Beta test 1.0.5

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

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

Re: Beta test 1.0.5

#31 Post by Noel »

Robsoie wrote:
Pucker wrote:
greycat wrote:In the ruined dungeon, I got the original clues, but the orbs are not responding in the way they should based on those clues.
I think it might randomize the sequence for each character because I'm pretty sure I got a different order than yours and I just solved it through trial and error.
As i just completed the ruined dungeon i ran into the same exact problem, the actual order of the orbs you need to enable have nothing to do with the orders of the clues i collected, it does not make sense if it's intended to be "random" , why give clues in specific order at all then if in the end the solution is only random trial&error ?
'Tis a copy/paste error from adding the alternate clues - looks like the DEFAULT order on line 105 should have kept the same order as the original list:

http://git.develz.org/?p=tome.git;a=com ... 04cffa6cb7

Code: Select all

--- a/game/modules/tome/data/zones/ruined-dungeon/zone.lua
+++ b/game/modules/tome/data/zones/ruined-dungeon/zone.lua
@@ -55,7 +58,10 @@ return {
                level.orbs_touched = {}
 
                -- Randomly assign portal types
-               local types = {"wind", "earth", "fire", "water", "arcane", "nature"}
+               local types = ({
+                       DEFAULT = {"wind", "earth", "fire", "water", "arcane", "nature"},
+                       ALT1    = {"darkness", "blood", "grave", "time", "mind", "blight"},
+               })[game.zone.clues_layout]
                local _, portals = level:pickSpot{type="portal", subtype="portal"}
                for i, spot in ipairs(portals) do
                        local g = level.map(spot.x, spot.y, engine.Map.TERRAIN)
@@ -94,7 +100,10 @@ return {
                if game.level.orbs_used then return end
 
                local Dialog = require("engine.ui.Dialog")
-               local order = {"water", "earth", "wind", "nature", "arcane", "fire"}
+               local order = ({
+                       DEFAULT = {"wind", "earth", "fire", "water", "arcane", "nature"},
+                       ALT1    = {"darkness", "blood", "grave", "time", "mind", "blight"},
+               })[game.zone.clues_layout]
                local o = game.level.orbs_touched
                o[#o+1] = type
                for i = 1, #o do

Robsoie
Wyrmic
Posts: 256
Joined: Sat Sep 24, 2011 12:15 am

Re: Beta test 1.0.5

#32 Post by Robsoie »

"Good" if it's a bug and not intended

PowerWyrm
Sher'Tul
Posts: 1106
Joined: Thu Nov 21, 2002 9:53 pm

Re: Beta test 1.0.5

#33 Post by PowerWyrm »

Robsoie wrote:After clearing the lake of nur and its bottom , then exiting from the *spoiler* i noticed the mountain area near the exit does not use correct tiles :
Image
This problem is not new, I've seen that since forever. At start, the tiles are correctly displayed but after a while you get those garbled mountain tiles.

Crim, The Red Thunder
Sher'Tul Godslayer
Posts: 2000
Joined: Fri May 07, 2004 8:26 pm
Location: Nahgharash

Re: Beta test 1.0.5

#34 Post by Crim, The Red Thunder »

This was fixed a ways back though. Since then, it's returned with the new graphics.

Report of the fix: http://forums.te4.org/viewtopic.php?f=42&t=35259
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

Lorcanis
Higher
Posts: 56
Joined: Thu Oct 10, 2013 4:58 pm

Re: Beta test 1.0.5

#35 Post by Lorcanis »

No new classes in 1.0.5 ? That is sad :( Unlocking them was the most fun for me, I wish there will me more classes that are hard to unlock in the future !

