35a prerelease bugs

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James LaBrie
Higher
Posts: 66
Joined: Fri Aug 26, 2011 9:32 pm
Location: Gates of Morning

Re: 35a prerelease bugs

#46 Post by James LaBrie »

I seem to be getting stuck at a 66% when trying to load a game. I found this error in my log.

Lua Error: /engine/Savefile.lua:362: attempt to index local 'f' (a nil value)
At [C]:-1 __index
At /engine/Savefile.lua:362 loadReal
At /engine/Savefile.lua:430 loadGame
At /engine/Module.lua:482 instanciate
At /engine/utils.lua:1214 showMainMenu
At /engine/init.lua:122
At [C]:-1 dofile
At /loader/init.lua:170

Canderel
Sher'Tul
Posts: 1252
Joined: Mon Nov 24, 2003 2:31 pm
Location: South Africa

Re: 35a prerelease bugs

#47 Post by Canderel »

Inventory should when clicking "equip" or "wear" or use, cycle through "empty" lists, and show you the first non-empty list.

In the tutorial, when getting the infusion...

Also, dying has a funny black part as shown in the screenshot. No idea if that is new or old. (This is a drowned tutorial adventurer btw.)
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Canderel
Sher'Tul
Posts: 1252
Joined: Mon Nov 24, 2003 2:31 pm
Location: South Africa

Re: 35a prerelease bugs

#48 Post by Canderel »

Being stunned, and off balance gives movement speed of -86.67%... not ... 50% (Stunned) 20% (off balance)

By my calcs it should be a 40% move speed I have? Not -86.67%?

lukep
Sher'Tul Godslayer
Posts: 1712
Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: 35a prerelease bugs

#49 Post by lukep »

NPC Skeletons have breath and can be killed by the curse that drains air.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: 35a prerelease bugs

#50 Post by jenx »

Not really a bug but I'm not sure where to post.

I can't stand the b35 use of icons for character effects in sidebar. I've played b35 for about 30 hours now and there are so many icons that I just can't remember which is which, so I'm constantly tool tipping these to work out what's affecting me. Once you hit mid game you can have 10 or more effects and it is driving me nuts.

Can we PLEASE go back to the old system. I love the icons for player talents, but I think they are terible for player status effects.

At the very least, can it be an option?
Last edited by jenx on Sun Nov 20, 2011 4:35 am, edited 1 time in total.
MADNESS rocks

lukep
Sher'Tul Godslayer
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Joined: Mon Mar 14, 2011 10:32 am
Location: Canada

Re: 35a prerelease bugs

#51 Post by lukep »

Gesture of Pain crits did not activate a cross tier effect, nor did the Madness effects. Knockbacks from Force of Will and Dazes from Blast did not either, though that may be intentional.
Some of my tools for helping make talents:
Melee Talent Creator
Annotated Talent Code (incomplete)

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: 35a prerelease bugs

#52 Post by Zonk »

jenx wrote: Can we PLEASE go back to the old system. I love the icons for player talents, but I think they are terible for player status effects.

At the very least, can it be an option?
Definetely agreeing it should be an option(AND separate from hotkey icons!).

Also, realized something - not a real bug, perhaps, maybe an oversight. Now that we have mindpower, shouldn't the Cloak of Deception give a +5 bonus to it, just like it does for spell and physical power?
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

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

Re: 35a prerelease bugs

#53 Post by greycat »

There are some talents that give bonuses to Physical Save and/or Magical Save, but not Mental Save. This was OK before, since confusion was a magical effect, so Magical Save was **the only one that mattered** but now that confusion is mental, well....

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: 35a prerelease bugs

#54 Post by edge2054 »

lukep wrote:Gesture of Pain crits did not activate a cross tier effect, nor did the Madness effects. Knockbacks from Force of Will and Dazes from Blast did not either, though that may be intentional.
This is probably due to the fact that much of the Cursed stuff uses it's own hit functions and never calls the hit functions in combat.lua

darkgod
Master of Eyal
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Location: Angolwen
Contact:

Re: 35a prerelease bugs

#55 Post by darkgod »

[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

Mithril
Archmage
Posts: 327
Joined: Fri Oct 01, 2010 5:43 pm

Re: 35a prerelease bugs

#56 Post by Mithril »

The new blinking tactical border when seeing a monster is nice as is the new ability to inspect creatures. A further improvement would be to display the talents a monster have in the popup window that you get when passing the mouse over a monster. I think that is one of the most interesting pieces of information so it would be nice to have it also in the popup window.

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

Re: 35a prerelease bugs

#57 Post by tiger_eye »

I don't think the transmogrification chest is working correctly with items that are automatically picked up. I've seen gems in the transmogrification chest, which I'm pretty sure should go straight to inventory. Also, I think it tries to pick up money twice, because I often get the message "There is nothing to pickup there."

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: 35a prerelease bugs

#58 Post by jenx »

[35b]In the new Cursed Items Tree, if you get to 5/5 in the tier in which you can choose to add levels to a particular curse (first or second tier), and then, respec and remove the generic point taking it back to 4/5, the benefit of the these extra levels seems to still apply. That is, upon repecing down, the benefits should be removed I think.
MADNESS rocks

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: 35a prerelease bugs

#59 Post by Zonk »

Likely not new, but with Blurred Mortality and <0 life, you can still see your life value(instead of ???) in the character sheet.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

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