Tales of Maj'Eyal 1.5 Beta!

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

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Frumple
Sher'Tul Godslayer
Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#106 Post by Frumple »

... any thoughts on letting something in the munitions tree allow shell tinkers to work with bows and slings? Explosive shot investment would be an obvious one, ehehe.

RBrandon
Posts: 3
Joined: Wed Apr 01, 2015 3:35 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#107 Post by RBrandon »

darkgod wrote:Can you try moving away the whole of C:/Users/FOO/T-Engine please ?
Renaming the Users/.../t-engine directory resolved the issue. Thanks! Why does that happen?

pizdabol
Halfling
Posts: 109
Joined: Sun Sep 29, 2013 8:03 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#108 Post by pizdabol »

Anyone found out how to unlock Stone Warden yet?

dadito
Thalore
Posts: 169
Joined: Thu May 21, 2015 10:28 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#109 Post by dadito »

i think you gotta have 5 points on wildgift skills and 5 on spells, best bet is probably cornac wyrmic and unlocking undead drake at lvl 1

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

Re: Tales of Maj'Eyal 1.5 Beta!

#110 Post by ster »

dadito wrote:i think you gotta have 5 points on wildgift skills and 5 on spells, best bet is probably cornac wyrmic and unlocking undead drake at lvl 1
Don't you have to be a dwarf
<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

dadito
Thalore
Posts: 169
Joined: Thu May 21, 2015 10:28 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#111 Post by dadito »

You're right, and you need 10 talent levels on both types

RaymonS.Ren
Posts: 1
Joined: Thu Feb 02, 2017 8:45 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#112 Post by RaymonS.Ren »

RBrandon wrote:I'm testing with build 2, no unofficial addons. When I try to load the T.o.M.E. module the game gets stuck at 100% on the next loading screen. Pressing escape then creates an unresponsive black screen. My log file is attached.
I had the same problem and just had it solved yesterday. You just need to delete the 'world.teaw' file which is in the save folder.

I first met this problem when I try to start a new game without the Chinese Language addon. When I have the addon activated, I don't have the problem.
I searched on the Internet for a long time, and this is the first time I see someone posting the same issue.

random_pal
Wayist
Posts: 28
Joined: Sat Dec 24, 2016 9:18 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#113 Post by random_pal »

Marauder starts with Hack'n'back. I suppose it's a bug since it was part of the old Mobility tree.

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#114 Post by jenx »

Pisastrish wrote:
darkgod wrote:
Pisastrish wrote: Not sure if this is intended or not, but when using possessor's weapon trees, if you have the required equipment in your main set but are currently using your off set you can't switch with the talents.

Hum ? Not sure I understand
It's the same issue jenx was having. For example, all the psychic blows talents (its true of the other weapon trees as well though) require a 2 handed weapon, but they say that if you have one in your off set, using the talent will automatically switch to your off set. This works if you have your main set equipped and a 2 handed weapon in your off set, but if you have your off set equipped and a 2 handed weapon in your main set, it will not switch you to your main set and all psychic blows talents (except the sustain) are unavailable
Yes. I wasn't clear enough though and called them passive for some bizarre reason!

Psychic disruption requires one handed plus offhand mindstar. So doesn't work when talents that switch to two hander or two mindstars are used. You need to switch weapons back to get psychic disruption to work.

Is that clearer dg?
MADNESS rocks

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

Re: Tales of Maj'Eyal 1.5 Beta!

#115 Post by voltteccer »

Why does 1.5 Trained Reactions with 60 effective defense still give less damage reduction than old Trained Reactions?? If anything the fact that it is now locked out of heavy/massive armor would mean that the damage reduction should be INCREASED. This makes zero - sense to me.

Also why did you nerf Tumble?! Name one person anywhere ever who thought Tumble was too good.
Muh Concealment
It's a 2-turn buff that sucks. Sadly range 9 is the only range that matters. Range 13 isn't even good because most areas are too cramped to properly utilize it, and wide open areas are already easier than other parts of the game because they are wide open. Additionally very few enemies are significant threats at range 10, and the ones that are can easily move out of your 11-13 killbox (and if you can kill them in 3 turns you don't need extra range anyway because they aren't dangerous lol). Projectile travel time further screws this talent over, and you need the bonus from Aim just to get back to the sort of travel times you were used to at range 9/10. As a purely defensive buff Concealment is okay, if only because you can spend stamina to double the duration. That brings up another point about how nu-Archer is absurdly stamina-hungry for no apparent reason, but I won't go into that in this post except to point out that Sentinel's high stamina cost doesn't limit usage of Sentinel, it just forces the player to spend more time/effort regenning stamina because Sentinel is still OPOP to the point that it is worth torpedoing your stamina reserve to keep spamming it.
Aim vs Rapid Shot - another mirrored pair. It's quite hard to evaluate which is the superior option in terms of damage. Both are intended to be roughly equal at their optimal range - but Rapid Shot also grants a large movespeed boost so you can kite and step-shoot easier. Aim does have the advantage of greater physical power for landing debuffs, and the +speed to land shots quicker and bypass Gravity Locus etc. Of course, Rapid Shot requires you to be up in mob's faces - a more dangerous situation, which does count against the defenses of the tree slightly.
Rapid Shot increases your effective defensive ability by giving enemies less time to attack between each of your turns. This is huge. Rapid Shot lets you land multiple shots in less time, which was always huge when fighting multiple enemies, but is even more huge in 1.5 because your silencing shot now requires a minimum of two player turns to land, and because your stun talent's range has been nerfed and your slow talent no longer hits movespeed which both mean that approaching enemies will walk at full speed and give you fewer shots. Rapid Shot now grants free turns, which is also huge, see above. Rapid Shot also increases movespeed, which is also huge.