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: Beta test 1.0.5

#36 Post by Doctornull »

Lorcanis wrote:No new classes in 1.0.5 ? That is sad :( Unlocking them was the most fun for me, I wish there will me more classes that are hard to unlock in the future !
There are several addons which provide new classes. ;-)
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Lorcanis
Higher
Posts: 56
Joined: Thu Oct 10, 2013 4:58 pm

Re: Beta test 1.0.5

#37 Post by Lorcanis »

Doctornull wrote:
Lorcanis wrote:No new classes in 1.0.5 ? That is sad :( Unlocking them was the most fun for me, I wish there will me more classes that are hard to unlock in the future !
There are several addons which provide new classes. ;-)
Yeah but they really are not that great, even if they would, it's unlocking that keeps me going :)
If there was and addon that adds balanced classes which have to be unlocked first, that would be great.

Crim, The Red Thunder
Sher'Tul Godslayer
Posts: 2000
Joined: Fri May 07, 2004 8:26 pm
Location: Nahgharash

Re: Beta test 1.0.5

#38 Post by Crim, The Red Thunder »

Both Arcanum and Nullpack are fairly balanced at the moment. Midnight's on the way there, but still a little underpowered at the moment. (Or maybe I suck at them, and they're supposed to be rogue-levels of difficulty.)
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

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

Re: Beta test 1.0.5

#39 Post by HousePet »

Underpowered and you suck. :lol:

I tend to tie my classes to existing unlocks.
My feedback meter decays into coding. Give me feedback and I make mods.

FlarePusher
Higher
Posts: 59
Joined: Wed Jan 09, 2013 5:28 am

Re: Beta test 1.0.5

#40 Post by FlarePusher »

Just trying a alchemist, and apparently golem taunt level one now taunts a radius of 0, which seems a little underpowered.

PowerWyrm
Sher'Tul
Posts: 1106
Joined: Thu Nov 21, 2002 9:53 pm

Re: Beta test 1.0.5

#41 Post by PowerWyrm »

Lorcanis wrote:No new classes in 1.0.5 ? That is sad :( Unlocking them was the most fun for me, I wish there will me more classes that are hard to unlock in the future !
Bah, just try to unlock Madness instead ;)

eddparsons
Wayist
Posts: 21
Joined: Wed Sep 26, 2012 3:48 pm

Re: Beta test 1.0.5

#42 Post by eddparsons »

Got chant of Fortitude off an adventurer but haven't got a positive enegry resource bar - not sure if this is intended or a bug?

Also after the message asking for Steam Greenlight vote came up and then went, had an issue where clicking on the lower part on the screen to move opened the link from the message. Opening the message log and closing it cleared the problem.

Also, you can ask the Fortress Shadow 'Is there any training facilities' - should be Are there
Last edited by eddparsons on Sat Oct 12, 2013 3:58 pm, edited 1 time in total.

Crim, The Red Thunder
Sher'Tul Godslayer
Posts: 2000
Joined: Fri May 07, 2004 8:26 pm
Location: Nahgharash

Re: Beta test 1.0.5

#43 Post by Crim, The Red Thunder »

Not a bug. Chant's don't have a cost in and of themselves, so displaying a resource meter would be irrelevant.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

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

Re: Beta test 1.0.5

#44 Post by Pucker »

Just had a lvl 39 Skeleton Archer die to Gorbat (well, I teleported away from Gorbat and died to wyrms and stuff): http://pastebin.com/vzJHr3Nw

The new Archery Excellence tree is awesome. Bull Shot is particularly strong (giving a 10-range 300% damage attack rush with 8 knockback and 6 cooldown at 5 points), and it would be cool if the Steamroller prodigy also worked for Bull Shot.

Poisons applying to ranged weapons is also cool. Another thing that would be awesome is if you could buy randart ammo. I mean the bow I got wasn't too bad, but half of the stats on it were mage stats and I couldn't find tier 5 ammo anywhere.

Vital Shot is a really nice prodigy but it feels like outside of that there isn't much love for Archery in terms of prodigies.

Sooty
Higher
Posts: 55
Joined: Tue Dec 18, 2012 11:04 am

Re: Beta test 1.0.5

#45 Post by Sooty »

Any awesome features to lure me into going back to the game playing the beta version first? Like what's this infinite scaling thing I've been hearing about. Is it some kind of revamp to the skill point system?

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