[b21] Accumulation for pyromancer tree not working?

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jhauser42
Cornac
Posts: 44
Joined: Thu Oct 28, 2010 2:39 am

[b21] Accumulation for pyromancer tree not working?

#1 Post by jhauser42 »

I looked at my progress in world.teaw before starting a yeek archmage. After he died a few levels later I checked the file again and there was no difference in the number to get the pyromancer skill set.

martinuzz
Archmage
Posts: 399
Joined: Tue Dec 01, 2009 12:38 pm
Location: Netherlands

Re: [b21] Accumulation for pyromancer tree not working?

#2 Post by martinuzz »

I was getting the same impression, but until now, I disregarded it, and thought: "A million, yeah that's much, so I guess I need more".

But I have played quite a few Arcane Blades and Archmages since beta1, and still have no Pyromancer unlock.

Predawn
Thalore
Posts: 127
Joined: Fri Sep 24, 2010 10:40 am
Location: East Sussex, England

Re: [b21] Accumulation for pyromancer tree not working?

#3 Post by Predawn »

Do you still need to save manually (Ctrl+S) to update the world figures? I remember having to do that when I got the 2 million fire damage for the pyromaster. Ctrl+X did not update the world file IIRC.
Also, dying did not add to the figure either.

Predawn
Predawn

Freddybear
Wyrmic
Posts: 201
Joined: Wed Dec 06, 2006 6:58 pm
Location: Mordor, Ohio

Re: [b21] Accumulation for pyromancer tree not working?

#4 Post by Freddybear »

I think it's working, but only if you are running a character with an online profile. Can you confirm that you are logged in to an online profile and that your character sheets are uploading?

jhauser42
Cornac
Posts: 44
Joined: Thu Oct 28, 2010 2:39 am

Re: [b21] Accumulation for pyromancer tree not working?

#5 Post by jhauser42 »

My online profile is definitely working and the characters are uploading. I just started a new character that can be seen online and made sure he did some fire damage. The modification date of world.teaw is correct, but this line "d["achievement_data"]={["PYROMANCER"]={["nb"]=71866.784448838" is not changing. (I know it is still FOREVER away from getting the tree....). I checked it before starting the game, after hitting ctrl-s and ctrl-x and the number was identical.

Hedrachi
Uruivellas
Posts: 606
Joined: Tue May 11, 2010 8:58 pm
Location: Ore uh gun, USA

Re: [b21] Accumulation for pyromancer tree not working?

#6 Post by Hedrachi »

*resurfaces*

So, playing b21 after a bit of a long break, and checking world.teaw after each save, the only thing that seems to be going up is the counter for the reaver class unlock which was reset in my attempts to make b21 work (it works now, yay). It isn't, however, tracking fire/cold damage done by any archmage I create. (Prolly upwards of 2500 fire damage has been done with b21, god knows how much I did in b17 or 14 or whatever the last one I played was... copied the old world.teaw over anyway, should have transferred. Is the damage data still stored there, or did it get moved online?
Having satellite internet is a lot like relying on the processes described in those RFC's for your internet. Except, instead of needing to worry about statues interrupting your connection, this time you worry about the weather. I have satellite internet. Fun, no?

jeremyosborne
Wayist
Posts: 22
Joined: Sun Mar 20, 2011 7:02 pm

Re: [b21] Accumulation for pyromancer tree not working?

#7 Post by jeremyosborne »

Any official update on this?

I've been babying a mage and I have 11 class skill points that I've been saving. I'm starting to get into the orc pride quests and, as much as I've been successful staying alive with all those points, if someone can confirm whether or not counting is actually working, I'd love to know.

If it's not working, I'll just mod the game and make the pyromancy tree available. I'm pretty sure I've done over 1mil at this point in fire damage given some back of the napkin math.

It's just a game afterall, and fun is the most important part, even if we have to massage the code along the way sometimes :)

Frumple
Sher'Tul Godslayer
Posts: 1517
Joined: Sat May 15, 2010 9:17 pm

Re: [b21] Accumulation for pyromancer tree not working?

#8 Post by Frumple »

General consensus from what I've been seeing is the damage accumulation's not working in 21, so edit away! Of course, I'd be saying edit away regardless, but in this case there's an actual bug involved, hehe.

As for official, heh, that I'unno. I'll ask DG next time we're both on th'IRC channel, yeah, or you can pop in yourself. DG's in france, so adjust your time expectations as appropriate to know the points you're most likely to coincide :P

jeremyosborne
Wayist
Posts: 22
Joined: Sun Mar 20, 2011 7:02 pm

Re: [b21] Accumulation for pyromancer tree not working?

