35a prerelease bugs

Where bugs go to lie down and rest

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darkgod
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Re: 35a prerelease bugs

#31 Post by darkgod »

fixing fixing .. :)

Oh and just so you know, "all inventory" is still there, you can ctrl+click or ctrl+Fx to do multiple selection, but I'll add a button to do it too at once I suppose.

Marvallis, yes the tutorial is not meant for new players, the real b35 will have both the old and this one available, obviously pushing the basic one to new players, not this one
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

jenx
Sher'Tul Godslayer
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Re: 35a prerelease bugs

#32 Post by jenx »

Made it to far portal, but when entering the first zone's level 2 the program hangs. A bar sits on the screen going back and forth - the loading Jew level bar that is
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Grey
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Re: 35a prerelease bugs

#33 Post by Grey »

What's the output in the te4_err.txt file in your game directory?
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Daev
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Re: 35a prerelease bugs

#34 Post by Daev »

I don't know if this is a bug or working as intended, but the capstone ability for curse of nightmares never seems to proc. I tried testing it by sitting there getting hit by a bear in the wilderness and the chance never seemed to increase from 0%. The description is a bit unclear. Is the chance of proccing supposed to keep increasing every turn you get hit then reset once it goes off? Or does it increase with the number of times you get hit in one turn?

tiger_eye
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Re: 35a prerelease bugs

#35 Post by tiger_eye »

Tabbed inventory and the new transmo' chest still need some polish:

(1) "All" tab (which is in latest svn) should be default in my opinion.

(2) "U"se command shows items that can't be used; it should only show usable items.

(3) Can't identify items with Orb of Scrying when prompted by the transmo' chest when leaving the level. Using any item closes the dialogue, which results in the list becoming transmog'ed. Perhaps auto-ID items in transmo' chest?

(4) In the pre-release, I became wrongfully encumbered when transmo' chest auto-picked up an item. I shouldn't have been encumbered based on the encumbrance reported in the inventory screen.

(5) In the pre-release, alfter dropping items, the transmo' chest didn't auto-pick them up, nor could I transmo' them on the ground. This is how I typically transmog'ed many items at once, and it would be nice to have something similar again.

(6) Just a thought: it may be nice to be able to toggle between the equip-able doll and the old equipment screen.
greycat wrote:poison vine trap, and get poisoned thereby, and press the Wild Infusion immediately, it will not work
Just want to say that I also see this behavior.

Avianpilot
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Re: 35a prerelease bugs

#36 Post by Avianpilot »

I'm not sure if I'm the only one experiencing it, but when I go to manipulate any item (use, wear, etc.), I don't seem to be able to use the letter key associated with that anymore. For example, if I have the Rod of Recall as the second item, hitting 'u' and then 'b' does nothing. Scrolling down and hitting enter still works, as does clicking on it, but I often used the shortcut letter and am missing it now.
tiger_eye wrote:(6) Just a thought: it may be nice to be able to toggle between the equip-able doll and the old equipment screen.
I would want to see that too. I like the new interface, but I liked the old one better (though introducing tabs was nice).
tiger_eye wrote:
greycat wrote:poison vine trap, and get poisoned thereby, and press the Wild Infusion immediately, it will not work
Just want to say that I also see this behavior.
Thirded. I've only noticed it once, but it has happened to me too.

edge2054
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Re: 35a prerelease bugs

#37 Post by edge2054 »

Avianpilot wrote:
tiger_eye wrote:(6) Just a thought: it may be nice to be able to toggle between the equip-able doll and the old equipment screen.
I would want to see that too. I like the new interface, but I liked the old one better (though introducing tabs was nice).
tiger_eye wrote:
greycat wrote:poison vine trap, and get poisoned thereby, and press the Wild Infusion immediately, it will not work
Just want to say that I also see this behavior.
Thirded. I've only noticed it once, but it has happened to me too.
I think Darkgod has this one tracked down already and fixed in the SVN. (Looked like an issue with how the vine was applying poison, all traps had to be tweaked a bit to allow for the saving throw changes.)

tiger_eye
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Re: 35a prerelease bugs

#38 Post by tiger_eye »

greycat wrote:poison vine trap, and get poisoned thereby, and press the Wild Infusion immediately, it will not work
Actually, this may be working properly and is a result of the new save system. When you get poisoned from a trap, you can also become off-balance, which is also a physical effect. Hence, using the wild infusion will remove one of those effects: poisoned or off-balance. I think the new save system and grouping of effects has taken a few steps forward (i.e., making progress), but also a few steps sideways and a few steps backwards. I'm curious to see what more players think of it.

jenx
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Re: 35a prerelease bugs

#39 Post by jenx »

I've run three characters to subject z and each time he generates LOTS of lua errors.

