Tales of Maj'Eyal 1.5 Beta!

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Frumple
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Re: Tales of Maj'Eyal 1.5 Beta!

#16 Post by Frumple »

Aww. Possessor talents appear to not show up for adventurers. Now actually checking if it really is like it looks like and psyshot and psionic disruption can stack up will have to wait.

... speaking of that, though. Any chance of the other psi classes getting some of the possessor's trees (probably locked, of course)? Both battle psionics and psychic blows look like something slayers would love to have or pick up during the game. Same for solipsists and menace/horror... or doomed and one of those two, too.

Perhaps a possessor escort (possibly that can generate no more than once a run) that offers the three weapon focused trees as an option would be neat? Could even be notably mean and force them to generate in a rat body :lol: Or just be a rat with a possessor talent or two, I guess.

E: Though then again, they're class not generics. Maybe not an escort. Eh.

Duskheart
Cornac
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Re: Tales of Maj'Eyal 1.5 Beta!

#17 Post by Duskheart »

Looking forward to being able to try this out! Sounds like a fun new mechanic to me.

Razakai
Uruivellas
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Re: Tales of Maj'Eyal 1.5 Beta!

#18 Post by Razakai »

Incase you can't see Dadito's image:

"cunning/survival.lua:123: attempt to perform arithmetic on field 'save' (a nil value)"

So presumably Danger Sense here:

Code: Select all

	callbackOnEffectSave = function(self, t, hd) -- Handled by Actor:on_set_temporary_effect
		if not hd.saved then
			local add_save = -t.savePenalty(self, t)
			print("[callbackOnEffectSave]", t.id, "additional save at", add_save) -- table.print(hd, "\thd..")
			hd.saved = self:checkHit(hd.save + add_save, hd.p.apply_power, 0, 95)
		end
	end,

Frumple
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Re: Tales of Maj'Eyal 1.5 Beta!

#19 Post by Frumple »

So, uh. I do have to ask. Anyone played long enough to try possessing the mouth or griggly yet? You'd have to come back at level 10 for the former (and possibly have some kind of teleportation method on hand >_>), but...

delvin_anaris
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Re: Tales of Maj'Eyal 1.5 Beta!

#20 Post by delvin_anaris »

Attempting to play the beta on macOS Sierra 10.12.3 on a Touch Bar MacBook Pro, all I get is a window with blackness inside.

Image

darkgod
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Re: Tales of Maj'Eyal 1.5 Beta!

#21 Post by darkgod »

Grab me the te4_log.txt file please delvin_anaris
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

delvin_anaris
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Re: Tales of Maj'Eyal 1.5 Beta!

#22 Post by delvin_anaris »

darkgod wrote:Grab me the te4_log.txt file please delvin_anaris
That's supposed to be right in the directory with T-Engine.app, right?

It doesn't seem to have generated one. Is there somewhere else I should look?

darkgod
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Re: Tales of Maj'Eyal 1.5 Beta!

#23 Post by darkgod »

BTW people: DO NOT TEST WITH NON OFFICIAL ADDONS.
Thanks
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

Ritz
Cornac
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Re: Tales of Maj'Eyal 1.5 Beta!

#24 Post by Ritz »

I haven't been this excited since... Ugh, since 1.4 release! Darn, DarkGod, you're the joy of my life.

P.S. Surely a tiny graphical glitch also deserves a fix?

Frumple
Sher'Tul Godslayer
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Re: Tales of Maj'Eyal 1.5 Beta!

#25 Post by Frumple »

Yeah, been avoiding addons. Mostly anyway, did tick on the faster adven levelup screen thing to check if there could be a psyshot interaction. It hurts a little, but still :P

Anyway, is it intended that undead possessors assuming a non-undead form still can't use equilibrium talents (and presumably infusions)? Little saddening to hop into a bandit lord body to gleefully bring minions down upon the dungeon only to find summon greyed out. If it is, it might be worth considering greying them out on the talent select screen thing or somethin'.

... also definitely going to have to try again with something living. This thing's summon ability apparently has a one turn CD >_>

E: Any possibility of ending up able to hotkey individual forms? It'd make keeping an umber hulk or ghost or whatev' around to deal with digging much easier, ehehe.

E2: Speaking of which... Image :V

E3: Though now that I'm thinking about it... it'd be pretty amusing if destroying all the walls in the deepest level of a dungeon collapsed the whole thing troll port style, and permanently closed the zone.

ster
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Re: Tales of Maj'Eyal 1.5 Beta!

