 645
Joined: Thu Jan 16, 2014 4:56 am

Re: Please help: 1.2.0 dev test

#146 Post by Marson »

I wasn't wearing the cloak when I upgraded it. Now that I've put it on and taken it back off, it seems to be working correctly.

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Please help: 1.2.0 dev test

#147 Post by edge2054 »

Talents are showing the decimal place of range which can be really confusing when a talent's range isn't rounded.

donkatsu
Uruivellas
Posts: 819
Joined: Mon Dec 12, 2011 4:33 pm

Re: Please help: 1.2.0 dev test

#148 Post by donkatsu »

Can we have something in the talent descriptions for Sun Paladins explaining how exploding shields work? Suddenly losing a 1000+ point damage shield because I hit too many things at once with Flash of the Blade is a huge deal, and it'd be nice to know when that's going to happen. Better yet, make it so that Weapon of Light doesn't actively sabotage its user by breaking their shields. It's not actually a balance problem, but it's unfun. Maybe make it so that if you reach the max, it just doesn't extend the shield any further instead of removing the shield altogether.

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Please help: 1.2.0 dev test

#149 Post by edge2054 »

Reach was removed but several references were left behind in NPC files. Mindhook still has references for it too.

MarginalMagus
Halfling
Posts: 82
Joined: Wed Jun 26, 2013 3:51 am

Re: Please help: 1.2.0 dev test

#150 Post by MarginalMagus »

I got a white background instead of the animated one on the main screen. The floating text is still visible, and the static background works fine.

Edit: Apparently alt-tabbing to write this fixed it ;-)
milo wrote:Odd. My friendly Inner Demon fearscaped me. Guess that's how they say hi.

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