Betatest 1.3 ! We need moar souls !

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Zicher
Thalore
Posts: 120
Joined: Mon Jun 23, 2014 1:02 pm

Re: Betatest 1.3 ! We need moar souls !

#16 Post by Zicher »

Hey guys,
1.3 looks sweet, can't wait to unlock Ogres (btw. I met some in Elvala).

One small thing: Now, when entering Tier 1 "too easy" dungeons, you can either stroll down or stay on level 1. That itself is a very nice feature. But the wording may use a bit of improvement.

Now, the dialog text reads "This zone is so easy for that you stroll to the last area with ease." As the player now has a choice in this matter, perhaps "... that you can stroll ..." sounds better to me, and instead of buttons "Stroll" and "Stay there" perhaps "Stroll down" and "Stay up" may be better to avoid confusion.

Yeah, nitpicky, I know ;).
A bus station is a place where buses stop.
A train station is a place where trains stop.
On my table, there is a workstation ...

Zireael
Archmage
Posts: 449
Joined: Tue Jun 18, 2013 7:24 pm

Re: Betatest 1.3 ! We need moar souls !

#17 Post by Zireael »

Right when I wanted to update my Crusader Kings II and the AGOT mod... :D

mikekchar
Halfling
Posts: 95
Joined: Fri Nov 21, 2014 3:55 am

Re: Betatest 1.3 ! We need moar souls !

#18 Post by mikekchar »

Zicher wrote:Hey guys,
Now, the dialog text reads "This zone is so easy for that you stroll to the last area with ease." As the player now has a choice in this matter, perhaps "... that you can stroll ..." sounds better to me, and instead of buttons "Stroll" and "Stay there" perhaps "Stroll down" and "Stay up" may be better to avoid confusion.

Yeah, nitpicky, I know ;).
Not nitpicky, I think. I was just about to report a bug that it said that I strolled to the last area and I ended up in the first area (not noticing the choice and hitting escape ;-) )

I want to echo the general approval of this release. The new icons are really nice too!

0player
Uruivellas
Posts: 717
Joined: Fri May 24, 2013 4:27 pm

Re: Betatest 1.3 ! We need moar souls !

#19 Post by 0player »

Stuntofthelitter wrote:Cast Cease to Exist on something while its arrows (maybe other projectiles?) are in flight and when it dies and time rewinds the projectiles stay in place, motionless. Impacts whatever walks over them.
Unable to reproduce. Losgoroths and crystals died en masse, but unable to reproduce, flat out. If you can send the save, I'd be much obliged (I have the suspicion about what this might be)

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

Re: Betatest 1.3 ! We need moar souls !

#20 Post by edge2054 »

The Selfish Gene wrote: One more EDIT: My character leaves a strange after image. Is Celerity from Chronomancy/Speed Control doing this? Looks a little buggy. http://oi57.tinypic.com/20p4x06.jpg (The after image only appears for a moment).
livor wrote:I get a glitch with the celerity visual effect, at least I think I do. When I move i get one blue and one yellow box that are slightly larger than my characters doll. I guess it's supposed to be a kind of motion blur effect but right now it looks a bit weird.

Celerity uses standard motion blur. There's a bug though with motion blur and some aura effects (namely Stone Skin). I've never played with custom tiles maybe motion blur and custom tiles are having issues too.

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

Re: Betatest 1.3 ! We need moar souls !

#21 Post by edge2054 »

The Selfish Gene wrote:Empower from the tree Chronomancy/Spellbinding does not seem to affect Temporal Hounds. I have it level 3. It should increase my spellpower by 32% I think. The Temporal Hounds stats display does not change at all when I empower the spell even though it scales with spellpower. Also, I can empower Spacetime Tuning, Temporal Retrieve and Haste which are not affected by spellpower. This isn't really a bug, but I think it would be nice if those spell wouldn't be selectable by empower since empower has no effect on them.
Temporal Hounds work off base spellpower to prevent Paradox cheese as the values are set upon summon and don't update dynamically. I'll probably convert it over to just use Magic.

As for the rest Empower has no way of knowing rather or not something uses spellpower. I could go through and flag every talent I suppose. I'll have to think about it.
EDIT: Also Temporal Bolt does not damage the hounds unless you target an hound directly. If you use the boomerang effect it passes through your Hounds without harming them. (Which is nice! I'm just not 100% sure it's intended since the hounds get bonus temporal resist when you increase the skill level)
Hmm.. I'll look at it.
EDIT2: Temporal Fugue in Chronomancy/Timeline has a typo. It's written "recieved" instead of "received".
Thanks
EDIT3: I'd like to know if Resistance Penetration affects the hounds. =)
Yup.

glabe
Posts: 2
Joined: Thu Feb 05, 2015 3:11 pm

Re: Betatest 1.3 ! We need moar souls !

#22 Post by glabe »

Temporal wardens skill invigorate has stamina regeneration but the class doesnt have any skills that uses stamina.

glabe
Posts: 2
Joined: Thu Feb 05, 2015 3:11 pm

Re: Betatest 1.3 ! We need moar souls !

#23 Post by glabe »

Temporal wardens skill invigorate has stamina regeneration but the class doesnt use any stamina.

Jurriaan
Wyrmic
Posts: 227
Joined: Mon Mar 25, 2013 9:39 am

Re: Betatest 1.3 ! We need moar souls !

