Betatest 1.3 ! We need moar souls !

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

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Mankeli
Spiderkin
Posts: 535
Joined: Sun Dec 22, 2013 2:22 pm

Re: Betatest 1.3 ! We need moar souls !

#166 Post by Mankeli »

supermini wrote:Made a new Paradox mage, apprentice mage is nowhere to be found. According to te4_log.txt, he spawned:

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Loading tile from tileset	/data/gfx/shockbolt/npc/humanoid_human_apprentice_mage.png
Added unique	mod.class.Encounter/Novice mage	::	1
[Encounter] Immediate set	Novice mage	15	23
Can he be killed by Zigur patrols or something?

I kept a backup of the log file in case you want it.
I've noticed, that the apprentice sometimes does not appear on the world map at all when playing chronomancers. What I think is happens, and this is just a guess, is that when you spawn on the world map, the game spawns your character on top of that apprentice mage. This problem is already in 1.2.4 however. This probably should be looked into.

And if the mage is already gone right when you start then the Zigur patrol explanation doesn't really hold up.

Edit. Ninja'ed

cttw
Archmage
Posts: 394
Joined: Sat Oct 22, 2011 10:31 am

Re: Betatest 1.3 ! We need moar souls !

#167 Post by cttw »

Rogue's Deadly Strikes is broken. Doesn't strike.

livor
Low Yeek
Posts: 9
Joined: Wed Feb 04, 2015 4:02 pm

Re: Betatest 1.3 ! We need moar souls !

#168 Post by livor »

Not sure if this is the intended behavior or a bug, but level 5 of grisly constitution allows any weapon to be equipped in the mainhand OR the off-hand. My temporal warden is able to dual wield bows for instance or dual wield one handed weapons like a reaver. I was also able to dual-wield twohanded weapons for extra overkill-ness.

Edit: Wielding a onehanded weapon in the mainhand and a twohanded weapon in the offhand does not give the malus for wielding a twohander in one hand.

0player
Uruivellas
Posts: 717
Joined: Fri May 24, 2013 4:27 pm

Re: Betatest 1.3 ! We need moar souls !

#169 Post by 0player »

livor, it's a more generic bug in b2 that allows you to wield any item in any slot as long as other items and your stats don't forbid it. It is fixed for the next beta.

Eerevaenshee
Cornac
Posts: 44
Joined: Sat Dec 13, 2014 8:18 pm

Re: Betatest 1.3 ! We need moar souls !

#170 Post by Eerevaenshee »

Rogue's Deadly Strikes is broken. Doesn't strike.
About deadly strike it sometimes strike if one has already stroke a foe with another skill before.

The Selfish Gene
Cornac
Posts: 37
Joined: Sat Jan 31, 2015 6:34 am

Re: Betatest 1.3 ! We need moar souls !

#171 Post by The Selfish Gene »

I remember someone saying that Deadly Strike has been fixed. We just have to wait for the next patch I guess. However, Deadly Strike was working for me most of the time. You just have to hover the mouse over the target and then cast the spell. It doesn't work if the target has a shield I think. Kinda weird.

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Betatest 1.3 ! We need moar souls !

#172 Post by edge2054 »

Yeah, I fixed deadly strikes. It's been reported a few times but no worries :) Better it's reported 20 times then 0 :D

Also, my own bug to report.

I'm not sure if it's the particle image or the particle code but blind and 'circle' particles aren't working well together on my machine. This is dimensional anchor but I've seen it on some other spells too.

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local particle = MapEffect.new{zdepth=6, overlay_particle={zdepth=6, only_one=true, type="circle", args={appear=8, oversize=0, img="moon_circle", radius=self:getTalentRadius(t)}}, color_br=255, color_bg=255, color_bb=255, effect_shader="shader_images/magic_effect.png"}
http://imgur.com/a/vjv7V

themuffinthief
Halfling
Posts: 81
Joined: Sat May 11, 2013 6:58 pm

Re: Betatest 1.3 ! We need moar souls !

#173 Post by themuffinthief »

Did see stealth/invis get removed from the character screen info? I always check what my stealth detection is after a thief escort (just a habit, I like numbers), and I can't find it anymore. Help? Beta 2 if it matters.

