Betatest 1.3 ! We need moar souls !

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

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Jurriaan
Wyrmic
Posts: 227
Joined: Mon Mar 25, 2013 9:39 am

Re: Betatest 1.3 ! We need moar souls !

#91 Post by Jurriaan »

I got to level 42, took the Legacy of the Naloren prodigy, returned from that screen, noticed my exotic weapon skill was still at 5, entered the prodigy screen again to see if I hit the wrong button and on exit I got:

Lua Error: /data/talents/uber/str.lua:196: attempt to call field 'updateTalent' (a nil value)
At [C]:-1 updateTalent
At /data/talents/uber/str.lua:196 passives
At /engine/interface/ActorTalents.lua:435 learnTalent
At /mod/class/Actor.lua:4035 learnTalent
At /mod/dialogs/LevelupDialog.lua:215 finish
At /mod/dialogs/LevelupDialog.lua:120 fct
At /engine/ui/Dialog.lua:158 fct
At /engine/ui/Button.lua:62 fct
At /engine/Mouse.lua:56 receiveMouse
At /engine/Mouse.lua:94 delegate
At /engine/ui/Dialog.lua:600 mouseEvent
At /engine/ui/Dialog.lua:341 fct
At /engine/Mouse.lua:56


At this point, I get a message that Slasul is happy, I can then press escape and get the question if I accept the changes. On Yes, I get the same error again :( so I can't quit.

If I press control-C and restart the t-engine, I can choose the Legacy prodigy again - resulting in the same error message.

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

Re: Betatest 1.3 ! We need moar souls !

#92 Post by livor »

Playing as either a yeek mindslayer or a dwarf mindslayer whenever I change level I lose the ability to control my character with the keyboard. Fiddling around with the mouse re-enables the keyboard, moving sometimes helps but sometimes using a a skill and/or hurting a enemy is required.

Edit: After running up and down the stairs a few times with various sustains active and disabled I think the problem is with kinetic aura. If it is disabled there are no issue at all, with it active I have to use the mouse to move first.

Grahammm
Cornac
Posts: 34
Joined: Tue Dec 14, 2004 7:22 pm
Location: UK
Contact:

Re: Betatest 1.3 ! We need moar souls !

#93 Post by Grahammm »

1.3b1 will not terminate.

Whether I have addons enabled or disabled, tome 1.3b1 will not terminate when I select to exit game from either the game or main menus. The 'graphic' screen goes completely unresponsive and on the console, messages continue to scroll. I have to press ^C on the console to exit. I am running Linux 64bit. As an example, when attempting to exit from the game menu :-

Deleting temp shader lightning[]
[PROFILE] filtering save of scores to profile online
[PROFILE] mounted online on /current-profile
[USERCHAT] channel achievement goatbuster global Guiding Hand false false
[PROFILE] unmounted online from /current-profile
Deleting shader 36 (is clone 0)
[COROUTINE] registering savefilepipe thread: 0x45666438
[LOG] Bril deactivates Psiblades.
Disabling psiblade mossy mindstar
Disabling psiblade mossy mindstar of slime
Saving JSON true
[LOG] Saving game...
[SAVEFILE PIPE] force waiting
Make wait background texture 141702 : 1920x1080 (2048, 2048)
[SAVEFILE PIPE] new save running in the pipe: Bril game :: game.teag :: table: 0x4070ac40 => table: 0x437fc9f0 (9173)
Loading savefile /save/bril/
[SAVEFILE PIPE] new save running in the pipe: world :: world.teaw :: table: 0x41f096d0 => table: 0x4826f710 (1)
Loading savefile /save//
[SAVEFILE PIPE] unleashing save thread
Saving zipname /save/bril/game.teag.tmp
Saved zipname /save/bril/game.teag.tmp
[SAVEFILE PIPE] Checking save Bril game /save/bril/game.teag.tmp
Loading savefile /save/bril/
Saved zipname /save//world.teaw.tmp
[SAVEFILE] checked validity of type game => all fine
[SAVEFILE PIPE] Checking save world /save//world.teaw.tmp
Loading savefile /save//
[SAVEFILE] checked validity of type world => all fine
[LOG] Saving done.
[SAVEFILE PIPE] on end saveGame_md5
[SAVEFILE PIPE] on end saveWorld_md5
[SAVEFILE PIPE] saving took 1 seconds
Wait finished, counted 1508, 1171 ticks
stack traceback:
[COROUTINE] error cannot resume dead coroutine
[COROUTINE] dead savefilepipe
Cleaning up!
Terminating!
[USERCHAT] channel serial data Ivels tome 508
[USERCHAT] channel achievement Waenos tome Utterly Destroyed false false
[USERCHAT] channel talk Ivels tome Worst. Nur. Ever!
[USERCHAT] channel achievement Decius tome Treasure Hunter false false
[USERCHAT] channel achievement demusspark tome The Arena (Roguelike) false false
[USERCHAT] channel achievement Winvale global Level 20 (Nightmare (Adventure) difficulty) false false
Server latency 15
[USERCHAT] channel serial data tanku tome 600

