Betatest 1.3 ! We need moar souls !

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

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darkgod
Master of Eyal
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Re: Betatest 1.3 ! We need moar souls !

#46 Post by darkgod »

no, but you can scroll up ;)
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

darkgod
Master of Eyal
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Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
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Re: Betatest 1.3 ! We need moar souls !

#47 Post by darkgod »

Robsoie: can you try with archamge lightning ? it should fail mostly the same
[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: Betatest 1.3 ! We need moar souls !

#48 Post by Robsoie »

I'll create an archmage and get it to test.

ghostbuster
Uruivellas
Posts: 617
Joined: Mon Oct 09, 2006 7:47 pm

Re: Betatest 1.3 ! We need moar souls !

#49 Post by ghostbuster »

Just a display problem in Last Hope (but it is really ugly).
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cctobias
Wyrmic
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Re: Betatest 1.3 ! We need moar souls !

#50 Post by cctobias »

ghostbuster wrote:Just a display problem in Last Hope (but it is really ugly).
Maybe your character is like Chairface Chippendale from the Tick?

Doorhead um Masonite or something...

ghostbuster
Uruivellas
Posts: 617
Joined: Mon Oct 09, 2006 7:47 pm

Re: Betatest 1.3 ! We need moar souls !

#51 Post by ghostbuster »

Houseface Megacephal!!!

Actually, the problem is only when in front of a door (but all the doors create it).
And he is an ogre, if this can help.

Effigy
Uruivellas
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Re: Betatest 1.3 ! We need moar souls !

#52 Post by Effigy »

ghostbuster wrote:Just a display problem in Last Hope (but it is really ugly).
This already happens in previous versions if the character model is taller than usual. You generally only see it with the custom player avatars, but if Ogre is taller I suppose it will have the same effect.

tokariew
Higher
Posts: 62
Joined: Sun Dec 08, 2013 9:16 pm

Re: Betatest 1.3 ! We need moar souls !

#53 Post by tokariew »

i play adventure
and i meet one graphical glitch with demon seeds: https://www.dropbox.com/s/s9qzw2talslra ... 0.png?dl=0

second error after my golem died: https://www.dropbox.com/s/ww7o316g89k1i ... 8.png?dl=0

Peppersauce
Thalore
Posts: 181
Joined: Tue Jul 03, 2012 7:04 pm

Re: Betatest 1.3 ! We need moar souls !

#54 Post by Peppersauce »

My Temporal Warden is so fast he literally disappears during auto-explore. :lol:
Also, their weapon switching doesn't play nice with disarm, if you bump they switch sets with every attack.

Oh, and I killed a solipsist during an ambush while I was level 10, he dropped a tier 5 robe but its egos were as bad as a tier 1's.

johnnyautomatic
Posts: 2
Joined: Fri Feb 06, 2015 12:11 am

Re: Betatest 1.3 ! We need moar souls !

#55 Post by johnnyautomatic »

When i have "Matter Weaving" on as a paradox mage, i get this sort of effect whenever my character sprite is in motion. I don't think this is the intended effect.
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jdisk
Halfling
Posts: 88
Joined: Wed Aug 13, 2014 4:05 pm

Re: Betatest 1.3 ! We need moar souls !

#56 Post by jdisk »

A very small display bug:
When displaying the third and fourth (see picture) Astelrid logs, the last line is cut of.
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johnnyautomatic
Posts: 2
Joined: Fri Feb 06, 2015 12:11 am

Re: Betatest 1.3 ! We need moar souls !

#57 Post by johnnyautomatic »

When i have "Matter Weaving" activated as a paradox mage, i get this effect whenever i am in motion. I don't think this is the intended effect.
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themuffinthief
Halfling
Posts: 81
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Re: Betatest 1.3 ! We need moar souls !

#58 Post by themuffinthief »

Not sure if it's a bug or intended, but for Temp Warden, while Strength of Purpose changes the stat requirement for arrows/weapons from strength to magic, they both still scale their damage through strength. If it's not a bug, what's the reasoning for it? I haven't played them long enough to see if they get enough magical damage to balance it out, but it feels very counter-intuitive to say hey, we made sure you don't need strength, but if you want to do damage you still need it.

edge2054
Retired Ninja
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Re: Betatest 1.3 ! We need moar souls !

#59 Post by edge2054 »

themuffinthief wrote:Not sure if it's a bug or intended, but for Temp Warden, while Strength of Purpose changes the stat requirement for arrows/weapons from strength to magic, they both still scale their damage through strength. If it's not a bug, what's the reasoning for it? I haven't played them long enough to see if they get enough magical damage to balance it out, but it feels very counter-intuitive to say hey, we made sure you don't need strength, but if you want to do damage you still need it.
It's not a bug but it's something that I've gone back and forth on a lot. You can read the arguments for and against it here http://forums.te4.org/viewtopic.php?f=3 ... &start=195

I might put it back on. It certainly impacts one-handed damage the most which isn't really how I want things balanced.

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

Re: Betatest 1.3 ! We need moar souls !

#60 Post by themuffinthief »

So from what I can tell it was just too high damage beforehand? It makes more sense to leave that in and nerf other damage aspects, especially considering swords do 100% strength, meaning in the current format dual daggers do flat out more damage then 1h/dagger. Again, just started my TW runs tonight, so I'll give more feedback once I get a run where I don't die horribly (Insane and all that). Planning on melee/bow dual build, with hounds thrown in for fun. Update in a few days hopefully.

Edit: Followup question, invigorate still restores stamina, but I don't see any stamina using talents. Maybe update that for the new non-stamina warden?

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