Please help: 1.2.0 dev test

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Marson
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Re: Please help: 1.2.0 dev test

#166 Post by Marson »

Technique/Grappling - Clinch

"Make a melee attack for %d%% damage and then attempt to grapple a target up to one size category larger then yourself for %d turns."

Second "then" should be "than". "Then" is time, "than" is comparison.

Marson
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Re: Please help: 1.2.0 dev test

#167 Post by Marson »

This isn't limited to 1.2.0. With something like Unified Body or Skeleton, you might have 27.8 Dex. It will show as 28 Dex in your stats, but won't meet talent requirements, which will show as 28 Dex in red. Flooring the stat display might be less confusing.

Danton
Halfling
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Re: Please help: 1.2.0 dev test

#168 Post by Danton »

Playing a cornac sun paladin in test 11, an adventurer using tornado fell into an infinite chain of lua errors.

donkatsu
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Re: Please help: 1.2.0 dev test

#169 Post by donkatsu »

Mousing over the Grappled effect on an enemy shows "Damage reduced by" and then a number that should be rounded instead of showing 15 decimal places.

darkgod
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Re: Please help: 1.2.0 dev test

#170 Post by darkgod »

[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

tokariew
Higher
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Re: Please help: 1.2.0 dev test

#171 Post by tokariew »

in the 11 still i twice been in forsaken crypt, and twice kill rat lich.

Relic
Halfling
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Re: Please help: 1.2.0 dev test

#172 Post by Relic »

b12 64bit linux

Command Staff is erroring out on a arithmetic on nil value; I think it is destroying the staff and attempting to switch the element before creating the new staff.

I always end up with no staff.

Not sure, but it looks like it only errors out on the first attempt to change a staff. After losing the starter staff I found a cruel staff and switched it to every damage type possible.

donkatsu
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Re: Please help: 1.2.0 dev test

#173 Post by donkatsu »

b11 report before I switch over:

Spinning backhand and Takedown can be used to move while pinned.

Onslaught is questionable. Its use on player Bulwarks is kind of niche since you don't actually want to knockback on a melee but at least it's pretty much free? However, it's definitely a problem on rares that also have a ranged class. Rares can keep Onslaught on permanently, and I can think of no other talent that offers truly permanent knockback like Onslaught does. You can work around it but it's another one of those things that's unduly harsh to melee player characters. Change Onslaught to make it actually desirable to player Bulwarks instead of being undesirable but low cost.

On two separate occasions I've found a rare/unique item with -40% global speed per melee hit. This seems out of line with the other egos. In particular, compare it to X% chance to reduce damage by 15%. Even a 100% chance to reduce damage by 15%, which I have yet to see, is far, far worse than a 40% slow on every hit. Not to mention the slow stacks with multiple items. I'd say cap the slow per item to 30% or even 20%.

Shibari
Cornac
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Re: Please help: 1.2.0 dev test

#174 Post by Shibari »

donkatsu wrote:b11 report before I switch over:

Spinning backhand and Takedown can be used to move while pinned.

Onslaught is questionable. Its use on player Bulwarks is kind of niche since you don't actually want to knockback on a melee but at least it's pretty much free? However, it's definitely a problem on rares that also have a ranged class. Rares can keep Onslaught on permanently, and I can think of no other talent that offers truly permanent knockback like Onslaught does. You can work around it but it's another one of those things that's unduly harsh to melee player characters. Change Onslaught to make it actually desirable to player Bulwarks instead of being undesirable but low cost.

On two separate occasions I've found a rare/unique item with -40% global speed per melee hit. This seems out of line with the other egos. In particular, compare it to X% chance to reduce damage by 15%. Even a 100% chance to reduce damage by 15%, which I have yet to see, is far, far worse than a 40% slow on every hit. Not to mention the slow stacks with multiple items. I'd say cap the slow per item to 30% or even 20%.
Lots of movement stuff isn't checking what it should, I'll update those. I think pin is a big offender here but in general there needs to be a better helper function for common talent move methods I think, right now you have to check quite a few things manually.

Bulwark is something I definitely have my eye on for 1.3 and feel bad about not touching (beyond Shield Slam) for 1.2. Onslaught should probably be fully replaced but theres a lot of meh/outdated design there in general. Good point about rares though, I'll try disabling it from NPCs in the mean time.

ITEM_NATURE_SLOW is SLIME without the damage, essentially, except it has the new save check item system whereas Slime just declines to check any save at all. It has always been this powerful, presumably because its (mostly) limited to AM. The values are slightly more aggressive relative to Slime because they deal no damage. In general I didn't want the new types to do damage for various reasons.

As for whether its better than Numbing Darkness, this is a much more complicated question than it looks (and I'm not up for writing on it atm). Essentially the first actions taken matter a great deal more than further actions, even in the best case of melee, and slows don't stack very well for some artificial reason that I don't recall. Setting a 90% slow on myself via console is only a 47% slow and so on, and I assume multiple stack similarly. But mostly I just used the Slime precedent with some educated guesses about how to value the damage loss.

Your item drops are well above EV I think, but I'll double check that one of the egos isn't bizarrely common or something. ITEM_NUMBING_DARKNESS is rare because its not on many egos and mostly exists as a randart power.