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

Re: Betatest 1.3 ! We need moar souls !

#94 Post by jenx »

hmmm, the exact same computer as last version, but I upgraded os to windows 8.1 pro.

and now 1.3 is sooooo slow it is unplayable. I can't even get past the login on the home screen, as it is going at a snail's pace.


any ideas?
MADNESS rocks

Jurriaan
Wyrmic
Posts: 227
Joined: Mon Mar 25, 2013 9:39 am

Re: Betatest 1.3 ! We need moar souls !

#95 Post by Jurriaan »

Jurriaan wrote:I got to level 42, took the Legacy of the Naloren prodigy, returned from that screen, noticed my exotic weapon skill was still at 5, entered the prodigy screen again to see if I hit the wrong button and on exit I got:

Lua Error: /data/talents/uber/str.lua:196: attempt to call field 'updateTalent' (a nil value)
At [C]:-1 updateTalent
At /data/talents/uber/str.lua:196 passives
If I browse the source, I see that 1.2.5 defined a function

Code: Select all

 updateTalent = function(self, t)
                local p = self.talents_learn_vals[t.id] or {}
<snip>
and 1.3.0b1 defines

Code: Select all

callbackOnLevelup = function(self, t, new_level)
                local p = self.talents_learn_vals[t.id] or {}
<snip>
but then happily tries to call updateTalent further on. Is changing the name of the called function to callbackOnLevelup enough?

<edit> I can confirm that changing the function definition to

Code: Select all

callbackOnLevelup = function(self, t)
                local p = self.talents_learn_vals[t.id] or {}
<snip>
and then calling that

Code: Select all

              self.talents_inc_cap = self.talents_inc_cap or {}
                t.callbackOnLevelup(self, t)
works fine. I removed new_level from the function definition since it appeared unused, and I didn't know what to use for that on calling it.

Sheila
Magical Girl
Posts: 431
Joined: Wed Aug 27, 2014 11:36 am

Re: Betatest 1.3 ! We need moar souls !

#96 Post by Sheila »

Are there any plans to remove rares/randbosses for hallowed morass on insane...?
I'm kinda surprised that chronos are the big thing this patch but this wasn't adressed.
You could skip it but you'd miss out on a lot of exp and a cool item because.. yeah, unless you're extremely lucky.
"As dying is one of the leading causes of death, you should avoid dying." -rekenner

"I'll bond with a cactus until my buttcheeks touch the sand before I play nethack again" -Gagarin

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

Re: Betatest 1.3 ! We need moar souls !

#97 Post by edge2054 »

Sheila wrote:Are there any plans to remove rares/randbosses for hallowed morass on insane...?
I'm kinda surprised that chronos are the big thing this patch but this wasn't adressed.
You could skip it but you'd miss out on a lot of exp and a cool item because.. yeah, unless you're extremely lucky.
Are there any starting zones outside of Ashes that do this?

