Tales of Maj'Eyal 1.5 Beta!

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

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

Re: Tales of Maj'Eyal 1.5 Beta!

#316 Post by echo42 »

Might be just a coincidence, but every time I've fought the Horned Horror it spawned with a weapon - which means it can't use any of its brawler skills, and will just bump attack and Tentacle Grab instead.

mengluo123
Posts: 1
Joined: Mon Feb 20, 2017 9:10 am

Re: Tales of Maj'Eyal 1.5 Beta!

#317 Post by mengluo123 »

When trying to put a category point into Poisons as Cornac Rogue, it still blocks you if your not level 10

Number43
Wyrmic
Posts: 239
Joined: Tue Dec 20, 2016 7:46 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#318 Post by Number43 »

LemonTree wrote:
...
It was always like that. You can't remove talents premonition depends on. It's not related to 1.5
Removing class points from class talents should not be prevented by funny situation at generic talents.
It might make sense as some talents raise your core stats, and it's to prevent shenanigans with that.

Pisastrish
Thalore
Posts: 157
Joined: Wed Sep 28, 2016 8:07 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#319 Post by Pisastrish »

Number43 wrote:It might make sense as some talents raise your core stats, and it's to prevent shenanigans with that.
I've had the same bug with charm mastery (I think) from an escort and it prevented me taking points out of ANY skill, even ones that don't affect your stats. Plus, since you get it from an escort (which doesn't check stat requirements) it shouldn't even prevent taking points out of skills that do increase your core stats.

supermini
Uruivellas
Posts: 800
Joined: Tue May 15, 2012 11:44 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#320 Post by supermini »

Got this error when swapping equipment on a possessor. Psionic disruption was active, nothing else of note.

Lua Error: /data-possessors/talents/psionic/battle-psionics.lua:94: attempt to perform arithmetic on global 'mindcrit' (a nil value)
At [C]:-1 __mul
At /data-possessors/talents/psionic/battle-psionics.lua:94 updateMindBuff
At /data-possessors/talents/psionic/battle-psionics.lua:108 callTalent
At /mod/class/Actor.lua:5190 fireTalentCheck
At /mod/class/Actor.lua:4065 onTakeoff
At /engine/interface/ActorInventory.lua:293 removeObject
At /mod/class/Actor.lua:3750 quickSwitchWeapons
At /mod/dialogs/ShowEquipInven.lua:197 switchSets
At /mod/dialogs/ShowEquipInven.lua:45 on_change
At /engine/ui/Tab.lua:93 select
At /engine/ui/Tab.lua:54 fct
At /engine/Mouse.lua:58 receiveMouse
At /engine/Mouse.lua:98 delegate
At /engine/ui/Dialog.lua:754 mouseEvent
At /engine/ui/Dialog.lua:485 fct

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

Re: Tales of Maj'Eyal 1.5 Beta!

#321 Post by Stuntofthelitter »

spandex3 encountered an error when attempting to change floors in the Infinite Dungeon. Resulted in the problem where the player is (presumably) not usefully in the entities as they cannot do anything and days cycle by rapidly. I fixed their save and they ran into the problem when they tried to change floors yet again.

Code: Select all

Lua Error: /mod/class/GameState.lua:2525: attempt to index local 'challenge' (a nil value)
  At [C]:-1 __index
  At /mod/class/GameState.lua:2525 infiniteDungeonChallenge
  At /data/zones/infinite-dungeon/zone.lua:256 alter_level_data
  At /engine/Zone.lua:788 getLevelData
  At /engine/Zone.lua:842 getLevel
  At /mod/class/Game.lua:1036 changeLevelReal
  At /mod/class/Game.lua:841 unload
  At /engine/Game.lua:430 unregisterDialog
  At /mod/dialogs/ShowEquipInven.lua:179 
  At /engine/KeyBind.lua:230 receiveKey
  At /engine/ui/Dialog.lua:763 keyEvent
  At /engine/ui/Dialog.lua:487 
<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/

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

Re: Tales of Maj'Eyal 1.5 Beta!

#322 Post by Relic »

darkgod wrote:
Relic wrote:Old Forest + Rain = near pitch black level yet. Is there some tweak that can be used for these types of levels so you can actually see the screen decently?
Hum what are your video settings? (shaders, fbo, gamma, ...)

Whatever the default standard is, this came up before, but was never fixed.

http://forums.te4.org/viewtopic.php?f=42&t=45234

Like I said before I think it is a problem with multiple adding darknesses. The rain effect darkens it and the cloud/fog effect hits it even more creating very, very dark. Still gets pretty bad with the multiple effects at once and no limiter to stop that. And I got an even brighter monitor than before and can hardly see it.

Perhaps if it is the annoying storm level just limit it to rain effect rather than darkening it too, or at least make that an option.

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

Re: Tales of Maj'Eyal 1.5 Beta!

#323 Post by Relic »

Yeti Cave paintings can still be placed over the "doors". This blocks access to areas and breaks autoexplore as it always runs back to the "door" it can't open. This may be more of an embers problem then a 1.5 problem.

darkgod
Master of Eyal
Posts: 10751
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: Tales of Maj'Eyal 1.5 Beta!

#324 Post by darkgod »

ZyZ, can you give me the savefile for the non addon one please?
[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 ;)

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

Re: Tales of Maj'Eyal 1.5 Beta!

#325 Post by ster »

Relic wrote:Yeti Cave paintings can still be placed over the "doors". This blocks access to areas and breaks autoexplore as it always runs back to the "door" it can't open. This may be more of an embers problem then a 1.5 problem.
the real embers problem is that you have to rely on RNG to get a pickaxe early on (this conveniently solves the problem with paintings too)
<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

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

Re: Tales of Maj'Eyal 1.5 Beta!

#326 Post by ZyZ »

darkgod wrote:ZyZ, can you give me the savefile for the non addon one please?
I'm not sure if i understand. I've posted it already :-) I consider both orcs and ashes official dlc / addon

beta6 + orcs + ashes (no addons)

https://uploadfiles.io/160201

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

Re: Tales of Maj'Eyal 1.5 Beta!

#327 Post by purge383 »

I thought I found a repeatable way to make the game stop responding/crash but it only worked 3 times and not the 4th. All I did was create a Cornic Doombringer and was reading through all the skills in the initial popup of the talent selection screen. It would stop responding/crash after a few minutes. If I can get it to do it again I'll do the flush log and upload it. I am on Windows 10 x64 beta 1.5v6 with no third party addons.

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

Re: Tales of Maj'Eyal 1.5 Beta!

#328 Post by ster »

so is there any reason for skirmisher to still exist, it has no defenses now due to mobility tree changes and neo-archer fills the sling + shield role better
<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

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

Re: Tales of Maj'Eyal 1.5 Beta!

#329 Post by Relic »

Decided to try and Orc Alchemist to see if the golem was getting stuck in walls on vault levels again.

Galactic Pulse from the Starcaller staff likes to hit the golem (which of course has reflect) when the target is killed by the alchemist bomb and the galactic pulse triggers.

Found a hidden vault. Went through the portal and the golem didn't come with me. Went back and the portal was blocked when I tried again. There seems to be no way of digging around to find a door or sending attacks through the wall or portal to clear the portal for re-entry.

Moander
Halfling
Posts: 88
Joined: Fri Jan 06, 2012 11:48 am

Re: Tales of Maj'Eyal 1.5 Beta!

#330 Post by Moander »

This might be intentional but...

Marauder always have 1 generic point invested in Heavy Armor that they can't remove. I want to play it with light armor... :(

I also disabled "Assign talentes at birth" but that did not help.

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