Please help: 1.2.0 dev test

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Marson
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Re: Please help: 1.2.0 dev test

#181 Post by Marson »

cdwidth? what cdwidth? *whistles innocently*

(Some of my addon code snuck in. Fixed.)

Dhurke
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Re: Please help: 1.2.0 dev test

#182 Post by Dhurke »

1.20 Beta 12
Brawlers unified body seems not to apply when dexterity is raised after putting skill points. Had 5/5 in the skill and increased dexterity by 3. Skill said bonus constitution went up one point. This did not apply, but when a took out a point in unified body and put it back again constitution went up by said point. This isn't intended a presume? That means one would have to keep taking out points and putting them back in every time you level for the rest of the game....

/Dhurke

Marson
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Re: Please help: 1.2.0 dev test

#183 Post by Marson »

In the Slaver's Compound, "Grappled" remains as a debuff even after the slave that applies it turns blue. It will be removed correctly if you kill the slave that applied it though.

darkgod
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Re: Please help: 1.2.0 dev test

#184 Post by darkgod »

[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

Suslik
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Re: Please help: 1.2.0 dev test

#185 Post by Suslik »

Dhurke wrote:1.20 Beta 12
Brawlers unified body seems not to apply when dexterity is raised after putting skill points. Had 5/5 in the skill and increased dexterity by 3. Skill said bonus constitution went up one point. This did not apply, but when a took out a point in unified body and put it back again constitution went up by said point. This isn't intended a presume? That means one would have to keep taking out points and putting them back in every time you level for the rest of the game....

/Dhurke
anyone knows a workaround for this? i currently have 5/5 in unified body and cannot remove points from it.

edge2054
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Re: Please help: 1.2.0 dev test

#186 Post by edge2054 »

The AI doesn't do a very good job with thermal leech (I would guess the other Voracity talents are in the same boat). Basically it would cast it while I was well outside of range.

Marson
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Re: Please help: 1.2.0 dev test

#187 Post by Marson »

darkgod wrote:http://te4.org/beta-test

New beta!
Y U code so fast?

HousePet
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Re: Please help: 1.2.0 dev test

#188 Post by HousePet »

edge2054 wrote:The AI doesn't do a very good job with thermal leech (I would guess the other Voracity talents are in the same boat). Basically it would cast it while I was well outside of range.
Ah, the ai tactics has them marked as defend and disables. Should change those defends to areaattacks.
My feedback meter decays into coding. Give me feedback and I make mods.

darkgod
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Re: Please help: 1.2.0 dev test

#189 Post by darkgod »

Suslik wrote:
Dhurke wrote:1.20 Beta 12
Brawlers unified body seems not to apply when dexterity is raised after putting skill points. Had 5/5 in the skill and increased dexterity by 3. Skill said bonus constitution went up one point. This did not apply, but when a took out a point in unified body and put it back again constitution went up by said point. This isn't intended a presume? That means one would have to keep taking out points and putting them back in every time you level for the rest of the game....

/Dhurke
anyone knows a workaround for this? i currently have 5/5 in unified body and cannot remove points from it.
Wear/takeoff a dex or cun granting item. And fixed
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

Marson
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Re: Please help: 1.2.0 dev test

#190 Post by Marson »

Looking at it again, in the original line, I think it's using 0 if the prodigies button exists, and the height of the button if it doesn't exist, which I think is backward. A more consistent change would probably be:

mod/dialogs/LevelUpDialog.lua - line 753
change:

Code: Select all

self.c_desc = TextzoneList.new{ focus_check = true, scrollbar = true, width=self.iw - 200 - 530 - 40, height = self.ih - (self.b_prodigies and 0 or self.b_prodigies.h + 5), dest_area = { h = self.ih } }
to:

Code: Select all

self.c_desc = TextzoneList.new{ focus_check = true, scrollbar = true, width=self.iw - 200 - 530 - 40, height = self.ih - (self.b_prodigies and self.b_prodigies.h + 5 or 0), dest_area = { h = self.ih - (self.b_prodigies and self.b_prodigies.h + 5 or 0) } }

StarKeep
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Re: Please help: 1.2.0 dev test

#191 Post by StarKeep »

The new 'Beserker' talent does not correctly check if it can see enemies.

