Please help: 1.2.0 dev test

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HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Please help: 1.2.0 dev test

#151 Post by HousePet »

edge2054 wrote:Reach was removed but several references were left behind in NPC files. Mindhook still has references for it too.
I thought I got all the instances of Reach?
Wait, has DarkGod released a merged mindslayer/1.2 beta since I removed those two talents?
My feedback meter decays into coding. Give me feedback and I make mods.

Danton
Halfling
Posts: 95
Joined: Tue May 21, 2013 4:45 am

Re: Please help: 1.2.0 dev test

#152 Post by Danton »

The game got stuck generating the slime pits, forcing me to end the process. Loading the save then puts you in the slime pits, with no char or floor visible, just a small filled in square of wall. No action can be taken and time is apparently on fast forward (days changing shows up in the combat log at about 1/second).


donkatsu
Uruivellas
Posts: 819
Joined: Mon Dec 12, 2011 4:33 pm

Re: Please help: 1.2.0 dev test

#154 Post by donkatsu »

This is still build 10, but when attacking unarmed, Sludgegrip converts 40% damage into item nature slow. This is bad because item nature slow does not do damage, which means that you're getting a 15% slow in return for losing 40% of your damage.

Marson
Uruivellas
Posts: 645
Joined: Thu Jan 16, 2014 4:56 am

Re: Please help: 1.2.0 dev test

#155 Post by Marson »

Still on 10 also. My Sun Pally doesn't have shield attack stats on the character sheet. I haven't looked at Bulwark yet. This would be a good thing.

rexorcorum
Graphical God
Posts: 482
Joined: Wed Jan 05, 2011 8:05 am
Location: There and Back again

Re: Please help: 1.2.0 dev test

#156 Post by rexorcorum »

Not too significant, but still bugging me :) The snowy pine woods in the worldmap are missing their left and right border tiles.

Image
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

Noel
Thalore
Posts: 121
Joined: Fri Dec 15, 2006 1:49 am

Re: Please help: 1.2.0 dev test

#157 Post by Noel »

In test 11, with no addons, I'm getting strange item egos -- postfix egos in prefix position, and sometimes double postfix egos on the same item. The item attributes do seem to match the egos, FWIW.

Example (from Dwarf Berserker in Last Hope cloak store, but I've also seen it in Zigur stores):

Code: Select all

[LOG]	
[TOME ENTITY FILTER] selected Ego	106.44003372033	106.5
[TOME ENTITY FILTER] selected Double Ego	83.187625022765	98.5
[TOME ENTITY FILTER] selected Greater + Ego	34.729691065436	38.5
[Identify]	 of transcendence of burglaryrough leather belt	true
[STORE] stocking up: 	 of transcendence of burglaryrough leather belt
[TOME ENTITY FILTER] selected Greater + Ego	34.317661620634	38.5
[Identify]	 of lightning (#RESIST#)verdant woollen robe	true
[STORE] stocking up: 	 of lightning (#RESIST#)verdant woollen robe
[TOME ENTITY FILTER] selected Double Greater	19.464824072426	20.5
[Identify]	spellcowled  of implacabilitycashmere cloak	true
[STORE] stocking up: 	spellcowled  of implacabilitycashmere cloak
[TOME ENTITY FILTER] selected Greater	51.049270081345	63.5
[Identify]	murderer's cashmere cloak	true
[STORE] stocking up: 	murderer's cashmere cloak
[TOME ENTITY FILTER] selected Double Ego	76.895844675343	98.5
[Identify]	 of nature (#RESIST#) of fire (#RESIST#)linen robe	true
[STORE] stocking up: 	 of nature (#RESIST#) of fire (#RESIST#)linen robe
[TOME ENTITY FILTER] selected Greater	45.584947301211	63.5
[Identify]	spellcowled cashmere cloak	true
[STORE] stocking up: 	spellcowled cashmere cloak
[TOME ENTITY FILTER] selected Greater	39.697595836175	63.5
[Identify]	verdant woollen robe	true
[STORE] stocking up: 	verdant woollen robe
[TOME ENTITY FILTER] selected Greater + Ego	22.504781732919	38.5
[Identify]	 of the Shalorenspellcowled linen cloak	true
[STORE] stocking up: 	 of the Shalorenspellcowled linen cloak
Loading tile	object/belt_rough.png
Loading tile	object/cloak_linen.png
Loading tile	object/cloak_cashmere.png
Loading tile	object/robe_woollen.png
Loading tile	object/robe_linen.png

Suslik
Spiderkin
Posts: 481
Joined: Wed Aug 22, 2012 4:41 pm

Re: Please help: 1.2.0 dev test

#158 Post by Suslik »

I really think instant heal infusion with lowered cd and the new biting gale are a little op. Either add way more cd on healing infusion or remove being instant(otherwise it's just plainly better than regen even with fungus). Removing effect cleanse from biting gale or stun resistance or stun itself makes sense as well, because as it is it's incredibly powerful.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Please help: 1.2.0 dev test

#159 Post by HousePet »

I think this has the new Mindslayer in now, so you can test that again please. :)
My feedback meter decays into coding. Give me feedback and I make mods.