(BTW why did all of Archer's debuffs get nerfed? Why did every Archer talent get nerfed except the two new OPAF ones in Reflexes, and the two that are locked away in the Sling-only category?)

Aim lets you do maybe a bit more damage which isn't really important because as long as we outdamage enemy heals who gives a crap, and lets you conserve a tiny bit of stamina, and makes it slightly easier for you to hit enemies at range 9+ but those enemies either can't hurt us, are about to use a mobility talent to get close in which case we want Rapid Shot, or they are mages in which case we want Rapid Shot so we can silence them faster.

Also being up in dudes' faces is not "a more dangerous situation," because Intuitive Shots exists. It's not like you have a choice anyway when monsters with mobility talents exist, Gnarg 0 cooldown Rush anyone?
The remaining talents aren't exact mirrors. Bull Shot is a massive chunk of damage, and Vault is a great defensive/mobility option - but suffer from the Agility drawback of close range.
Close range isn't a drawback, see above.
Bull Shot is ALSO a great mobility option.

Hatome
Cornac
Posts: 42
Joined: Sun Apr 24, 2016 12:09 am

Re: Tales of Maj'Eyal 1.5 Beta!

#116 Post by Hatome »

Marksman isn't stamina hungry though. I've rolled a few and I have literally no idea how you would run out of stamina.

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

Re: Tales of Maj'Eyal 1.5 Beta!

#117 Post by Pisastrish »

I think it would be nice if the turns before using a stair after a kill didn't apply to summons

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

Re: Tales of Maj'Eyal 1.5 Beta!

#118 Post by voltteccer »

Hatome wrote:Marksman isn't stamina hungry though. I've rolled a few and I have literally no idea how you would run out of stamina.
If you're fighting anything remotely dangerous you are spending 7 stam/turn on Sentinel. And you're opening every fight with -50 stam from Trueshot. God help you if those numbers are being increased by fatigue, which they sadly probably should be since Trained Reactions was nerfed for no reason so heavy armor still poops on light armor. Your other important debuff, silencing shot, has had stamina cost nearly doubled compared to old Archer (in addition to a pointless duration nerf and an even more pointless usage restriction, so that it has been reduced from a game-changer to only a mild help).

All your non-Sentinel debuffs are nerfed in general compared to old Archer, so you have to spend stamina more often to achieve similar results. Your AOE capabilities are also nerfed compared to old Archer, so you also have to spend more stamina in group fights. Headshot helps slightly with this last problem, but Volley is pretty much trash due to being an AOE with a bunch of effects that specifically prevent it from being an AOE.

New "Archer" is actually Skirmisher 2 Skirmish Harder, since all your AOE and debuff ability is nerfed and your playstyle consists of spamming single-target high damage stuff. Except now you also spam Sentinel. You even use Sling+Shield lol. RIP bows.

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

Re: Tales of Maj'Eyal 1.5 Beta!

#119 Post by ster »

voltteccer wrote:Also why did you nerf Tumble?! Name one person anywhere ever who thought Tumble was too good.
Hachem_Muche
voltteccer wrote:Why does 1.5 Trained Reactions with 60 effective defense still give less damage reduction than old Trained Reactions?? If anything the fact that it is now locked out of heavy/massive armor would mean that the damage reduction should be INCREASED. This makes zero - sense to me.
Yeah nerfing shadowstrike and trained reactions is the perfect way to incentivise using light armor.
voltteccer wrote:Also being up in dudes' faces is not "a more dangerous situation," because Intuitive Shots exists. It's not like you have a choice anyway when monsters with mobility talents exist, Gnarg 0 cooldown Rush anyone?

This is ridiculous, the only enemy type in the game your range remotely matters against is sawbutchers (technically summoners but lol they get 100% shut down by sentinel) and as long as it's more than 1 that's irrelevant.



(by the way the easy fix to make bows good is to make agility just require ranged weapon+shield. make ogre great again)
<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

Hatome
Cornac
Posts: 42
Joined: Sun Apr 24, 2016 12:09 am

Re: Tales of Maj'Eyal 1.5 Beta!

#120 Post by Hatome »

To Volteccer

Ok well no I never opened any fight with Trueshot. If you have read through this thread you would know that Trueshot isn't even working atm (or if you looked at your character sheet while playing).

You know writing a coherent post about how to tweak marksman for the better would be more effective than your current method of, idk what to even call it.

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