Page 1 of 30
Tales of Maj'Eyal 1.5 Beta!
Posted: Tue Jan 31, 2017 1:55 am
by darkgod
It's out people!
First beta is available, go grab it there:
http://te4.org/beta-test
A tentative and badly formatted, probably missing stuff, changelog is available there:
http://paste.net-core.org/raw/afabejecud
to beta2:
http://paste.net-core.org/raw/jihetesavu
to beta3:
http://paste.net-core.org/raw/akuvasuhec
to beta4:
http://paste.net-core.org/raw/ebujojusez
to beta5:
http://paste.net-core.org/raw/vuhafimiye
to beta6:
http://paste.net-core.org/raw/liqiyafaga
to beta7:
http://paste.net-core.org/raw/piqorokuni
to beta8:
http://paste.net-core.org/raw/duxusulizo
Also
DO NOT TEST WITH NON OFFICIAL ADDONS.
Please report stuff in this thread!
PS: Yes possessors class is available for testing for donators! w00t!
Re: Tales of Maj'Eyal 1.5 Beta!
Posted: Tue Jan 31, 2017 1:59 am
by Hatome
So Pumped !
Re: Tales of Maj'Eyal 1.5 Beta!
Posted: Tue Jan 31, 2017 2:08 am
by Davion Fuxa
Any idea how long this will be in beta?
Re: Tales of Maj'Eyal 1.5 Beta!
Posted: Tue Jan 31, 2017 2:11 am
by Chopkinsca
I have the game through GoG, so I'm not sure if I can try the beta without messing up my install. I'm tempted to try...
Re: Tales of Maj'Eyal 1.5 Beta!
Posted: Tue Jan 31, 2017 2:43 am
by Jarinex
Awww snap. Hype train!!! Can't wait to see it!
Re: Tales of Maj'Eyal 1.5 Beta!
Posted: Tue Jan 31, 2017 4:23 am
by Hatome
Chopkinsca wrote:I have the game through GoG, so I'm not sure if I can try the beta without messing up my install. I'm tempted to try...
I have the game on steam but I just downloaded the file unto my desktop, unzipped it and booted it up. It isn't interacting with my normal game, none of my addons are there and none of my saves are there.
Re: Tales of Maj'Eyal 1.5 Beta!
Posted: Tue Jan 31, 2017 4:31 am
by The Tapir
I'm so glad to see that the beta's finally out! I can't wait to try the higher/dwarf/ghoul buffs, though I am a bit sad to see that the changes to chill of the tomb/will o the wisp I had heard about aren't there. Looks awesome anyways, and great work!
EDIT:
So testing possessors, one immediate problem I've noticed is that solipsism and possessed bodies are a bad combo. No healing in possessed bodies means no psi regaining, which can lead to you being stuck in a body if you lack the psi to transform back. This forces you to make transformations incredibly short to avoid being brought to low life which equals low psi, at which point you'll probably have to take the % life hit and slow which then stacks with the solipsism debuff for a near-guaranteed death. Maybe this is intended, but it makes possession VERY risky and usually not worth your time. Might it be possible to include the psi regain portion of solipsism even when healing is blocked?
Re: Tales of Maj'Eyal 1.5 Beta!
Posted: Tue Jan 31, 2017 10:04 am
by pfhyyhtsche
Loving possessor so far, some really cool stuff here.
I agree that having no psi recovery from heals while possessing is a bit of a problem, especially since possessor psi costs are quite high, making the use of any psi talents at all in a long fight undesirable. Possessor does of course get the talents from the stolen body but it seems to me that part of the intended play of the class is to hybridize the possessed body with talents from the possessor's own combat style trees, and currently that kind of gameplay is instead actively discouraged by solipsism's interaction with possession. An alternative might be giving Possessor some other minor means of psi recovery outside Cannibalize (and Spectral Dash which barely counts.)
In the realm of mechanical testing, the Force Shield and Psionic Disruption talents can both still be sustained even when not worn, as long as the required equipment is present in your offhand. If this is intentional then that's great, as it would be a shame to pigeonhole every possessor that wants the quite good defensive properties of Force Shield into the two handed style only. However, it is somewhat inconsistent: the Psionic Disruption damage over time still occurs regardless of currently wielded weapon, but the Force Shield retaliation only occurs with a two hander currently wielded. These interactions should probably be clarified in the talent description, or at least made consistent, as the mixed cases create ambiguity.
e: Temporary visuals on player dolls from duration based effects (like the shielding rune bubble) will become permanent on a possessed body if you stop possessing it during the duration.
Re: Tales of Maj'Eyal 1.5 Beta!
Posted: Tue Jan 31, 2017 10:28 am
by Frumple
Immediate thought for possessor on rolling a ghoul one is that it might be desirable to forbid some (item granted, mostly) talents for alternate bodies. The necromancer giving command staff is... not exactly useful :V
Also minor bug; if you reassign hotkeys for possession talent 1 or 2 (not the granted talent, mind, but the ones actually called that) while you've assumed a body, when you leave it, you can end up with the talent bound to two hotkeys. Afterwards reassuming a form seems to only auto-swap with one of the hotkey bound possession talent # talents.
Re: Tales of Maj'Eyal 1.5 Beta!
Posted: Tue Jan 31, 2017 10:38 am
by pfhyyhtsche
Frumple wrote:Immediate thought for possessor on rolling a ghoul one is that it might be desirable to forbid some (item granted, mostly) talents for alternate bodies. The necromancer giving command staff is... not exactly useful :V
You can choose which talents you use when you possess a body, unless it doesn't have more talents than your maximum, in which case it doesn't matter.
Re: Tales of Maj'Eyal 1.5 Beta!
Posted: Tue Jan 31, 2017 11:11 am
by Frumple
... still kinda' odd, but that would at least not make it a problem later on.
Also, dunno how amenable whoever's handling main design would be to it, but it'd be pretty nice, particularly early on, if we could use the possess talent even when we're full up on bodies or targeting something we can't actually posses, yet. It is a hundred-something damage dot at tlvl 2, after all, which can be pretty helpful before other stuff starts coming into play.
Re: Tales of Maj'Eyal 1.5 Beta!
Posted: Tue Jan 31, 2017 11:48 am
by ArschAngel
Not sure if this is the right topic, I found a typo. Great update btw. the new rogue looks great
Re: Tales of Maj'Eyal 1.5 Beta!
Posted: Tue Jan 31, 2017 1:54 pm
by dadito
Trying to attack myself on brawler sometimes gives a lua error, something related to the counterattack proc

Re: Tales of Maj'Eyal 1.5 Beta!
Posted: Tue Jan 31, 2017 1:55 pm
by Parcae2
Finger of Death description: Psionic "impule" should be "impulse."
Shockstar description: "You do a first attack" is awkward; perhaps "You make a first attack." Also "dependant" should be "dependent."
Self Persistence, Improved Form: "Values" is vague.
Not much use for cat points currently: Deep Horror and enhancing the Possession category are the obvious choices. I would lock Psychic Blows and Body Snatcher (set the body pool to 3 by default). Maybe Cunning/Survival too.
Possess: "strenghts" should be "strengths."
Not a lot of uses for generic points - maybe add a locked generic category for Solipsist or Mindslayer.
Perhaps this has already been done, but life from possessed forms should probably be restricted in some way.
Re: Tales of Maj'Eyal 1.5 Beta!
Posted: Tue Jan 31, 2017 1:56 pm
by darkgod
Dadito, your image doesnt link, post log or repost image plaese
