Please help: 1.2.0 dev test
Moderator: Moderator
Re: Please help: 1.2.0 dev test
Died, 'Restart with a new character', 'load premade', selected one that was actually still alive (halfling brawler if it matters), and spawned into an empty and fully explored trollmire. Did get an escort though, so apparently quest states aren't carried over by this bug.
Re: Please help: 1.2.0 dev test
Celestial/Combat - Wave of Power
Log notice "strikes twice with Wave of Power!" needs a space in front of it to separate it from the actor's name.
Log notice "strikes twice with Wave of Power!" needs a space in front of it to separate it from the actor's name.
Re: Please help: 1.2.0 dev test
Could not send this LUA bug report because there was an infinite loop.
[LOG] Zubogama the white worm mass uses Thermal Leech.
[PROJECTOR] starting dam table: 0x121904f8
[PROJECTOR] after difficulty dam table: 0x121904f8
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:153: in function </engine/interface/ActorTalents.lua:135>
Lua Error: /engine/interface/ActorTalents.lua:175: /engine/interface/ActorTalents.lua:153: /data/damage_types.lua:114: attempt to compare number with table
stack traceback:
/data/damage_types.lua:114: in function 'defaultProjector'
/data/damage_types.lua:671: in function 'projector'
/data/talents/psionic/voracity.lua:111: in function 'damtype'
/engine/interface/ActorProject.lua:197: in function 'project'
/data/talents/psionic/voracity.lua:106: in function </data/talents/psionic/voracity.lua:101>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:148: in function </engine/interface/ActorTalents.lua:135>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:175 useTalent
At /mod/ai//tactical.lua:382 runAI
At /mod/ai//tactical.lua:408 doAI
At /mod/class/NPC.lua:61 act
At /engine/GameEnergyBased.lua:126 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1175
---------------- Stack Dump ----------------
--------------- Stack Dump Finished ---------------
Basically, white worm got stuck in a loop trying to use termal leech.
SIde note: skirmisher sling mastery bug got fixed, vault/tumble bug not. Some skirmisher rebalance decisions make absolutely no sense whatsoever to me.
[LOG] Zubogama the white worm mass uses Thermal Leech.
[PROJECTOR] starting dam table: 0x121904f8
[PROJECTOR] after difficulty dam table: 0x121904f8
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:153: in function </engine/interface/ActorTalents.lua:135>
Lua Error: /engine/interface/ActorTalents.lua:175: /engine/interface/ActorTalents.lua:153: /data/damage_types.lua:114: attempt to compare number with table
stack traceback:
/data/damage_types.lua:114: in function 'defaultProjector'
/data/damage_types.lua:671: in function 'projector'
/data/talents/psionic/voracity.lua:111: in function 'damtype'
/engine/interface/ActorProject.lua:197: in function 'project'
/data/talents/psionic/voracity.lua:106: in function </data/talents/psionic/voracity.lua:101>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:148: in function </engine/interface/ActorTalents.lua:135>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:175 useTalent
At /mod/ai//tactical.lua:382 runAI
At /mod/ai//tactical.lua:408 doAI
At /mod/class/NPC.lua:61 act
At /engine/GameEnergyBased.lua:126 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1175
---------------- Stack Dump ----------------
--------------- Stack Dump Finished ---------------
Basically, white worm got stuck in a loop trying to use termal leech.
SIde note: skirmisher sling mastery bug got fixed, vault/tumble bug not. Some skirmisher rebalance decisions make absolutely no sense whatsoever to me.
Re: Please help: 1.2.0 dev test
Harkor'Zun's art clips weirdly with the mountains.


