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35a prerelease bugs

Posted: Sat Nov 12, 2011 8:24 pm
by Zonk
Temporary link to the pre-release so people can test and find bugs, we'll post them here.

http://te4.org/dl/t-engine/t-engine4-wi ... omusic.zip
http://te4.org/dl/t-engine/t-engine4-sr ... ic.tar.bz2
http://te4.org/dl/t-engine/t-engine4-li ... ic.tar.bz2

http://pastebin.com/0Mz0bE04 Changelist



Here's one I found with the tutorial.
It's very nice, but when I'm being introduced to accuracy, defense, and the 10 point rule...the second orc is shown with a defence 9 higher, but I can NEVER hit him(and I did try for a while). Rounding, perhaps?

Re: 35a prerelease bugs

Posted: Sat Nov 12, 2011 8:25 pm
by Goblinz
heres a minor one. the discription of wild summons does show numbers just the call part (%d)

Re: 35a prerelease bugs

Posted: Sat Nov 12, 2011 9:02 pm
by Zonk
Oh..an instance of the 'cloning' bug, which I could not reproduce in 34 (though I only tried once)so it's likely new:

Started a Human Sun Paladin, and at the talent screen BEFORE THE INTRO I changed some things then said 'no' to the confirmation popup...intro came up..and then I was teleported to the leftmost edge of the map. When I returned to my previous place, there was a clone of me there.

Re: 35a prerelease bugs

Posted: Sat Nov 12, 2011 10:07 pm
by Zonk
Exotic weapons mastery was removed (yay!) but some NPCs are still given that in the lua files.

Also: Gesture of Pain has a travel speed of 400%..what's the point, when it simply replaces your melee attack?
Gesture of Pain also caused this error when attacking:

Code: Select all

[ATTACK] attacking with Gesture of Pain
stack traceback:
	/mod/class/interface/Combat.lua: in function 'attackTarget'
	/data/talents/misc/misc.lua:70: in function 'action'
	/engine/interface/ActorTalents.lua:130: in function </engine/interface/ActorTalents.lua:125>
Lua Error: /engine/interface/ActorTalents.lua:140: /mod/class/interface/Combat.lua:169: attempt to perform arithmetic on local 'speed' (a boolean value)
	At [C]:-1 
	At [C]:-1 error
	At /engine/interface/ActorTalents.lua:140 bumpInto
	At /mod/class/Actor.lua:1920 attack
	At /engine/interface/ActorLife.lua:41 check
	At [string "return function(self, x, y, what, ...) local ..."]:1 checkAllEntities
	At /engine/Actor.lua:166 move
	At /mod/class/Actor.lua:641 move
	At /mod/class/Player.lua:188 moveDir
	At /mod/class/Game.lua:1187 
	At /engine/KeyBind.lua:224 
After this, ALL talents involving targetting seem to have been broken - Feed, Willful Strike...do nothing.

Re: 35a prerelease bugs

Posted: Sun Nov 13, 2011 1:15 am
by greycat
First things I noticed, in the tutorial:

Code: Select all

Index: game/modules/tome/data/texts/tutorial/stats/stats9.lua
===================================================================
--- game/modules/tome/data/texts/tutorial/stats/stats9.lua	(revision 4644)
+++ game/modules/tome/data/texts/tutorial/stats/stats9.lua	(working copy)
@@ -18,7 +18,7 @@
 -- darkgod@te4.org
 
 return [[
-Now you know the basics: what these seven #GOLD#combat stats#WHITE# mean and when they're used. It's time to look at some numbers. 
+Now you know the basics: what these eight #GOLD#combat stats#WHITE# mean and when they're used. It's time to look at some numbers. 
 
 Head north to the stairs, and descend into the #GOLD#Dungeon of Adventurer Enlightenment.#WHITE#
 ]]
Index: game/modules/tome/class/interface/TooltipsData.lua
===================================================================
--- game/modules/tome/class/interface/TooltipsData.lua	(revision 4644)
+++ game/modules/tome/class/interface/TooltipsData.lua	(working copy)
@@ -273,7 +273,7 @@
 ]]
 TOOLTIP_MINDPOWER = [[#GOLD#Mindpower#LAST#
 Your mindpower value represents how powerful your mental abilities are.
-In addition, when you use mental abilities inflict temporary detrimental effects, every five points of mindpower counteracts a single turn of duration reduction granted by the enemy's saving throws.
+In addition, when your mental abilities inflict temporary detrimental effects, every five points of mindpower counteracts a single turn of duration reduction granted by the enemy's saving throws.
 ]]
 
 -------------------------------------------------------------
It would also be good to tell the player how to get out of the tutorial.

Re: 35a prerelease bugs

Posted: Sun Nov 13, 2011 1:31 am
by Mithril
Looks like a fantastic release! :D Congratulations to everyone involved!