#24 Post by Jurriaan »

Is going down a stair enough to get experience? My log reads

Ran for 43 turns (stop reason: at exit).
There is a previous level here
Welcome to level 2 [Beta Character]
Beta Character has 3 stat points(s) etc

That would give 'stair scumming' an entirely different meaning....

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

Re: Betatest 1.3 ! We need moar souls !

#25 Post by edge2054 »

In the dwarf starting zone you level up when you go down stairs since your buddy is an xp thief.

The Selfish Gene
Cornac
Posts: 37
Joined: Sat Jan 31, 2015 6:34 am

Re: Betatest 1.3 ! We need moar souls !

#26 Post by The Selfish Gene »

darkgod wrote:The Selfish Gene: Those are for mouse gestures, but you should see colors and stuch, can you screenshot it please ? and also give me the te4_log.txt
It looks like this: http://oi60.tinypic.com/duxie.jpg (I can only make straight lines and it feels like I'm on a big grid).
edge2054 wrote:
EDIT3: I'd like to know if Resistance Penetration affects the hounds. =)
Yup.
Sorry, I just want to precise. I was asking if my temporal resistance penetration carries on to the hounds damage like damage increase does. I find them interesting, but I wonder if they can survive more than a moment and deal damage during the end game.

Zicher wrote: Now, the dialog text reads "This zone is so easy for that you stroll to the last area with ease." As the player now has a choice in this matter, perhaps "... that you can stroll ..." sounds better to me, and instead of buttons "Stroll" and "Stay there" perhaps "Stroll down" and "Stay up" may be better to avoid confusion.
The stroll text is indeed a little weird. But I think "Stay up" would seem weird too. I'd just write "Stay here". "that you can stroll" would indeed be better however. I'd like to have the option to never scroll. I never ever skip a dungeon like this.
Last edited by The Selfish Gene on Thu Feb 05, 2015 6:46 pm, edited 4 times in total.

The Selfish Gene
Cornac
Posts: 37
Joined: Sat Jan 31, 2015 6:34 am

Re: Betatest 1.3 ! We need moar souls !

#27 Post by The Selfish Gene »

Celerity from Chronomancy/Speed Control does seem to cause the afterimage in this screenshot: http://oi57.tinypic.com/20p4x06.jpg

I'm not sure why there is a blue square (Maybe because of my sustain?). There doesn't seem to be one on my new character. I'm not sure I like the graphical effect however. With the blue square it looks buggy when I move and auto explore. Without it it mostly looks laggy in my opinion.

Also, the after effect can bug even without the blue square: http://oi60.tinypic.com/qqbvq8.jpg (It creates after images to places I've never been)

EDIT: Strength of Purpose in Chronomancy/Temporal Guardian requires 18 magic to get the first skill. Usually skills require 12, 20, 28, 36, so I don't know if it's intended to be 18, 20, 28, 36. Also all other skills have "- Level 0" requirement. Strength of Purpose does not display this (this doesn't really matter I guess).

Effigy
Uruivellas
Posts: 970
Joined: Fri Oct 10, 2014 4:00 pm

Re: Betatest 1.3 ! We need moar souls !

#28 Post by Effigy »

Techniques/Unarmed Training also requires 18 Cunning for the first talent, whereas most require 12 in the relevant stat. That isn't new in 1.3, but it's a related case. Personally, I think those talents should be changed to use the normal stat requirement scaling.

Robsoie
Wyrmic
Posts: 256
Joined: Sat Sep 24, 2011 12:15 am

Re: Betatest 1.3 ! We need moar souls !

#29 Post by Robsoie »

On that beta , i'm running a Shalore Oozemancer (trying to unlock the Ogres) , i have faced crash of the "t-engine.exe encountered an error"-type (with no ingame error message) when doing my usual Slime Spit shot followed by an Acid Splash on the enemy face.
A type of crash that i never had on any previous versions with the oozemancers.

- i had this a lot in the Norgos Lair, when doing the combo on either a shivgoroth or some rare/unique that was spawned

- i just got one in Old Forest, in the minivault that contain an undead that has cold powers , can't remember the monster name , after shooting it 1st with a Slime Spit , then when using Acid Splash on it, instant crash.

Unfortunately it never happened in the 1st level of those dungeons, so after the crash all i could load was me at the 1st level of those dungeons, further levels were never generated the same and can't find a reproducable way then.
And unfortunately, none of the logs have anything at the time of the crash, i guess it's because it's crashing without the usual ingame "want to send it" error message

But in Norgos Lair (the variant with the shivgoroth) , i had crashes a very lot.

In case it's related to some of the settings, my graphics ones are all set to "disabled" as i prefer it that way
Image

edit : just got another one in Maze (the normal version), after defeating the minotaur boss, i got a rare/unique generated by a chest, and got the game to crash again, i took a screenshot in case it may contain something useful

Image

Stuntofthelitter
Spiderkin
Posts: 574
Joined: Sun May 12, 2013 7:00 am

Re: Betatest 1.3 ! We need moar souls !

#30 Post by Stuntofthelitter »

0player - Seems that it can only happen with arrows, here's a save where I just recreated it: http://gatheringspot.org/offsite/temp/d ... efreak.zip
<astralInferno> poor stunt
<astralInferno> you suffer so that others may suffer in the intended way

Have a save in need of fixing? Open a ticket, send me a copy of your save: http://www.te4support.org/

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