35a prerelease bugs

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tiger_eye
Perspiring Physicist
Posts: 889
Joined: Thu Feb 17, 2011 5:20 am

Re: 35a prerelease bugs

#16 Post by tiger_eye »

Agreed, DGrey.

Here's a pre-b35 bug: "Blinding Spores" effect can still last 100+ turns. Heh, I also learned from this that you can't use the rest command to rest until all non-damaging detrimental effects have worn off.

Grey
Loremaster
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Re: 35a prerelease bugs

#17 Post by Grey »

Suggestion: Dragging an item from the inventory to the central image of the character in the equipment pane should perform the most common action for that item (equip in default slot, equip inscription, use item, etc).
http://www.gamesofgrey.com - My own T-Engine games!
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greycat
Sher'Tul
Posts: 1396
Joined: Tue May 11, 2010 11:51 pm

Re: 35a prerelease bugs

#18 Post by greycat »

I just died to a poison vine, *after* using the starting wild infusion. It would appear that wild infusions no longer cure high-damage poison. They only seem to reduce the damage slightly.

If that is intentional, then do not put 21 point poison vines on level 1 of the fuckin' noob dungeons. Seriously.

Actually, the log says

[LOG] Urik is cured!
[LOG] Urik lessens the pain.

So it didn't even reduce the poison damage, really. I was just seeing the "+14% all resist" that kicks in afterward.

[LOG] Poison vine hits Urik for #LIGHT_GREEN#21 nature#LAST# damage.
...
[LOG] Poison vine hits Urik for #LIGHT_GREEN#18 nature#LAST# damage.
[LOG] Poison vine hits Urik for #LIGHT_GREEN#18 nature#LAST# damage.
etc.

konca
Higher
Posts: 45
Joined: Fri Jun 04, 2010 10:25 am

Re: 35a prerelease bugs

#19 Post by konca »

I pick always 0 gold as a cursed - i dont even have curse of misfortune.

Daev
Yeek
Posts: 10
Joined: Tue Sep 13, 2011 12:51 pm

Re: 35a prerelease bugs

#20 Post by Daev »

I don't think accuracy is increasing with strength any more.

Grey
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Re: 35a prerelease bugs

#21 Post by Grey »

Yeah, seems like that's a deliberate change to Strength. The tooltip has been updated to reflect this. I wish Dex gave more accuracy to make up for it a little...
http://www.gamesofgrey.com - My own T-Engine games!
Roguelike Radio - A podcast about roguelikes

Canderel
Sher'Tul
Posts: 1252
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Location: South Africa

Re: 35a prerelease bugs

#22 Post by Canderel »

I'd like to see inspect creature have a way to see it's talents. With the explaination of what it can do.

Also an 'all' tab in the inventory would be good.

Reverend Bizarre
Higher
Posts: 61
Joined: Sun Jul 11, 2010 9:03 am

Re: 35a prerelease bugs

#23 Post by Reverend Bizarre »

I didn't have much time to play with 35a, but here are two things I noticed during short Doomed playthrough.

1. [already reported via in-game bug reporting system] Gesture of Pain causes troubles when used without hate (it's a sustain, and it consumes hate when player hits someone).
2. Feed stopped working shortly after the previous event. When I tried to activate it just went on cooldown and nothing happened. Not really sure about the cause and connection to the previous problem (if there is one).

Zonk
Sher'Tul
Posts: 1067
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Re: 35a prerelease bugs

#24 Post by Zonk »

Reverend Bizarre wrote:I didn't have much time to play with 35a, but here are two things I noticed during short Doomed playthrough.

1. [already reported via in-game bug reporting system] Gesture of Pain causes troubles when used without hate (it's a sustain, and it consumes hate when player hits someone).
2. Feed stopped working shortly after the previous event. When I tried to activate it just went on cooldown and nothing happened. Not really sure about the cause and connection to the previous problem (if there is one).
http://forums.te4.org/viewtopic.php?p=122176#p122176
Reported this myself, yes. It's a shame because the Gesture tree looked interesting...

Oh, and..this may have been in for a while but it becomes worse now that knowing your atatck powers is more important: when you raise your Strength at level up it does NOT show how phys power is raised.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

tiger_eye
Perspiring Physicist
Posts: 889
Joined: Thu Feb 17, 2011 5:20 am

Re: 35a prerelease bugs

#25 Post by tiger_eye »

From svn4648, dragging an item directly onto the doll in inventory doesn't work:

Code: Select all

[MOUSE] pre starting drag'n'drop
[MOUSE] enabling drag from predrag
[MOUSE] ending drag'n'drop
Lua Error: /engine/interface/ActorInventory.lua:392: attempt to index a nil value
        At [C]:-1 __index
        At /engine/interface/ActorInventory.lua:392 takeoffObject
        At /mod/class/Player.lua:785 doTakeoff
        At /mod/dialogs/ShowEquipInven.lua:41 actorWear
        At /engine/ui/EquipDoll.lua:63 fct
        At /engine/Mouse.lua:48 receiveMouse
        At /engine/Mouse.lua:76 delegate
        At /engine/ui/Dialog.lua:518 mouseEvent
        At /engine/ui/Dialog.lua:304 fct
        At /engine/Mouse.lua:48 receiveMouse
        At /engine/Mouse.lua:133

Avianpilot
Thalore
Posts: 148
Joined: Fri Aug 19, 2011 5:06 pm

Re: 35a prerelease bugs

#26 Post by Avianpilot »

I don't want to report this, since I am having fun with it, but it seems like Extract Gems is working on everything now, and not just metal items.