I click send so I assume they have gone somewhere!
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jenx
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Re: 35a prerelease bugs

#40 Post by jenx »

1. Curses on items just give a name, like curse of shroud, but no explanation.
2. Gestures give lua errors so can't be used
3. Escort warrior offers talent mastery including exotic weapons, which have been removed
4. Some items that are auto picked up by chest appear in their category and not in the chest. I can't are a pattern but it happens quite regularly. This gives encumbrance errors regularly
5. I've had my weapons in hand disappear on me and replaced from my inventory twice. Is this a new talent of an NPC?? Or a bug?
6. When doomed are given option upon finding first item, it is not obvious that this is permanent choice for the whole game
7. Auto explore sometimes skips sections of dungeons, always behind a door. Happens about 1in 10 times
8. If you map an item to the icon bar, like a staff talent, and then equip a different item of SME kind, ie another staff, and then click on the icon, it automatically equips the first item again! This had me stumped until I figured out it was happening
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Avianpilot
Thalore
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Re: 35a prerelease bugs

#41 Post by Avianpilot »

Would post this in the typos thread, but since this is related to a feature of b35a I think it's more appropriate here.

I believe that the phrase:
"You may not auto-explore with hostile enemies in sight!"
should be:
"You may not auto-explore with hostile creatures in sight!"

Conversely, the phrase could keep 'enemies', but I would remove 'hostile' then, since in this context 'hostile' would be redundant.

benli
Thalore
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Re: 35a prerelease bugs

#42 Post by benli »

1. Curses on items just give a name, like curse of shroud, but no explanation.
2. Gestures give lua errors so can't be used
3. Escort warrior offers talent mastery including exotic weapons, which have been removed
4. Some items that are auto picked up by chest appear in their category and not in the chest. I can't are a pattern but it happens quite regularly. This gives encumbrance errors regularly
5. I've had my weapons in hand disappear on me and replaced from my inventory twice. Is this a new talent of an NPC?? Or a bug?
6. When doomed are given option upon finding first item, it is not obvious that this is permanent choice for the whole game
7. Auto explore sometimes skips sections of dungeons, always behind a door. Happens about 1in 10 times
8. If you map an item to the icon bar, like a staff talent, and then equip a different item of SME kind, ie another staff, and then click on the icon, it automatically equips the first item again! This had me stumped until I figured out it was happening
I've fixed 2, 6 and all other cursed/doomed issues mentioned in this thread. As for 1, I decided not to clutter the item description with curse effect information. Items with a particular curse always have the same effect. They add +1 to the power level of that particular curse status effect when equipped. Mouse over the status effect and you will see a fairly complete description of the effects. There are only five curses so it shouldn't be too hard to learn the effects.

tiger_eye
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Re: 35a prerelease bugs

#43 Post by tiger_eye »

jenx wrote:7. Auto explore sometimes skips sections of dungeons, always behind a door. Happens about 1in 10 times
Fixed in svn.
Avianpilot wrote:"You may not auto-explore with hostile enemies in sight!"
should be:
is "You may not auto-explore with enemies in sight!" in svn.

lukep
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Re: 35a prerelease bugs

#44 Post by lukep »

Less a bug, more of an oversight: Things that have very high accuracy are probably unbalanced now due to cross tier effects. This includes:

Ammo of Unerring Flight (+500), even better with Annihilation thrown in as well for automatic long duration off balance hits.
Urkuk the Fierce (1000 accuracy), is probably quite OP now, not that he wasn't deadly to start with.
Perfect Strike (+100) could be fine, though it gained a huge power boost from the change.

Automatic crit talents also gained a big boost, as they can trigger cross tier effects consistently (with good stats).
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

tiger_eye
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Re: 35a prerelease bugs

#45 Post by tiger_eye »

Moving loose rocks or rubble (such as to enter some nature-oriented vaults) plays a "door open" sound. Since rocks aren't doors, this sounds pretty weird.

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