35a prerelease bugs
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Re: 35a prerelease bugs
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.
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.
Re: 35a prerelease bugs
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).
Re: 35a prerelease bugs
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.
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.
Re: 35a prerelease bugs
I pick always 0 gold as a cursed - i dont even have curse of misfortune.
Re: 35a prerelease bugs
I don't think accuracy is increasing with strength any more.
Re: 35a prerelease bugs
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...
Re: 35a prerelease bugs
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.
Also an 'all' tab in the inventory would be good.
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- Higher
- Posts: 61
- Joined: Sun Jul 11, 2010 9:03 am
Re: 35a prerelease bugs
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).
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).
Re: 35a prerelease bugs
http://forums.te4.org/viewtopic.php?p=122176#p122176Reverend 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).
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
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Re: 35a prerelease bugs
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
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- Thalore
- Posts: 148
- Joined: Fri Aug 19, 2011 5:06 pm
Re: 35a prerelease bugs
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.
Re: 35a prerelease bugs
+1Canderel 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.
Sorry for my bad english.
Re: 35a prerelease bugs
Playing Skyrim?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.
...
Me too

Re: 35a prerelease bugs
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.greycat wrote:I just died to a poison vine, *after* using the starting wild infusion.
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.
Re: 35a prerelease bugs
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.
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:
Here are the original files for reference:
scale4.lua
scale6.lua
scale11.lua
tl:dr The tutorial is a not fun for new players.
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.
]]
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
]]
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#.
]]
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.
]]
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
]]