Edit: I should clarify that I don't think the scaling on those new DTs is anywhere near perfect, I'm not overly happy with disease scaling stat loss off the % chance, numbing darkness being a flat 15%, energize having a fairly awkward proc cap (that I can't fit in the tooltip), and so on. I made very sure to get them within sane values erring on the side of "don't break things terribly", but I opted out of figuring perfect scaling for the value of flat triple stat reduction and so on for now.

donkatsu
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Re: Please help: 1.2.0 dev test

#175 Post by donkatsu »

Shibari wrote:ITEM_NATURE_SLOW is SLIME without the damage, essentially, except it has the new save check item system whereas Slime just declines to check any save at all. It has always been this powerful, presumably because its (mostly) limited to AM. The values are slightly more aggressive relative to Slime because they deal no damage. In general I didn't want the new types to do damage for various reasons.

As for whether its better than Numbing Darkness, this is a much more complicated question than it looks (and I'm not up for writing on it atm). Essentially the first actions taken matter a great deal more than further actions, even in the best case of melee, and slows don't stack very well for some artificial reason that I don't recall. Setting a 90% slow on myself via console is only a 47% slow and so on, and I assume multiple stack similarly. But mostly I just used the Slime precedent with some educated guesses about how to value the damage loss.

Your item drops are well above EV I think, but I'll double check that one of the egos isn't bizarrely common or something. ITEM_NUMBING_DARKNESS is rare because its not on many egos and mostly exists as a randart power.

Edit: I should clarify that I don't think the scaling on those new DTs is anywhere near perfect, I'm not overly happy with disease scaling stat loss off the % chance, numbing darkness being a flat 15%, energize having a fairly awkward proc cap (that I can't fit in the tooltip), and so on. I made very sure to get them within sane values erring on the side of "don't break things terribly", but I opted out of figuring perfect scaling for the value of flat triple stat reduction and so on for now.
Both characters I've played have been spellcasters so those egos weren't limited to AM. Slows actually stack just fine, it's just that what's happening is that 40% slow doesn't mean you act 60% as often, it means your actions take 40% more time, ie you're acting 1/1.4= 71% as often. This ensures that 100% slow is not a total lockdown. Early turns mattering more than late turns does not favor numbing darkness, which is far from guaranteed to apply on the first hit whereas slow is.

The slime precedent is that 30%, the old value, was way too much, and thus had to be reduced to 15%. And slime from multiple sources never stacked, so even when slime was overpowered, 30% was the max you could get. Now you can stack like 100% slow if you want to. And yeah, 40% was higher than most rolls, which tended to range around 15-20% usually, but I've only gotten two full game clears and I found one 40% in each clear. Possibly I just got lucky, and to be fair I ended up using certain fixedarts instead anyway (Blighted Maul). Maybe the slow is just fine, but in that case numbing darkness could maybe stand to use some loving.

Relic
Halfling
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Re: Please help: 1.2.0 dev test

#176 Post by Relic »

Found the this problem when I ran into a Zigur or Adventurer party.

http://pastebin.com/HQYGNhei

Kept triggering 20+ times had to kill ToME and restart.

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

Re: Please help: 1.2.0 dev test

#177 Post by Danton »

The new pyrokinesis animation is really pretty, but when you go into alt gloom and 6 different psychic bears use it in a row it kind of feels like you're in a Michael Bay film.

Not actually sure if that's a good thing or a bad thing.

Suslik
Spiderkin
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Re: Please help: 1.2.0 dev test

#178 Post by Suslik »

when you go into alt gloom and 6 different psychic bears use it in a row it kind of feels like you're in a Michael Bay film.
that's a feature!

Marson
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Re: Please help: 1.2.0 dev test

#179 Post by Marson »

Test 12 - To prevent long talent and prodigy descriptions from overflowing the bottom of the desc textzone:

mod/dialogs/LevelUpDialog.lua - line 753
change:

Code: Select all

self.c_desc = TextzoneList.new{ focus_check = true, scrollbar = true, width=self.iw - 200 - 530 - 40, height = self.ih - (self.b_prodigies and 0 or self.b_prodigies.h + 5), dest_area = { h = self.ih } }
to:

Code: Select all

self.c_desc = TextzoneList.new{ focus_check = true, scrollbar = true, width=self.iw - 200 - 530 - 40, height = self.ih - (self.b_prodigies and 0 or self.b_prodigies.h + 5), dest_area = { h = self.ih - (self.b_prodigies.h + 15) } }
mod/dialogs/UberTalent.lua - line 132
change:

Code: Select all

self.c_desc = TextzoneList.new{ focus_check = true, scrollbar = true, width=self.iw - 380 - 30, height = self.ih - self.c_tut.h, dest_area = { h = self.ih } }
to:

Code: Select all

self.c_desc = TextzoneList.new{ focus_check = true, scrollbar = true, width=self.iw - 380 - 30, height = self.ih - self.c_tut.h, dest_area = { h = self.ih - self.c_tut.h } }
Last edited by Marson on Mon May 26, 2014 4:16 pm, edited 1 time in total.

darkgod
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Re: Please help: 1.2.0 dev test

#180 Post by darkgod »

What would cdwidth be ??
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

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