I noticed that the health bar for the player is not colored differently when 100% rested as discussed here. Not sure if it a bug or if this feature was removed or never implemented.
http://forums.te4.org/viewtopic.php?f=36&t=29795

Re: 35a prerelease bugs

Posted: Sun Nov 13, 2011 4:45 am
by Frumple
Old grouch mode, sorta', but I can't seem to find the option to turn off the ragdoll inventory, or the tabbed inventory. The former, particularly, doesn't seem to interact well with afflicted curses; having to mouse over each and every slot to see what's what, when you can't apparently move around the ragdoll easily with the arrow keys or numpad, is pretty nasty. Navigating the ragdoll in general with keyboard was pretty awkward when I messed with it.

As for the tabbed inventory, there's an apparent bug where the first tab (weapons) doesn't like to show up until you've changed tabs back and forth. Just hitting i (or e, I forget which right now) just gives an empty box and the ragdoll.

Re: 35a prerelease bugs

Posted: Sun Nov 13, 2011 4:59 am
by jenx
Rod of recall doesn't work in heart of the gloom

Re: 35a prerelease bugs

Posted: Sun Nov 13, 2011 6:41 am
by magelike
Mithril wrote:Looks like a fantastic release! :D Congratulations to everyone involved!

I noticed that the health bar for the player is not colored differently when 100% rested as discussed here. Not sure if it a bug or if this feature was removed or never implemented.
http://forums.te4.org/viewtopic.php?f=36&t=29795
Not a bug. I forgot to include a vital line implementing that in the patch I submitted, but I let DarkGod know how to fix it. Unfortunately, I don't think he wanted the blue health bar. Also, in case you're interested, DarkGod changed it so that the values where the bar changes color are now 75%, 50%, and 25% rather than 85%, 65%, and 35%.

Re: 35a prerelease bugs

Posted: Sun Nov 13, 2011 8:42 am
by Zonk
Frumple wrote:Old grouch mode, sorta', but I can't seem to find the option to turn off the ragdoll inventory, or the tabbed inventory...
Yeah, I understand, really - tabbed inventory in particular I find a bit awkard...every time I pick up something new and try to 'w'ear it, I have to switch to the specific tab(or the 'newly picked up'one). Maybe there could be a 'all items' tab which could be the default, or something like that?

Edit: also, the 'use' command seems to..show EVERYTHING in the list of usable items.

Re: 35a prerelease bugs

Posted: Sun Nov 13, 2011 3:47 pm
by Zonk
Lua Error: /data/talents/psionic/focus.lua:39: attempt to compare number with nil
At [C]:-1 __lt
At /data/talents/psionic/focus.lua:39 val
At /mod/ai//tactical.lua:121 runAI
At /mod/ai//tactical.lua:399 doAI
At /mod/class/NPC.lua:47 act
At /engine/GameEnergyBased.lua:118 tickLevel
At /engine/GameEnergyBased.lua:62 tick
At /engine/GameTurnBased.lua:44 tick
At /mod/class/Game.lua:926
Murgol Lair, I assume this is from Murgol trying to use Mindslah but failing because..lack of a gem?

Re: 35a prerelease bugs

Posted: Sun Nov 13, 2011 5:57 pm
by konca
Not sure if it works as intended. I have 1 level in defiling touch and 5 levels in dark gifts but my curses are on lvl one ? at least they are shown like that on the icon.
(Sorry i havent read toolpit lol )

Re: 35a prerelease bugs

Posted: Sun Nov 13, 2011 6:07 pm
by Zonk
konca wrote:Not sure if it works as intended. I have 1 level in defiling touch and 5 levels in dark gifts but my curses are on lvl one ? at least they are shown like that on the icon.
Are you wearing multiple items with the same curse, though? To get a level 5 curse you need 5 levels in dark gifts AND 5 items with that curse equipped...

Re: 35a prerelease bugs

Posted: Sun Nov 13, 2011 9:07 pm
by greycat
When I clicked "use" on the Transmogrification Chest, it asked me whether I wanted to transmogrify all 79 items in the chest. But there were not 79 items in the chest, not even if you counted each ammo individually. The list went from a to w, with 2 of those being stacks of 10 ammo.

I suspect it reported all the items in my entire inventory -- I don't know whether that's 79 items altogether, but it's the only explanation I can think of.

I saved before saying yes (so I could kill -9 the game if need be). When I said yes, it only destroyed the items in the chest. So everything is fine except the count of items in the confirmation prompt.

Re: 35a prerelease bugs

Posted: Sun Nov 13, 2011 10:00 pm
by Grey
There should be an "all" tab that it shows by default. There should also be tooltips on the tabs themselves to say what they are.

New sound effects are very cool, but the "click" sound is annoying as hell. I wish it weren't there - my mouse makes a click sound already, thank you very much.