Psitticine
Yeek
Posts: 10
Joined: Wed Nov 30, 2011 3:27 pm

Re: Betatest 1.3 ! We need moar souls !

#98 Post by Psitticine »

Director Hompalan seems to be represented by a purple S symbol despite being described as a skeleton.

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

Re: Betatest 1.3 ! We need moar souls !

#99 Post by themuffinthief »

edge2054 wrote:
Sheila wrote:Are there any plans to remove rares/randbosses for hallowed morass on insane...?
I'm kinda surprised that chronos are the big thing this patch but this wasn't adressed.
You could skip it but you'd miss out on a lot of exp and a cool item because.. yeah, unless you're extremely lucky.
Are there any starting zones outside of Ashes that do this?
The undead starting zone, and I believe the yeek start (although I don't play yeek so I might be wrong there.) I think it should be removed from more of them though...archmage and chrono starts are forced skip on insane+, and dwarf start is hell due to 1-shotting unkillable bosses, it's a crapshoot of find the stairs before you find one of them.

Trollmire and korpul also have reduced rares (as in normal/nightmare levels).

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

Re: Betatest 1.3 ! We need moar souls !

#100 Post by 0player »

Good catch Jurriaan. Thank you for details.

Effigy
Uruivellas
Posts: 970
Joined: Fri Oct 10, 2014 4:00 pm

Re: Betatest 1.3 ! We need moar souls !

#101 Post by Effigy »

Yeah, I think random rare+ spawns should be removed from all unskippable starting areas. And by unskippable, I mean you can't choose to go to the world map and come back to do it, which includes the Archmage starting mission.

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

Re: Betatest 1.3 ! We need moar souls !

#102 Post by edge2054 »

Effigy wrote:Yeah, I think random rare+ spawns should be removed from all unskippable starting areas. And by unskippable, I mean you can't choose to go to the world map and come back to do it, which includes the Archmage starting mission.
I'm not going to special case Unhallowed Morass. If Darkgod decides that it's a good precedent on zones such as Morass and the mage start I'm fine with his decision.

Beyond that, I think if people want to discuss it more it should be moved to another thread.

IejirIsk
Halfling
Posts: 97
Joined: Fri Jul 11, 2014 7:43 am

Re: Betatest 1.3 ! We need moar souls !

#103 Post by IejirIsk »

jenx wrote:hmmm, the exact same computer as last version, but I upgraded os to windows 8.1 pro.

and now 1.3 is sooooo slow it is unplayable. I can't even get past the login on the home screen, as it is going at a snail's pace.


any ideas?
dont have any game installed to windows directory. make sure you have graphics drivers for 8.1 (is why i upgraded from 8.1 to 8.0, and will not change back). does the whole computer grind to a halt, or just ToME?

Sheila
Magical Girl
Posts: 431
Joined: Wed Aug 27, 2014 11:36 am

Re: Betatest 1.3 ! We need moar souls !

#104 Post by Sheila »

edge2054 wrote:
Effigy wrote:Yeah, I think random rare+ spawns should be removed from all unskippable starting areas. And by unskippable, I mean you can't choose to go to the world map and come back to do it, which includes the Archmage starting mission.
I'm not going to special case Unhallowed Morass. If Darkgod decides that it's a good precedent on zones such as Morass and the mage start I'm fine with his decision.

Beyond that, I think if people want to discuss it more it should be moved to another thread.
Yeek starter zones were changed to not have rares and randbosses. I can't confirm for other forced starts because I don't play them often or ever.
"As dying is one of the leading causes of death, you should avoid dying." -rekenner

"I'll bond with a cactus until my buttcheeks touch the sand before I play nethack again" -Gagarin

tokariew
Higher
Posts: 63
Joined: Sun Dec 08, 2013 9:16 pm

Re: Betatest 1.3 ! We need moar souls !

#105 Post by tokariew »

if i will level up with dead alchemist golem i get bug: https://www.dropbox.com/s/ww7o316g89k1i ... 8.png?dl=0
Play adventure

the lvl up screen will not appear if i don't revive golem

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