Tales of Maj'Eyal 1.5 Beta!

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

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insaneauthur
Wayist
Posts: 29
Joined: Fri Apr 20, 2012 1:11 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#256 Post by insaneauthur »

at lvl1 of this skill possessor's skill "psionic duplication", it says that i can store 3 "more" copies .but i can only store 3 normal creature and 1 rare/unique/boss creature.Is this skill consider rare rank and unique rank are boss rank?

ster
Spiderkin
Posts: 492
Joined: Tue Dec 13, 2016 7:05 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#257 Post by ster »

insaneauthur wrote:at lvl1 of this skill possessor's skill "psionic duplication", it says that i can store 3 "more" copies .but i can only store 3 normal creature and 1 rare/unique/boss creature.Is this skill consider rare rank and unique rank are boss rank?
Yes.
<Shibari> You're full of shit
<darkgod #tome> ster is a troll
<Sheila> and ster, i do agree with you on most things game-related, but do try to not be such an ass!
<mex> your posts lead to people like me being abused and murdered

jdisk
Halfling
Posts: 94
Joined: Wed Aug 13, 2014 4:05 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#258 Post by jdisk »

Frumple wrote:Huh. Just to check that I didn't miss it in a changelog or somethin', are we supposed to be reentering levels where we last left them? Pretty sure it wasn't happening in 1.4.9, but now if I recall off a level, or later on, when/if I come back, I show up where I left instead of at the entrance stairs. Certainly makes leaving a zone and returning much faster, but it's also kinda' weird (and occasionally confusing, 'cause muscle memory has me tap autoexplore to go to the down stairs when I'm traversing an empty level, heh). Regardless, even if I didn't miss something and it is a bug of some sort, it might be nice to have the behavior as an option you can toggle.
The same thing happens if you ask the Eidolon to deposit you outside and then reenter (in my case, Halfling complex 1). You "start" at the place where you died, just like if you asked to just be send back.

echo42
Cornac
Posts: 43
Joined: Wed Sep 16, 2015 12:56 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#259 Post by echo42 »

I feel like combat accuracy could probably stand to be boosted a bit - even maxed out ASAP, you have a very small chance of hitting anything with light armor training + dual weapon defense. Vampires are probably the worst offenders, since they all start with a chunk of defense-boosting spells on top of it all.

Bad Badger
Wayist
Posts: 25
Joined: Thu Feb 21, 2013 8:17 am

Re: Tales of Maj'Eyal 1.5 Beta!

#260 Post by Bad Badger »

jenx wrote:if u possess an archer, you need ammo and bow, but then u can't use your melee talents. is this intended?
yeah, it's intended. If you really care about possessing the archer, go ahead and pick up a bow and arrow

OR, you can use them as a psionic minion, and they'll be equipped with the stuff they had when you killed them

voltteccer
Cornac
Posts: 43
Joined: Sat Mar 28, 2015 4:07 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#261 Post by voltteccer »

what is the reasoning behind nerfing shadowstrike, given that shadowstrike is literally the entire reason to use stealth?

themuffinthief
Halfling
Posts: 81
Joined: Sat May 11, 2013 6:58 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#262 Post by themuffinthief »

voltteccer wrote:what is the reasoning behind nerfing shadowstrike, given that shadowstrike is literally the entire reason to use stealth?
It's not the only reason. The other reason is unseen actions...which is also gone. I haven't actually played much with stealth yet, does shadow dance's "don't break stealth" part give you free shadowstrike crits, or do you still have to check to be seen first? Cause if it's the second, stealth is even more useless now.

jdisk
Halfling
Posts: 94
Joined: Wed Aug 13, 2014 4:05 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#263 Post by jdisk »

Trying to level up, the game can't decide what my cunning is.
Stats say: 22, but trying to increase device mastery from 1 to 2, it complains that I don't have 22 cunning :-(
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astreoth
Wyrmic
Posts: 213
Joined: Sat Oct 12, 2013 4:45 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#264 Post by astreoth »

its the second muffin thief.

I tried stealth in the first beta and shadow strike had to check if you were seen to give crits even with shadow dance's unbreakable stealth.
doesn't seem like much was done to make stealth better for actual sneaking either so the overall weak tree just seems even worse now.

voltteccer
Cornac
Posts: 43
Joined: Sat Mar 28, 2015 4:07 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#265 Post by voltteccer »

If making light armor viable is a goal, I don't understand why Stealth and Mobility are nerfed. This could not make less sense.

As a bonus, why are LAT and Trained Reactions separate talents? Every character that would want either one for any reason obviously wants both to be maxed, so why not simply merge them?
jdisk wrote:Trying to level up, the game can't decide what my cunning is.
Stats say: 22, but trying to increase device mastery from 1 to 2, it complains that I don't have 22 cunning :-(
Some things give partial stat points, for example if you take Last Engineer Standing from a tinker escort you get 1.6 Cun instead of 2 because you have less than 1.0 mastery in the category. But stats are always displayed as whole numbers so you can't see this.

ster
Spiderkin
Posts: 492
Joined: Tue Dec 13, 2016 7:05 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#266 Post by ster »

Light armor training should not be allowed on NPCs in its current form unless crippling every melee class is a design goal.
<Shibari> You're full of shit
<darkgod #tome> ster is a troll
<Sheila> and ster, i do agree with you on most things game-related, but do try to not be such an ass!
<mex> your posts lead to people like me being abused and murdered

themuffinthief
Halfling
Posts: 81
Joined: Sat May 11, 2013 6:58 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#267 Post by themuffinthief »

ster wrote:Light armor training should not be allowed on NPCs in its current form unless crippling every melee class is a design goal.
+1

Relic
Halfling
Posts: 114
Joined: Mon Dec 13, 2004 4:48 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#268 Post by Relic »

b5 ID, came upon a dead tree level (like the spell blaze circle) and got an exterminator quest and insta failed it before even moving once. Not sure if this is important but I did find some sort of monster pile like you occasionally find in daikara, with a large amount of varying critters.

purge383
Cornac
Posts: 38
Joined: Sat Feb 11, 2017 4:56 am

Re: Tales of Maj'Eyal 1.5 Beta!

#269 Post by purge383 »

Hello again,

Just completed the main campaign for the first time in any version with a Dwarf Berserker in 1.5b5. Definitely the toughest final battle I have done in a roguelike. The end of the game definitely gets a big grindy. I wanted to post two screenshots of what I think are tile issues so they might get fixed. One tile is a switch in an orc pride, the other is a portal tile in a forest area.
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ghostbuster
Uruivellas
Posts: 617
Joined: Mon Oct 09, 2006 7:47 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#270 Post by ghostbuster »

jdisk wrote:Trying to level up, the game can't decide what my cunning is.
Stats say: 22, but trying to increase device mastery from 1 to 2, it complains that I don't have 22 cunning :-(
Probably a rounding problem. I had a similar problem when trying to wear gear, while I had needed stats.

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