Re: Please help: 1.2.0 dev test
I'm pretty sure this was in 1.1.5 as well. When in Vorpal Bunny form, a shield shader will stay on the character even once the shield effect wears off. It doesn't go away until you revert to non-bunny form.
Re: Please help: 1.2.0 dev test
Insane difficulty feels a lot easier now. Admittedly I haven't gotten all that far in it - I'm using Housepet's mindslayer and it keeps breaking my saves as it updates - but I'm currently almost level 20 before even finishing the Tier 1 dungeons (admittedly as a Cornac), and have three separate die at -80 HP items.
I like the idea behind the new Insane - danger behind every corner instead of only in rare areas - but I don't think it's quite there yet, unless the difficulty spikes massively around Dreadfell (which would be a problem in itself). I think XP needs to be turned down and enemy talents need to be turned up.
I like the idea behind the new Insane - danger behind every corner instead of only in rare areas - but I don't think it's quite there yet, unless the difficulty spikes massively around Dreadfell (which would be a problem in itself). I think XP needs to be turned down and enemy talents need to be turned up.
Re: Please help: 1.2.0 dev test
git 0ac1576d2 with test10 libs and exe - mindslayer - used 'beyond flesh' and tried to take off tk item
while in ice block
Mindslayer - Kinetic Leech tootip says it returns way too much psi
Code: Select all
stack traceback:
/data/talents/psionic/other.lua: in function 'activate'
/engine/interface/ActorTalents.lua:190: in function </engine/interface/ActorTalents.lua:181>
Lua Error: /engine/interface/ActorTalents.lua:233: /data/talents/psionic/other.lua:204: attempt to index local 'tk' (a nil value)
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:233 useTalent
At /engine/interface/ActorTalents.lua:285 forceUseTalent
At /mod/class/Actor.lua:4748 forceUseTalent
At /data/talents/psionic/other.lua:163
At /engine/Game.lua:283 onTickEndExecute
At /engine/Game.lua:274 tick
At /engine/GameEnergyBased.lua:58 tick
At /engine/GameTurnBased.lua:46 tick
At /mod/class/Game.lua:1175
Code: Select all
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:153: in function </engine/interface/ActorTalents.lua:135>
Lua Error: /engine/interface/GameTargeting.lua:118: /engine/interface/ActorTalents.lua:153: /mod/class/interface/Combat.lua:1533: stack overflow
stack traceback:
/mod/class/interface/Combat.lua:1533: in function 'combatTalentWeaponDamage'
/data/timed_effects/mental.lua:3066: in function 'do_block'
/mod/class/interface/Combat.lua:411: in function 'attackTargetWith'
/data/timed_effects/mental.lua:3066: in function 'do_block'
/mod/class/interface/Combat.lua:411: in function 'attackTargetWith'
/data/timed_effects/mental.lua:3066: in function 'do_block'
/mod/class/interface/Combat.lua:411: in function 'attackTargetWith'
/data/timed_effects/mental.lua:3066: in function 'do_block'
/mod/class/interface/Combat.lua:411: in function 'attackTargetWith'
/data/timed_effects/mental.lua:3066: in function 'do_block'
/mod/class/interface/Combat.lua:411: in function 'attackTargetWith'
...
/mod/class/interface/Combat.lua:411: in function 'attackTargetWith'
/data/timed_effects/mental.lua:3066: in function 'do_block'
/mod/class/interface/Combat.lua:411: in function 'attackTargetWith'
/data/timed_effects/mental.lua:3066: in function 'do_block'
/mod/class/interface/Combat.lua:411: in function 'attackTargetWith'
/data/timed_effects/mental.lua:3066: in function 'do_block'
/mod/class/interface/Combat.lua:411: in function 'attackTargetWith'
/data/talents/psionic/psi-fighting.lua:53: in function </data/talents/psionic/psi-fighting.lua:41>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:148: in function </engine/interface/ActorTalents.lua:135>
At [C]:-1
At [C]:-1 error
At /engine/interface/GameTargeting.lua:118 fct
At /engine/interface/GameTargeting.lua:124 targetMode
At /engine/interface/GameTargeting.lua:253 targetMouse
At /mod/class/Game.lua:2007 fct
At /engine/Mouse.lua:56
Last edited by Graziel on Tue May 20, 2014 6:58 pm, edited 1 time in total.
You are likely to be eaten by a grue
Re: Please help: 1.2.0 dev test
If you want to die a lot in starting dungeons / t1 dungeons try madness. New egos made it easier but it is still hardcore.Parcae2 wrote:Insane difficulty feels a lot easier now. Admittedly I haven't gotten all that far in it - I'm using Housepet's mindslayer and it keeps breaking my saves as it updates - but I'm currently almost level 20 before even finishing the Tier 1 dungeons (admittedly as a Cornac), and have three separate die at -80 HP items.
I like the idea behind the new Insane - danger behind every corner instead of only in rare areas - but I don't think it's quite there yet, unless the difficulty spikes massively around Dreadfell (which would be a problem in itself). I think XP needs to be turned down and enemy talents need to be turned up.
ps. all new classes i've tried so far (sun paladin / brawler / mindslayer) are very strong so obviously game might feel is a little easier.
pps. all classes that are able to beat nightmare should do well in insane.
Re: Please help: 1.2.0 dev test
Stop testing Mindslayer in this beta! DarkGod was bad and merged buggy incomplete code from revision thread.
Please get the addon from the revision thread in Ideas and give that a good test. It will be incorporated into the beta properly in about a day, and then its only number tweaks and bug fixes!

Please get the addon from the revision thread in Ideas and give that a good test. It will be incorporated into the beta properly in about a day, and then its only number tweaks and bug fixes!
My feedback meter decays into coding. Give me feedback and I make mods.
Re: Please help: 1.2.0 dev test
As a Skelly Sun Paladin, I upgraded my cloak at the Fortress. It put me at -10 energy, which I guess is normal, but halfling patrols treated me as hostile until I put the cloak back on.
Re: Please help: 1.2.0 dev test
I wasn't wearing the cloak when I upgraded it. Now that I've put it on and taken it back off, it seems to be working correctly.
Re: Please help: 1.2.0 dev test
Talents are showing the decimal place of range which can be really confusing when a talent's range isn't rounded.
Re: Please help: 1.2.0 dev test
Can we have something in the talent descriptions for Sun Paladins explaining how exploding shields work? Suddenly losing a 1000+ point damage shield because I hit too many things at once with Flash of the Blade is a huge deal, and it'd be nice to know when that's going to happen. Better yet, make it so that Weapon of Light doesn't actively sabotage its user by breaking their shields. It's not actually a balance problem, but it's unfun. Maybe make it so that if you reach the max, it just doesn't extend the shield any further instead of removing the shield altogether.
Re: Please help: 1.2.0 dev test
Reach was removed but several references were left behind in NPC files. Mindhook still has references for it too.
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- Halfling
- Posts: 82
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Re: Please help: 1.2.0 dev test
I got a white background instead of the animated one on the main screen. The floating text is still visible, and the static background works fine.
Edit: Apparently alt-tabbing to write this fixed it
Edit: Apparently alt-tabbing to write this fixed it

milo wrote:Odd. My friendly Inner Demon fearscaped me. Guess that's how they say hi.