Betatest 1.3 ! We need moar souls !

Everything about ToME 4.x.x. No spoilers, please

Moderator: Moderator

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

Re: Betatest 1.3 ! We need moar souls !

#136 Post by 0player »

If you're referring to the speedup, then thank you :).
If to the slowdown, I'm baffled.
What exactly does hang?

IejirIsk
Halfling
Posts: 97
Joined: Fri Jul 11, 2014 7:43 am

Re: Betatest 1.3 ! We need moar souls !

#137 Post by IejirIsk »

am making an attempt at a mod, and it has been almost a decade since i last coded anything, and not in LUA... :P so it gets to 100% and then stares at me... like the abyss... :D not a problem with the beta

Mordy
Archmage
Posts: 300
Joined: Tue Feb 10, 2015 1:41 pm

Re: Betatest 1.3 ! We need moar souls !

#138 Post by Mordy »

Using the second beta version, I'm playing a shalore rogue and somehow, the starting phase door rune doesn't have any cooldown at all.

It does say 8 turn CD but doesn't go into one when I use it. The shield rune works correctly though.

malboro_urchin
Archmage
Posts: 393
Joined: Thu Dec 12, 2013 7:28 pm

Re: Betatest 1.3 ! We need moar souls !

#139 Post by malboro_urchin »

Not sure how to feel about the new inability to remove gear that let you meet item prereqs.

It never made any sense to be able to do that, but didn't certain (super-MAD) classes, like arcane blades and skirmishers, possibly shadowblades rely on that 'mechanic'?
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.

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

Re: Betatest 1.3 ! We need moar souls !

#140 Post by edge2054 »

Mordy wrote:Using the second beta version, I'm playing a shalore rogue and somehow, the starting phase door rune doesn't have any cooldown at all.

It does say 8 turn CD but doesn't go into one when I use it. The shield rune works correctly though.
Yeah, I broke it. Darkgod fixed it for next time. Thanks for reporting though :)

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

Re: Betatest 1.3 ! We need moar souls !

#141 Post by 0player »

Rely on that mechanic? How so?
Meaningful amount of stats on something like an axe is not even that common.

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

Re: Betatest 1.3 ! We need moar souls !

#142 Post by Effigy »

Just read the changelog. This patch looks amazing!

malboro_urchin
Archmage
Posts: 393
Joined: Thu Dec 12, 2013 7:28 pm

Re: Betatest 1.3 ! We need moar souls !

#143 Post by malboro_urchin »

0player wrote:Rely on that mechanic? How so?
Meaningful amount of stats on something like an axe is not even that common.
Not sure why you're using axes as an example; pretty much every other equipment slot can grant substantial stat boosts.

Like how every guide ever says to use con items to take Thick Skin. I've had to depend on stats from gear for classes' core talents
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.

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

Re: Betatest 1.3 ! We need moar souls !

#144 Post by 0player »

It does not disable stat gains from items. It only does it so that if you're wearing an axe that would provide you with enough Str to wear another axe, but you wouldn't have enough without it, you cannot swap to another axe.

Mordy
Archmage
Posts: 300
Joined: Tue Feb 10, 2015 1:41 pm

Re: Betatest 1.3 ! We need moar souls !

#145 Post by Mordy »

The Lethality talent Deadly Strikes doesn't seem to do anything at all when used.

Edit : no, it often does nothing at all, just displays "xxx uses Deadly Strike", but sometimes it actually works.
Last edited by Mordy on Tue Feb 10, 2015 10:12 pm, edited 1 time in total.

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

Re: Betatest 1.3 ! We need moar souls !

#146 Post by edge2054 »

Mordy wrote:The Lethality talent Deadly Strikes doesn't seem to do anything at all when used.
fixed thanks

malboro_urchin
Archmage
Posts: 393
Joined: Thu Dec 12, 2013 7:28 pm

Re: Betatest 1.3 ! We need moar souls !

#147 Post by malboro_urchin »

0player wrote:It does not disable stat gains from items. It only does it so that if you're wearing an axe that would provide you with enough Str to wear another axe, but you wouldn't have enough without it, you cannot swap to another axe.
so this requirement is item-slot specific? Looks like I misunderstood, sorry!
Mewtarthio wrote:Ever wonder why Tarelion sends you into the Abashed Expanse instead of a team of archmages lead by himself? They all figured "Eh, might as well toss that violent oaf up in there and see if he manages to kick things back into place.

Ashenden
Posts: 1
Joined: Thu Dec 20, 2012 5:17 am

Re: Betatest 1.3 ! We need moar souls !

#148 Post by Ashenden »

Dragging something from Use Talents to the bar doesn't show the slot highlights, which I think would be nice.

Call
Wayist
Posts: 17
Joined: Sun Jan 18, 2015 3:07 pm

how?

#149 Post by Call »

Hi folks,

How do we do the beta test? I got the game on steam and can certainly install the download on the Mac, but what then?

1. Do my unlocks transfer? Can I copy these from the steam 1.2.5 somehow?

2. Will this use the same save game folder and preferences files as the Steam version? I really don't want to break my non beta saves and games...

3. Basically I want to do the beta test on a new character but don't want to risk any of my Steam saves or settings, while still having my unlocks.

Thanks!

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

Re: Betatest 1.3 ! We need moar souls !

#150 Post by Effigy »

Just download the beta client and unzip it to a different directory than your normal install.

Post Reply