Enemies that are in an are in an unlit area, yet still being in a direct line from you, count as being in your sight, resulting in the health drain still happening.
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<mex> I'm here to tell you about your lord and savior shalore archmage
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Bad Badger
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Re: Please help: 1.2.0 dev test

#192 Post by Bad Badger »

1.2b14 appears to have a serious showstopper regarding the Flame projectile, spawning a cascade of Lua errors and freezing the projectile in flight. Moving or otherwise allowing a turn to pass will cause the errors to pop up again--one character was unlucky enough to have the projectile freeze over them, hitting them dozens of times in a single turn and killing them!

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Here is the log from my latest run-in with the bug
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Sradac
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Re: Please help: 1.2.0 dev test

#193 Post by Sradac »

Found an interesting exploit when it comes to TK weapons on Mindslayer. I honestly dont know if this was in before 1.2 and no one noticed / reported, but you are at practically 0 risk to Melee with a TK weapon if you want to be.

It seems that your TK weapons wings at the wrong "time" in a turn. Im not a LUA master so I dont know if its winging too "late" in the turn, or too "soon", but if I keep moving, any enemy that is following me will keep getting hit by my TK weapon.

This in turn, with some patience, makes melee combat have no risk to me as I just keep moving and cutting down enemies requiring 0 effort on my part.

Granted, Ranged / Rushdown talents are still a threat.

Also an important thing I noticed, when I have Skate sustained I did NOT notice this. I'm assuming its because I was moving "too fast" for my weapon to have a chance to hit the melee combatant.

Beyond this, the new Mindslayer is reeeeallllyy cool. I love all the changes. Breathes a lot of life into it.

edge2054
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Re: Please help: 1.2.0 dev test

#194 Post by edge2054 »

Sradac wrote:Found an interesting exploit when it comes to TK weapons on Mindslayer. I honestly dont know if this was in before 1.2 and no one noticed / reported, but you are at practically 0 risk to Melee with a TK weapon if you want to be.

It seems that your TK weapons wings at the wrong "time" in a turn. Im not a LUA master so I dont know if its winging too "late" in the turn, or too "soon", but if I keep moving, any enemy that is following me will keep getting hit by my TK weapon.

This in turn, with some patience, makes melee combat have no risk to me as I just keep moving and cutting down enemies requiring 0 effort on my part.

Granted, Ranged / Rushdown talents are still a threat.

Also an important thing I noticed, when I have Skate sustained I did NOT notice this. I'm assuming its because I was moving "too fast" for my weapon to have a chance to hit the melee combatant.

Beyond this, the new Mindslayer is reeeeallllyy cool. I love all the changes. Breathes a lot of life into it.
Was this code changed? Sus took steps specifically to prevent this. I don't know exactly how but I imagine it was something to the effect of if you've moved that turn don't swing the TK weapon.

Sradac
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Re: Please help: 1.2.0 dev test

#195 Post by Sradac »

My thoughts was its the "order" these things happen. I can see it being 2 ways each makes sense:

1. TK weapon acts "first" in a round, so it swings before I move.
2. TK weapon acts "last" in a round, so after I move, combatant moves into melee range, then my weapon swings.

I like Edge's proposal though, simple and effective. I dont know if that's over-doing it though. If I'm moving through a crowd I would like to think my blade is able to swing at hostiles as I pass by.

Is it possible to have the TK weapon act directly after PC moves? Again I wont pretend I know whats possible, I can only offer up design suggestions. I think that would prevent the issue of constantly kiting an enemy since it swings after I move but before the enemy, but it wont make it completely obsolete just because "oops! you moved!"

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