zTome 1.0.4.17
Moderator: Moderator
Re: zTome 1.0.4.11
I plan to do that once it's finished (there are still issues with wilderness position), yeah.
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- Thalore
- Posts: 148
- Joined: Tue Feb 28, 2012 6:36 am
Re: zTome 1.0.4.11
Another bug report. I tried to side with the assassin lord as an adventurer and got this:
The culprit looks to be at data/chats/assassin-lord.lua:26:
The dialog did not close after this lua error so I was forced to side with the merchant. While the assassin lord turned hostile, the stairs were created to leave and the prodigy was updated correctly.
Code: Select all
Lua Error: /data/chats/assassin-lord.lua:34: attempt to index global 'p' (a nil
value)
At [C]:-1 __index
At /data/chats/assassin-lord.lua:34 action
At /engine/dialogs/Chat.lua:93 use
At /engine/dialogs/Chat.lua:46 fct
At /engine/ui/VariableList.lua:97 onUse
At /engine/ui/VariableList.lua:80
At /engine/KeyBind.lua:224 receiveKey
At /engine/ui/Dialog.lua:533 keyEvent
At /engine/ui/Dialog.lua:306
Code: Select all
-- local p = game.party:findMember{main=true}
Re: zTome 1.0.4.12
fixed, forgot to adjust that change after the flash bang trap was added
Re: zTome 1.0.4.13
1.0.4.13 released (Aug 20, 5:15). Changes:
- Purged first wave of unnecessary overloads (all data/general/objects/ files, physical/mental/magical but NOT other timed effects)
- Remove Bloodcaller, Prox's Lucky Halfling Foot, Mummified Egg-Sac of Ungolë, and brotherhood artifacts from generation
- Revert additional bonuses on Choker of Dread, Chromatic Harness, Crystalline armour, Dawn's Blade, Eye of the Forest, Fortune's Eye, Spectral Blade, Withering Orbs
- Artifacts' luck bonuses are automatically converted to cunning bonuses. Cun = ceil(Lck/2)
- Pearl and ametrine alchemist bombs now do 250 and 25 light damage, respectively (up from 100 and 10)
- Revert alchemist gem price change
- Really remove secret door from trickvault
- Halve the number of coffins in Last Hope's Mausoleum
- Antimagic characters are now given Fungus immediately upon killing Urkis
- Double positive/negative energy regeneration
- Gorbat, Rak'Shor, and Vor are now behind the sealed doors in their prides
- Lucky Day now gives +20 accuracy and defense, +15% critical chance, and +8 saves
- Undead etc. can no longer access Point Zero
- Celia's Still Beating Heart can no longer be used to get souls
- Purged first wave of unnecessary overloads (all data/general/objects/ files, physical/mental/magical but NOT other timed effects)
- Remove Bloodcaller, Prox's Lucky Halfling Foot, Mummified Egg-Sac of Ungolë, and brotherhood artifacts from generation
- Revert additional bonuses on Choker of Dread, Chromatic Harness, Crystalline armour, Dawn's Blade, Eye of the Forest, Fortune's Eye, Spectral Blade, Withering Orbs
- Artifacts' luck bonuses are automatically converted to cunning bonuses. Cun = ceil(Lck/2)
- Pearl and ametrine alchemist bombs now do 250 and 25 light damage, respectively (up from 100 and 10)
- Revert alchemist gem price change
- Really remove secret door from trickvault
- Halve the number of coffins in Last Hope's Mausoleum
- Antimagic characters are now given Fungus immediately upon killing Urkis
- Double positive/negative energy regeneration
- Gorbat, Rak'Shor, and Vor are now behind the sealed doors in their prides
- Lucky Day now gives +20 accuracy and defense, +15% critical chance, and +8 saves
- Undead etc. can no longer access Point Zero
- Celia's Still Beating Heart can no longer be used to get souls
Re: zTome 1.0.4.17
Major change in 1.0.4.17: online events have been disabled. They are still causing errors sometimes, but more than that, they provide WAY too much experience (and to a lesser extent, too many items) in zTome. I'll re-enable them if a good way to fix this comes up. Special-casing experience value by zone does not count as a good way.
Re: zTome 1.0.4.17
Just had a level 35 orc beserker show up on level 1 of the labyrinth. Not working as intended, I hope?
Ghoul never existed, this never happened!
Re: zTome 1.0.4.17
That is a normal occurrence in vanilla ToME4. I doubt my addon has anything significant to do with it.
Re: zTome 1.0.4.17
Okay, another one:
Entering my 3rd Farportal results in the game hanging at "generating level".
Following that, a lot of:
For different entity files. Last one is
Entering my 3rd Farportal results in the game hanging at "generating level".
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Level unconnected, no way from 33 41 to 32 36
Removed unique mod.class.Object/Plate of the Blackened Mind :: nil
Removed unique mod.class.NPC/Arudatta the orc summoner :: nil
Removed unique mod.class.Object/Belygama :: nil
Removed unique mod.class.NPC/Polawen the ruin banshee :: nil
C Map size 28:15 :: 420
C Map seens texture: 197243 (51x67)
Code: Select all
Loading entities file from memory /data/general/objects/egos/lite.lua
/data/general/objects/egos/lite.lua
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Loading entities file from memory /data/general/objects/egos/belt.lua
/data/general/objects/egos/belt.lua
Ghoul never existed, this never happened!
Re: zTome 1.0.4.17
What you're seeing is the game vetoing a generated level because it wasn't connected. Depending on the generator and level size this can happen many times (it's why the last level of Crypt of Kryl-Feijan used to take >5 minutes to generate). For some reason it reloads all the entity files every time; that part is normal behaviour.
It's possible my changes to level size made certain generators much slower - in fact there is one level, the last one of alternate Maze, which I made much slower by requesting connectivity (I may revert that particular change). However, the game should always generate a valid level eventually. Approximately how long did you wait? ToME4 level generation is exceptionally slow in general.
It's possible my changes to level size made certain generators much slower - in fact there is one level, the last one of alternate Maze, which I made much slower by requesting connectivity (I may revert that particular change). However, the game should always generate a valid level eventually. Approximately how long did you wait? ToME4 level generation is exceptionally slow in general.
Re: zTome 1.0.4.17
Ugh, dunno. 15 minutes, I guess? Been a while.
Ghoul never existed, this never happened!
Re: zTome 1.0.4.17
...Okay, yeah, that's a bug. Unless you're playing on a 486. Will fix.
Re: zTome 1.0.4.17
After losing another character to boredom after grinding through all tier 1 & tier 2 dungeons, I'm going to give this mod a shot.
I'd even like something like this in the main game, not so drastic, but just like the "so easy you stroll through to the last level" I think that there's a need to condense many of the zones.
I'd even like something like this in the main game, not so drastic, but just like the "so easy you stroll through to the last level" I think that there's a need to condense many of the zones.
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- Sher'Tul Godslayer
- Posts: 2402
- Joined: Tue Jun 18, 2013 10:46 pm
- Location: Ambush!
Re: zTome 1.0.4.17
Does this work with the 1.0.5 beta?
Re: zTome 1.0.4.17
No, but once 1.0.5 stable is released I should be able to update within a reasonable period of time.
edit: I see it's been released, unfortunately I have a stupid amount of work to do in the next couple of weeks, so I may not be able to get an update done until late this month.
edit: I see it's been released, unfortunately I have a stupid amount of work to do in the next couple of weeks, so I may not be able to get an update done until late this month.
Re: zTome 1.0.4.17
Hate to necro. I miss this mod, something fierce. I'd love to see something cleaned up for current.