#9 Post by jeremyosborne »

Frumple wrote:General consensus from what I've been seeing is the damage accumulation's not working in 21, so edit away! Of course, I'd be saying edit away regardless, but in this case there's an actual bug involved, hehe.

As for official, heh, that I'unno. I'll ask DG next time we're both on th'IRC channel, yeah, or you can pop in yourself. DG's in france, so adjust your time expectations as appropriate to know the points you're most likely to coincide :P
Thanks Frumple. The honest response is much appreciated, especially before I open door #2 and see what's behind it in the orc armory. If I'm going to go down in (cough) flames, I want it to be GLORIOUS flames, not just the simple fire tree.

jeremyosborne
Wayist
Posts: 22
Joined: Sun Mar 20, 2011 7:02 pm

Re: [b21] Accumulation for pyromancer tree not working?

#10 Post by jeremyosborne »

Just to add to the list, I'm starting to get used to poking through the files. I agree with the earlier posters: emperical data seems to point to that pyromancer and cryomancer are just not available to be unlocked in b21.

I'm working on a mac and I found the world.teaw file awhile ago. For me it was located in:

~/Library/Application Support/T-Engine/4.0/tome/save

I unzipped it (standard unzip) some time ago without realizing exactly what I was looking at. It was just after I had gotten the reaver unlock, and I remember the following line was at:

Code: Select all

["REAVER"]={["nb"]=1020,},
and now it's at:

Code: Select all

["REAVER"]={["nb"]=1298,},
while my pyromancer unlock is still at 477:

Code: Select all

["PYROMANCER"]={["nb"]=477.38042858796,},
Going to up the line above to 1 meeeellllion points and see if that is a solid workaround. Cross fingers.

(An aside, Lua at least _looks_ a lot like JavaScript. Love the fact Lua doesn't seem to vomit when objects have trailing commas.)

jeremyosborne
Wayist
Posts: 22
Joined: Sun Mar 20, 2011 7:02 pm

Re: [b21] Accumulation for pyromancer tree not working?

#11 Post by jeremyosborne »

Okay, my last experiment didn't work. Here's steps for a workaround for anyone who has put the reasonable work in to get the wildfire skill, or rather just doesn't want to wait for a fix and doesn't mind hacking their archmage files.

!!!!!WARNING!!!!!
THIS MIGHT RUIN YOUR GAME!
But if you're like me, and your sole existence for playing b21 is to create a pyromancer, than you may just be willing to risk your game since characters don't seem to be portable between versions.
!!!!!!END WARNING!!!!!!

Preamble:
  • I'm playing on Mac OS X and I'm giving instructions as if you were working on Mac OS X.
  • I assume that if you are willing to hack your game, you are responsible enough to read through the instructions and, if you aren't using Mac OS X, you will work through any problems on your own.
  • I am a programmer, but I am not a Lua programmer. It's very close to JavaScript, something I'm very familiar with, but I truly did just hack the files until they worked for me. It's highly, extremely possible that these changes that I made to the data structures will, in the future, cause some memory offset error and my whole computer might explode. Repeat after me: I accept these risks.
  • Instructions are close to being verbatim, but there are instances where I trust you will figure out where you need to insert information that is pertinent to you and your character.
Steps:

Code: Select all

# Open up a terminal window.
cd ~/Library/Application Support/T-Engine/4.0/tome/save/NAMEOFMYCHARACTER
# make a backup just in case
cp game.teag game.teag.old
mkdir TEST
cp game.teag TEST/
#this is why we make the backup
rm game.teag
cd TEST
# Time for a bit of hunt and peck.
# To see the files you are going to change:
ls -lh mod.class.Player*
# I don't know how many files you have, but I have 3
# and the file names seem to be suffixed with memory
# address references, hence my warning above.
# I made the following changes to all three files
# Open up each file in a text editor in turn and
# do the following:
# Find the following line:
# ["spell/fire"]=1.3,
# NOTE: You might have a different value for this
# depending on if you've added category points to
# your standard fire tree.
# I'm assuming you are playing like I am: you built
# an archmage to turn it into an archmage. According
# to the notes, I assumed an archmage who opened the
# wildfire tree got an initial investment of points into
# the talent tree. After the line above, place the line below
["spell/wildfire"]=1.3,
# There's one more change to make.
# In the player file do a search for the following:
# ["spell/fire"]=true,
# on the line following this, insert the following:
["spell/wildfire"]=true,

# do that for all three player files.
# Once saved and done the above changes,
# I assume you are located within your TEST directory.
# You may now do the following from the command line:
zip ../game.teag *
And that should be all you need to do to give your archmage the wildfire, aka. pyromancer, skill.

The temporary files can be deleted; you no longer need your TEST directory.

Enjoy burning things.

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