Suslik
Spiderkin
Posts: 481
Joined: Wed Aug 22, 2012 4:41 pm

Re: Please help: 1.2.0 dev test

#160 Post by Suslik »

I've given a my feedback in mindslayer thread: http://forums.te4.org/viewtopic.php?f=3 ... 35#p179350

Zizzo
Sher'Tul Godslayer
Posts: 2525
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
Contact:

Re: Please help: 1.2.0 dev test

#161 Post by Zizzo »

Small request (unless this has already been done since test8): in mod.class.Actor:levelup(), could you wrap the "welcome to level 50" dialog in an 'if not self.silent_levelup' check, as you're already doing with the level-10/20/30/40/50 achievements? It would save me a spurious level-50 dialog in the Point Planner, and it seems like the right thing to do in its own right.
"Blessed are the yeeks, for they shall inherit Arda..."

Pucker
Wayist
Posts: 18
Joined: Sat Nov 05, 2011 5:08 pm

Re: Please help: 1.2.0 dev test

#162 Post by Pucker »

I am a big fan of the Mindslayer rework. I like the way the class and generic talents have been shuffled around.
  • One of Mindslayer's biggest problems was lack of mobility. Now you get Telekinetic Leap without investing a cat point and for a generic (and its 6 range from the get-go).
  • The different force specializations are a very awesome idea.
  • Shield spiking was removed, but I believe the base shield efficiency was increased to make up for it, the different elements are now baked into the shields, and you also have Realign as a survival tool. I think spiked shields were way too strong before anyway.
  • Aura sustain costs are high but I think it's OK because you now pick one Aura and specialization and go with it(kind of like an archmage picking arcane, fire, or cold).
  • I am not a fan of the Psionic/Focus tree(and I wasn't before either) but Iron Will is stronger now and I can understand why it was moved there.
  • I love that Telekinetic Smash now has a secondary effect aside from just "here do damage for some psi". The only thing I'd like to see is slightly better duration scaling on the stun.
All-in-all I think the changes are great, but I feel like they just need one more special interaction/talent tree to make them really interesting. I think this is a step in the right direction.

I did find a couple of bugs, I submitted them but the one I remember off the top of my head is:
  • Activate Transcendent Electrokinesis then try to cast Charge Leech with an enemy next to you -> LUA error

Marson
Uruivellas
Posts: 645
Joined: Thu Jan 16, 2014 4:56 am

Re: Please help: 1.2.0 dev test

#163 Post by Marson »

This is on Test 10, so the naming issue may be fixed, but I ended up with two mindstars in my inventory, both of which would cause this error when mousing over the name in inventory or the log:

of storms of stormspulsing mindstar (12.5-13.75 power, 32 apr, nature damage)
of storms of stormspulsing mindstar (14-15.4 power, 32 apr, mind damage)

Code: Select all

Lua Error: /mod/class/Object.lua:920: attempt to index a nil value
	At [C]:-1 __index
	At /mod/class/Object.lua:920 kfunct
	At /mod/class/Object.lua:504 compare_table_fields
	At /mod/class/Object.lua:919 desc_wielder
	At /mod/class/Object.lua:1395 getTextualDesc
	At /mod/class/Object.lua:1626 getDesc
	At /mod/dialogs/ShowEquipInven.lua:56 on_select
	At /mod/dialogs/ShowEquipInven.lua:260 select
	At /mod/dialogs/ShowEquipInven.lua:112 on_select
	At /engine/ui/ListColumns.lua:436 onSelect
	At /engine/ui/ListColumns.lua:657 display
	At /engine/ui/Inventory.lua:290 display
	At /engine/ui/Dialog.lua:804 toScreen
	At /engine/Game.lua:163 display
	At /mod/class/Game.lua:1475 

Melkhior
Wayist
Posts: 24
Joined: Wed May 21, 2014 7:34 pm

Re: Please help: 1.2.0 dev test

#164 Post by Melkhior »

1.2.0 test 11 - Auras don't add damage to telekinetically wielded conventional weapon.

Danton
Halfling
Posts: 95
Joined: Tue May 21, 2013 4:45 am

Re: Please help: 1.2.0 dev test

#165 Post by Danton »

Path of the Sun and Sun's Vengeance both require level 4 and 20 magic.
Marson wrote:This is on Test 10, so the naming issue may be fixed, but I ended up with two mindstars in my inventory, both of which would cause this error when mousing over the name in inventory or the log:

of storms of stormspulsing mindstar (12.5-13.75 power, 32 apr, nature damage)
of storms of stormspulsing mindstar (14-15.4 power, 32 apr, mind damage)
Test 11 has this problem as well.

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