Belgen
Low Yeek
Posts: 9
Joined: Wed May 18, 2011 5:02 pm

Re: 35a prerelease bugs

#27 Post by Belgen »

Canderel wrote:I'd like to see inspect creature have a way to see it's talents. With the explaination of what it can do.

Also an 'all' tab in the inventory would be good.
+1
Sorry for my bad english.

Rectifier
Archmage
Posts: 386
Joined: Mon Aug 29, 2011 8:06 am

Re: 35a prerelease bugs

#28 Post by Rectifier »

Canderel wrote:I'd like to see inspect creature have a way to see it's talents. With the explaination of what it can do.

Also an 'all' tab in the inventory would be good.
Playing Skyrim?

...

Me too :oops:

greycat
Sher'Tul
Posts: 1396
Joined: Tue May 11, 2010 11:51 pm

Re: 35a prerelease bugs

#29 Post by greycat »

greycat wrote:I just died to a poison vine, *after* using the starting wild infusion.
I think I'm starting to see the pattern here. If I step on a tile with an unrevealed poison vine trap, and get poisoned thereby, and press the Wild Infusion immediately, it will not work -- I will receive the "name is cured!" message, and the Infusion will go on cooldown, and I will get the +x% all resist buff, but the poison debuff is not removed.

However, if I step on a poison vine trap and then take one more step, and then use the Wild Infusion, it removes the poison debuff.

Or, if the poison vine trap has already been revealed, and I step on it and get poisoned, and then use the Wild Infusion immediately, it also works.

This reminds me of the behavior of beta 34 and earlier, where the first keystroke you issued after stepping on a previously-unrevealed trap (or digging a wall) would be silently ignored. But this is MUCH, MUCH worse, because the talent actually goes on cooldown.

marvalis
Uruivellas
Posts: 683
Joined: Sun Sep 05, 2010 5:11 am

Re: 35a prerelease bugs

#30 Post by marvalis »

The elves knock you back before you can use confusion in the tutorial. Maybe I am missing something, or confusion is missing +1 range.

I tried the game, my only option was the tutorial since I did not use an existing profile. Instead of playing the game, I had to sit trough a math class. The entire save system seems complicated. It is more of an 'advanced' game feature that we should introduce later in the game. I think it would be nice if the new player can just play the game for a little while without to much complexity, and then when he wants to learn more about it, then the player can specialize by learning the underlying mechanics.

Running into the text boxes is something I found very annoying. Most of these are in 1-tile corridors and cannot be avoided. Then the text pops up. Pressing movement key again does not close the text box. There is no 'exit' or close button or visual indicator on the screen. You have to click with the mouse somewhere on the screen to close the window or press escape. This is very unintuitive.

I do not think it is reasonable to expect new players to go trough this tutorial before they can play the game.

Code: Select all

return [[
By how much did the amulet increase your #B4B4B4#tier 1#WHITE# #LIGHT_GREEN#Mindpower#WHITE# score?

By how much did the boots increase your #FFFFFF#tier 2#WHITE# #LIGHT_GREEN#Physical save#WHITE# score?

Take them off and put them back on if you didn't see their effects. One of the results might be surprising.
]]
Here is an example how we can shorten and simplify the tutorial:
Instead of having several text files to explain this to the player, change it to be more descriptive and merge them if possible:

scale6.lua rewrite and merge with
scale4.lua merge with
scale11.lua

The result:

Code: Select all

return [[
The amulet +3 mindpower gave you +3 mindpower because your mindpower is below 20. Tier 1 stats cost 1 point to increase.

The boots +10 physical save gave you +5 physical save because your physical save is between 20 and 40. Tier 2 stats cost 2 points to increase.

A summary of the #GOLD#combat stat#WHITE# tiers and points needed to increase it:

#B4B4B4#Tier 1#WHITE#, 1-20, 1 point
#FFFFFF#Tier 2#WHITE#, 21-40, 2 points
#00FF80#Tier 3#WHITE#, 41-60 3 points
#0080FF#Tier 4#WHITE#: 61-80, 4 points
#8d55ff#Tier 5#WHITE#: 81-100, 5 points
]]
Here are the original files for reference:
scale4.lua

Code: Select all

return [[
A summary of the #GOLD#combat stat#WHITE# tiers:

#B4B4B4#Tier 1#WHITE# scores, those from one to twenty, are displayed in #B4B4B4#grey#WHITE#.
#FFFFFF#Tier 2#WHITE# scores, those from twenty-one to forty, are displayed in #FFFFFF#white#WHITE#.
#00FF80#Tier 3#WHITE# scores, those from forty-one to sixty, are displayed in #00FF80#green#WHITE#.
#0080FF#Tier 4#WHITE# scores, those from sixty-one to eighty, are displayed in #0080FF#blue#WHITE#.
#8d55ff#Tier 5#WHITE# scores, those from eighty-one to one-hundred, are displayed in #8d55ff#purple#WHITE#.

]]
scale6.lua

Code: Select all

return [[
By how much did the amulet increase your #B4B4B4#tier 1#WHITE# #LIGHT_GREEN#Mindpower#WHITE# score?

By how much did the boots increase your #FFFFFF#tier 2#WHITE# #LIGHT_GREEN#Physical save#WHITE# score?

Take them off and put them back on if you didn't see their effects. One of the results might be surprising.
]]
scale11.lua

Code: Select all

return [[
It simply costs more to increase scores that are in higher tiers.

For each tier, here's the cost of increasing your score by one:

#B4B4B4#Tier 1#WHITE#: 1 point
#FFFFFF#Tier 2#WHITE#: 2 points
#00FF80#Tier 3#WHITE#: 3 points
#0080FF#Tier 4#WHITE#: 4 points
#8d55ff#Tier 5#WHITE#: 5 points
]]
tl:dr The tutorial is a not fun for new players.

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