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

Re: Betatest 1.3 ! We need moar souls !

#174 Post by HousePet »

It appears to get pushed off the bottom of the page.
Maybe it needs a scroll bar?
My feedback meter decays into coding. Give me feedback and I make mods.

Parcae2
Uruivellas
Posts: 709
Joined: Sat Jan 14, 2012 12:02 am

Re: Betatest 1.3 ! We need moar souls !

#175 Post by Parcae2 »

The last line of scrollable lore is cut off.

Edit: The Scar-Scripted Flesh description reads "When you strike you have x% chances..." Should be "chance."

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

Re: Betatest 1.3 ! We need moar souls !

#176 Post by supermini »

It had to be done:

Image
<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers

Mankeli
Spiderkin
Posts: 535
Joined: Sun Dec 22, 2013 2:22 pm

Re: Betatest 1.3 ! We need moar souls !

#177 Post by Mankeli »

^Yes.

Parcae2
Uruivellas
Posts: 709
Joined: Sat Jan 14, 2012 12:02 am

Re: Betatest 1.3 ! We need moar souls !

#178 Post by Parcae2 »

More feedback:

1. The 20% hit penalty on ogres strikes me as being too prejudicial to melee vs spellcasting. A 20% reduction in spellpower/phys power/mindpower (after scaling) might be more equal, so to speak.

2. TWs are a bit fragile. I would consider tweaking the summon clone/split damage talent - maybe have the clone keep sharing damage after the first turn and/or lower the cooldown a bit, or get rid of the cooldown and lower the damage-shared values and the damage dealt by the clone.

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

Re: Betatest 1.3 ! We need moar souls !

#179 Post by supermini »

Parcae2 wrote:More feedback:

1. The 20% hit penalty on ogres strikes me as being too prejudicial to melee vs spellcasting. A 20% reduction in spellpower/phys power/mindpower (after scaling) might be more equal, so to speak.
I agree with the sentiment, but wouldn't a 20% chance of talents failing be more in line with the original idea? I'm not sure if it's possible to limit it to abilities that are attacks, you wouldn't ever want to use it if it can make your escape fail.
<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers

themuffinthief
Halfling
Posts: 81
Joined: Sat May 11, 2013 6:58 pm

Re: Betatest 1.3 ! We need moar souls !

#180 Post by themuffinthief »

My thoughts on the ogre 2h talent so far (mostly theory crafting, although I'm attempting a 2h/shield sun pally using both guardian and crusader trees, still too early to tell, and I'm playing my TW and PM more than that guy):

First, I'm assuming its a flat 20% chance to miss that can't be solved by bonus accuracy? Considering it would take a mere 8 accuracy to negate it, this seems most likely. Second, are there any new artifacts that synergize with ogre (primarily +size artifacts)? There are very few +size modifiers in game that I'm aware of, so I'm not sure if you can negate it endgame with size bonuses.

Anyway, there are 3 ways to use this talent in my mind. a marauder-like style, with 2h/dagger, a sun pally like style with 2h/shield, and a mage style with 2h/lifedrinker (or 2h/shortstaff for a correaver). The drawback for a marauder is pretty hefty, as I don't think a 2h brings enough extra damage to make up for 20% chance for things like flurry to miss. The sun pally option is more interesting, as it gives them access to crusader tree (righteous strength and flash of the blade anyone?) while still gaining the shield tankiness. 20% chance to miss is still huge, as it makes your damage inconsistent, but the dual tree access probably makes up for it. Will update when I get tired of temporal wardens and go back to my sun pally run. The mage style's only drawback is you have to be an ogre. The benefit is not drastic though, as quite often you can find great shortstaves if you want to dual-wield (especially on insane with even more loot), and unless you're playing a reaver or get lifedrinker, your offhand boost is not going to be that noticable for mages. Is that benefit worth giving up speed, crit, critpower, and timeless from shalore? In my mind, no, not even close. Is it a reasonable build if you don't care about min-maxing (or hate elves)? Sure. But I don't think it's going to be OP on anything except maybe Sun Paladin.

All this is purely theorycrafting. My only ogre play is sub-level 20, and far too early to tell anything.

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