Tales of Maj'Eyal 1.5 Beta!

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

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FreePaperclips
Higher
Posts: 53
Joined: Tue Jan 27, 2015 8:50 am

Re: Tales of Maj'Eyal 1.5 Beta!

#181 Post by FreePaperclips »

The Tapir wrote:
Relic wrote:Salves still don't fixate to a specific key in the talent bars on start of new game. All other talents seem to stay where you last used them for that type of character.
I don't think that's new to this patch. I've noticed that my tinker characters in the past often have their salves/implants shuffled around the talent bar when they first start off.
I believe that's due to the salves tiers. In other words: a T3 salve will try to place itself where the previous T3 was. But, if a T1 or T2 salve was put on the same hotkey before a T3 salve was made then it would bounce back to the "first" available hotkey.

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#182 Post by jenx »

Hey DG - any features, chars, etc you want tested in particular? I'm happy to stress test anything you would like more testing on.

When headshot is placed on autouse to use when enemies are visible, it mostly doesn't shoot (coz no mark, duh) but prints this every turn to the screen.

try not to doublepost in such an active thread :)
MADNESS rocks

Mordy
Archmage
Posts: 300
Joined: Tue Feb 10, 2015 1:41 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#183 Post by Mordy »

In the char creation screen, the auras are wrongly placed and scaled for dwarfs. Glowing hands on the wrong place, shields that barely cover the upper torso only etc...

Tyren
Halfling
Posts: 112
Joined: Sun Mar 04, 2012 2:04 am

Re: Tales of Maj'Eyal 1.5 Beta!

#184 Post by Tyren »

I've tested windows-nomusic beta3. There's no te4_log.txt in the game directory.

Mordy
Archmage
Posts: 300
Joined: Tue Feb 10, 2015 1:41 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#185 Post by Mordy »

Probably not 1.5 specific but the Mindslayer talent Implode just doesn't check pin or slow immunity.

pizdabol
Halfling
Posts: 109
Joined: Sun Sep 29, 2013 8:03 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#186 Post by pizdabol »

Mordy wrote:Probably not 1.5 specific but the Mindslayer talent Implode just doesn't check pin or slow immunity.
And that's a bad thing :D ?

Mordy
Archmage
Posts: 300
Joined: Tue Feb 10, 2015 1:41 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#187 Post by Mordy »

pizdabol wrote:
Mordy wrote:Probably not 1.5 specific but the Mindslayer talent Implode just doesn't check pin or slow immunity.
And that's a bad thing :D ?
Go fight Saw Horrors and we'll talk. Getting pinned through movement infusion isn't fun.

voltteccer
Cornac
Posts: 43
Joined: Sat Mar 28, 2015 4:07 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#188 Post by voltteccer »

Razakai wrote:You're actually the first person that's given me any feedback about old-Archer that wasn't 'this is a trash tier class with no redeeming features' so yeah.
Old Archer's offense talents worked well (for the most part lol Flare Shot), it was just the severe lack of movement/defense that made it extremely susceptible to getting nuked. That's one thing I do approve of, Sentinel/Concealment/Snipe/Escape are all helpful for surviving rare/unique alpha strikes.

And also please someone buff Mobility cat that should be a massive boon to Archer but instead it's like "Eh, better than nothing".
- Shadow Shot +1 duration
- Scatter Shot +1-2 range and actually deals decent damage
- Pin Down +1 duration? Though this is now 9 CD so maybe not.
- Volley usable without marks but only fires 1 shot, consumes marks to fire a second shot for 50% damage in the aoe (no random chance)
- Called Shots usable without marks but only fires 1 silencing shot, +1 duration, consumes marks to fire 2 secondary shots with the disarm/slow.
- Buff a few of the debuffs in Munitions maybe, the crippling poison cloud is a bit weak now
- Concealment instead gives +% damage on next mark-using shot, allows it to be used without a mark, and can interact with First Blood
These look pretty good. Pin Down isn't terrible right now, the main problem is the -35% weapon damage at TL1 compared to old-Archer, which hurts early on. Mid and late it is almost certainly overall better, so leaving the TL3-5 stats as-is is probably fine.

darkgod
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: Tales of Maj'Eyal 1.5 Beta!

#189 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 ;)

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

Re: Tales of Maj'Eyal 1.5 Beta!

#190 Post by Parcae2 »

I still don't know how Sadist is supposed to work.

Mordy
Archmage
Posts: 300
Joined: Tue Feb 10, 2015 1:41 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#191 Post by Mordy »

Parcae2 wrote:I still don't know how Sadist is supposed to work.
Sadist only works for wounded NPCs. The tooltip doesn't mention it.

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

Re: Tales of Maj'Eyal 1.5 Beta!

#192 Post by Parcae2 »

No, that's not it, based on playtesting. I had 3 wounded enemies in sight but only one stack.

Tyren
Halfling
Posts: 112
Joined: Sun Mar 04, 2012 2:04 am

Re: Tales of Maj'Eyal 1.5 Beta!

#193 Post by Tyren »

The first point in heightened senses locks in a soft class talent point. Learning a talent missing from level-up screen (disarm trap) sometimes causes reduced number of unlearn-enabled points.

Torokasi
Halfling
Posts: 96
Joined: Tue Apr 03, 2012 7:34 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#194 Post by Torokasi »

1.5.0 b4 - Possessor Mind Lash, when used next to a black slime on a starter Higher Possessor, causes error and fails to work.

Code: Select all

[LOG]	Facetaker switches his weapons to: #FFFFFF##UID:6776:0#mossy mindstar#LAST#
#FFFFFF##UID:6775:0#mossy mindstar#LAST#.
[LOG]	
AI took for target	5306	black ooze	::	2045	Facetaker	100	<	100
[TARGET] Passing target	midge swarm	from	black ooze	to	Facetaker
[LOG]	Facetaker uses Mind Whip.
[MIND CRIT %]	3.6
##Use Talent Lua Error##	T_MIND_WHIP	Actor:	2045	Facetaker
stack traceback:
	[C]: in function 'error'
	/engine/interface/ActorTalents.lua:162: in function </engine/interface/ActorTalents.lua:149>
Lua Error: /engine/interface/GameTargeting.lua:121: /engine/interface/ActorTalents.lua:162: /data-possessors/talents/psionic/psionic-menace.lua:80: attempt to call method 'hasLos' (a nil value)
stack traceback:
	/data-possessors/talents/psionic/psionic-menace.lua:80: in function 'damtype'
	/engine/interface/ActorProject.lua:218: in function 'project'
	/data-possessors/talents/psionic/psionic-menace.lua:78: in function 'damtype'
	/engine/interface/ActorProject.lua:218: in function 'project'
	/data-possessors/talents/psionic/psionic-menace.lua:76: in function </data-possessors/talents/psionic/psionic-menace.lua:69>
	[C]: in function 'xpcall'
	/engine/interface/ActorTalents.lua:160: in function </engine/interface/ActorTalents.lua:149>
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/GameTargeting.lua:121 fct
	At /engine/interface/GameTargeting.lua:127 targetMode
	At /engine/interface/GameTargeting.lua:196 
	At /engine/KeyBind.lua:230 
[ONLINE PROFILE] sending error

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

Re: Tales of Maj'Eyal 1.5 Beta!

#195 Post by themuffinthief »

Any chance Light Armor training can let dex qualify for equipping light armor? Sick of carrying around/swapping in multiple strength items to equip t5 light armor on a rogue.

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