Beta test 1.0.6

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

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darkgod
Master of Eyal
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Beta test 1.0.6

#1 Post by darkgod »

http://te4.org/beta-test

Please help with testing!

Current changelog:
Character sheet records the number of creatures/elites/rares/bosses killed
*Perhaps* fixed the rare double-death bug
Fixed Living Mucus limit
Fixed Umbraphage cooldown
Adventurer items start in the transmo chest
Default Inventory tab is "all"
Fixed inventory tab traversal after re-opening
Protector Myssil has learnt Tricky Defenses and Unbreakable Will prodigies
Big particle error should no longer bring down the game
Online events forbidden in tutorials
Tutorial character is correctly having infinite lives
New achievement frames, looks much nicer
starting to add rexo achievements picture
Reduced the cooldowns on the talents of the mice in the dream of vulnerability
Stone Alchemy cant destroy tagged items
Fixed Defiling Touch 6+
Tree of Life will not spam the log
Split tome team file into 3 files for easier packaging & update
Mystical Cunning only gives traps/poisons depending how what you know
Made the alternate ruined dungeon orbs more obvious
Ruined dungeon guardians will not be wall-walkers
Fix Psiblades with "clone" effects
Reduced the power of ego diggers
Fixed self targetting with spells
Bone Grab range now scales with talent level
Buffed Gorbat a little bit
Made Summoners more awesome looking
Fixed speeds on the character sheet
Fixed merchant artifact offering for antimagic characters when browsing the misc category
Make alchemists look somewhat more awesome
Fixed setting armour hardiness on training dummies
Shadow of the player is now trigger when bone shield is either drained or removed
Fixed cancelling Fearscape
Can not Reload when at full ammo
Tweaked some artifacts
Better ingame registration handling
Never Stop Running does not cost a turn to enable
Never Stop Running cost fixed
Ambuscade shadow now will dissipate if out of sight for too long
Fixed Shadowstep to make it respect LOS
Fixed "all achievements tab"
New fbo:png() method
New Necromancer's tree: Animus
Sher'tul Fortress Control Orb now displays the current energy count
Cheat mode (called Developer Mode) can be enabled/disabled from the options in the main menu
Shader uniforms are now available directly as autogenerated methods of the shader, i.e: fooshader.shad:uniMyuniformname(5)
Shaders uniforms are set much more efficiently
Short staves are now dual wieldable by characters that have talents to do so (like Reavers)
[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 ;)

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

Re: Beta test 1.0.6

#2 Post by Doctornull »

Give me OS/X!
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

darkgod
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
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Re: Beta test 1.0.6

#3 Post by darkgod »

Give me somebody to do it :/
[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 ;)

Zireael
Archmage
Posts: 449
Joined: Tue Jun 18, 2013 7:24 pm

Re: Beta test 1.0.6

#4 Post by Zireael »

A new beta already! O_o

I don't know whether I should fix Veins or beta test this...

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

Re: Beta test 1.0.6

#5 Post by Robsoie »

Been running a cornac summoner with that 1.06 beta

After saving where i currently am before Dreadfell, i gave a look at my page to check if the beta 1.06 were saved in the vault (they're not apparently) then i noticed that the achievements have a nice icon now.

And after noticing those nice icons, i suddenly figured that a big amount of the achievements i had on that page before have disappeared ?

I checked the page of some other members that have won the game multiple times and apparently they have much fewer achievements now listed than they should have too
Last edited by Robsoie on Wed Dec 04, 2013 10:59 pm, edited 1 time in total.

darkgod
Master of Eyal
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Joined: Wed Jul 24, 2002 9:26 pm
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Re: Beta test 1.0.6

#6 Post by darkgod »

They just await icons to exist which they should in a few days :)
[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 ;)

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

Re: Beta test 1.0.6

#7 Post by Robsoie »

Ah ok, thanks i thought some orc corruptor decided to corrupt the character vaults :D

darkgod
Master of Eyal
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Re: Beta test 1.0.6

#8 Post by darkgod »

1.0.6b is up for testing.

Please try the new alchemist interact with golem talent. Mostly the way the inventory works in this case
[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 ;)

Zizzo
Sher'Tul Godslayer
Posts: 2521
Joined: Thu Jan 23, 2003 8:13 pm
Location: A shallow water area south of Bree
Contact:

Re: Beta test 1.0.6

#9 Post by Zizzo »

darkgod wrote:
Default Inventory tab is "all"
So when I finally get around to pushing some addons to the Steam Workshop, I'll need to back Inventory Show All Tabs By Default out of ZOmnibus...
"Blessed are the yeeks, for they shall inherit Arda..."

Sianist
Halfling
Posts: 106
Joined: Fri May 10, 2013 2:10 pm

Re: Beta test 1.0.6

#10 Post by Sianist »

is Mindstars going to get a accuracy bonus? ... as far as i can see, without going into artifacts, they're the only weapon type that doesn't have one

Sradac
Sher'Tul
Posts: 1081
Joined: Fri Sep 21, 2007 3:18 am
Location: Angolwen

Re: Beta test 1.0.6

#11 Post by Sradac »

their bonus is you never miss with them! Really though, if you are using mindstars, theres no reason you should ever miss. I think thats a good bonus. And the armor pen. Mindstars are too good as it is.

PureQuestion
Master Artificer
Posts: 726
Joined: Fri Feb 03, 2012 3:53 am

Re: Beta test 1.0.6

#12 Post by PureQuestion »

The accuracy bonus for mindstars is that they don't use standard accuracy.

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

Re: Beta test 1.0.6

#13 Post by Robsoie »

I don't know if it's something new to 1.0.6 or if it's been like this before, as it's a talent i never tried to max befpre, but on my summoner i have currently the "Nature's Cycle" (from Wild-Gift : Summoning Advanced) with 4 points.

But if i give it a 5th (and last) point into it , i notice a big problem : it does nothing more than if i keep it at level 4 , meaning that adding a 5th point would be a complete waste of point :
Image

Grahammm
Cornac
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Re: Beta test 1.0.6

#14 Post by Grahammm »

On attempting to start 1.06b (Linux 64bit), after selecting "New Game", the game screen goes black and the console continuously streams the following LUA error

Lua Error: /mod/class/Game.lua:1419: attempt to call method 'uniGamma' (a nil value)
At [C]:-1 uniGamma
At /mod/class/Game.lua:1419
Lua Error: /mod/class/Game.lua:1419: attempt to call method 'uniGamma' (a nil value)
At [C]:-1 uniGamma
At /mod/class/Game.lua:1419
Lua Error: /mod/class/Game.lua:1419: attempt to call method 'uniGamma' (a nil value)
At [C]:-1 uniGamma
At /mod/class/Game.lua:1419

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

Re: Beta test 1.0.6

#15 Post by Noel »

Grahammm wrote:On attempting to start 1.06b (Linux 64bit), after selecting "New Game", the game screen goes black and the console continuously streams the following LUA error

Lua Error: /mod/class/Game.lua:1419: attempt to call method 'uniGamma' (a nil value)
At [C]:-1 uniGamma
At /mod/class/Game.lua:1419
Lua Error: /mod/class/Game.lua:1419: attempt to call method 'uniGamma' (a nil value)
At [C]:-1 uniGamma
At /mod/class/Game.lua:1419
Lua Error: /mod/class/Game.lua:1419: attempt to call method 'uniGamma' (a nil value)
At [C]:-1 uniGamma
At /mod/class/Game.lua:1419
Same here on 1.06b - I had to turn off the shaders manually in .t-engine/4.0/settings/shaders_active.cfg

On 1.06c, I've turned on the shaders again, and am not getting the error.

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