#26 Post by ster »

Parcae2 wrote: Not much use for cat points currently: Deep Horror and enhancing the Possession category are the obvious choices. I would lock Psychic Blows and Body Snatcher (set the body pool to 3 by default). Maybe Cunning/Survival too..
Possessor already has to spend a cat point on their main category and locking one of their main 3 (psychic blows) would probably slaughter their early game. Definitely agree on locking survival though, especially with the buffs it was given.

Some more possessor issues: Talent descriptions are super vague (what values do i copy when possessing? do any of these scale off mindpower?), probably should make possession amulet of mastery impossible so everyone is forced to cat point this in order to make it useful, possession could probably do to become unsavable/the 2-mindstar tree getting better effects in general so i don't only take it for the mental save reduction, all the other effects are bad since finger doesn't work on bosses properly and they're spell scaling competing against weapon damage. unrelated but possessor has a lot of good race synergies i'm liking, all of the top ones have a good unique reason to pick it


Unrelated but rogue rare+ are going to be absolute hell for melee characters (parry damage reduction is almost as strong as shield wall and sb/rogue are way, way stronger offensively), but at least stealth offends me less. Light armor still isn't too good imo, parry is inconsistent and i presume stacks additively with heavy armor anyway. Trained reactions is OK but any defense mechanic that isn't Aegis/Flux/SP outright invulnerability doesn't compare favorably to armor it's really good.
Last edited by ster on Tue Jan 31, 2017 6:59 pm, edited 2 times in total.
<Shibari> You're full of shit
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<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

Frumple
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Re: Tales of Maj'Eyal 1.5 Beta!

#27 Post by Frumple »

Hrm. Minor oddities with possessed slayer enabled rares. If it's possible it'd be really nice if the form swapping wasn't quite so insistent on resetting what hotkeys (and auto-use states, if that's something that can be done) you assigned telekinetic grasp and beyond the flesh. Can only guess any similar talents granted like that involve the same sort of nuisance. Very minor, all in all, but...

E: Also, is retch supposed to be a targetable melee attack thing, now? 'Cause it wasn't before and it... doesn't really add much functionality, but does add another button press pretty often. Unless gnaw or retch tlvls integrated a gnaw attack into that or somethin' like that, it'd probably be better if it was just centered on the player.

Davion Fuxa
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Re: Tales of Maj'Eyal 1.5 Beta!

#28 Post by Davion Fuxa »

If you are referring to Retch being a directional attack, it was like that before the update.
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delvin_anaris
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Re: Tales of Maj'Eyal 1.5 Beta!

#29 Post by delvin_anaris »

Playing a new rogue (halfling), I'm still in level 1 of the Trollmire and already noticing 3 minor bugs:
  • A couple of enemies have appeared to attack themselves: a stone troll used Stun on itself, and I saw a bee swarm have its poison bite into it, then shrug off the effect.
  • The Disengage talent appears to expect enemy-targeting for both which enemy you're trying to get away from and where you want to land. This means you have to use the mouse to target the landing, and is very confusing at first, especially for someone who used the old Disengage and expected it to just bounce you away from the targeted enemy once you selected them.
  • Third, the game doesn't seem to recognize Stealth's cooldown as being something to rest for.
Edit: Figured out the third one!
Last edited by delvin_anaris on Tue Jan 31, 2017 9:34 pm, edited 1 time in total.

Frumple
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Joined: Sat May 15, 2010 9:17 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#30 Post by Frumple »

Davion Fuxa wrote:If you are referring to Retch being a directional attack, it was like that before the update.
Weird. Could have sworn I had played ghouls in 4.9, but the behavior's there, too, and it's annoying enough I definitely would have noticed it.

Digging a bit it, if my save files are accurate, it looks like the last time I played ghoul was 1.3.1... seriously don't remember it being that long since I rolled one of the things. Change that looks to have down it was back in 2015 going by the git, too. Missed it entirely, apparently. Seriously seem to remember having a ghoul using tinkers, and EoR only came out last year, so I'unno what's going on other than my memory screwing with me. My bad, bleh.

... also it's tilting the blazes out of me when I'm playing, so I'm going to suicide the ghoul now and probably not play 'em again until I/someone get(s) around to fixing the behavior. Not even sure why it bugs me that much, but something about an attack that does nothing but lay down a melee-range lingering sphere having to be targeted drives me up the wall. If the aiming the thing actually did something besides barely nudge the AoE radius it'd be fine, but it doesn't and argh. E: Though on the bright side, it looks like whenever the testing stops it's just going to be a matter of setting the range to 0, which is a non-issue even for someone as incompetent at coding as me.

E: Though vis a vis actual testing, could probably stand to say/repeat that throwing knives triggering melee retribution effects still makes next to no sense, heh. Very odd interaction, that.

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