This x1000. I'd either turn off graphics (and I don't want to) or quit.supermini wrote:The new screen effect when you get stunned literally makes me nauseous. It's really not a good idea, especially considering how often you get stunned in an average game.
I'd really hate to have to turn off all the graphical effects because of it.
Please help: 1.2.0 dev test
Moderator: Moderator
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- Halfling
- Posts: 81
- Joined: Sat May 11, 2013 6:58 pm
Re: Please help: 1.2.0 dev test
Re: Please help: 1.2.0 dev test
My comments so far playing a Sun Pally:
Initially chat (and I guess all key presses) were doubling up. Deleted te4-web.dll and seemed to clear this up. It caused me confusion early on because I use the keyboard to enter zones and it would enter then back me out seemingly randomly.
I second that Sun Pal should probably start with a 2-hander in case you want to train that route.
While fighting the boss in the R. Camp, I leveled up after swinging at her but not killing her yet (??) She was at 45hp, and I killed her the next swing. I'm fairly sure I didn't damage anything else anywhere.
I am having difficulty telling the difference between normal/uniques with the new color/border scheme. I didn't know there was a way to switch it back to the old style borders and probably wouldn't have guessed it was control-T without reading previous message. I prefer the greater visual distinction between the two.
The newer Sun Paladin does seem quite a bit stronger (not complaining) and I did not feel that critters on insane were hitting so obscenely hard. From this perspective I felt it was more playable. On the flip side, the increased # of unique/rares which you could encounter at the same time led me into several situations where status effects were overwhelmingly annoying. Even with wild infusions in some cases there was no way to prevent them from multiplying to the point where death came from being totally useless rather than getting smashed. In retrospect, I almost preferred them hitting harder to the more annoying endless stream of status effects. Being stunned, blinded, confused, etc. etc. all at once could be amusing when it results in normal creatures or a single unique killing you - but not three times as many effects at once. I don't really have a solution for this except perhaps to cap the total number of negative status effects you can have at one time and/or give characters some temporary extra resistance for the same ones repeating in a certain time frame.
Initially chat (and I guess all key presses) were doubling up. Deleted te4-web.dll and seemed to clear this up. It caused me confusion early on because I use the keyboard to enter zones and it would enter then back me out seemingly randomly.
I second that Sun Pal should probably start with a 2-hander in case you want to train that route.
While fighting the boss in the R. Camp, I leveled up after swinging at her but not killing her yet (??) She was at 45hp, and I killed her the next swing. I'm fairly sure I didn't damage anything else anywhere.
I am having difficulty telling the difference between normal/uniques with the new color/border scheme. I didn't know there was a way to switch it back to the old style borders and probably wouldn't have guessed it was control-T without reading previous message. I prefer the greater visual distinction between the two.
The newer Sun Paladin does seem quite a bit stronger (not complaining) and I did not feel that critters on insane were hitting so obscenely hard. From this perspective I felt it was more playable. On the flip side, the increased # of unique/rares which you could encounter at the same time led me into several situations where status effects were overwhelmingly annoying. Even with wild infusions in some cases there was no way to prevent them from multiplying to the point where death came from being totally useless rather than getting smashed. In retrospect, I almost preferred them hitting harder to the more annoying endless stream of status effects. Being stunned, blinded, confused, etc. etc. all at once could be amusing when it results in normal creatures or a single unique killing you - but not three times as many effects at once. I don't really have a solution for this except perhaps to cap the total number of negative status effects you can have at one time and/or give characters some temporary extra resistance for the same ones repeating in a certain time frame.
Re: Please help: 1.2.0 dev test
hmm, the new alternative daikara is fun, but no damage from lava floor? i think that after getting to temporal daikara from this temporal rift should to be the same theme boss.
hmm, last talent from energetic alchemy, don't work properly, sometimes it displaying the effect, when creature is out of radious and don't damage it. It shouldn't be displaying effect on invisible creature too i think. i kill the greater mummy boss, because it was hit by this talent, and i knew where he is
When neutral creature is hit by spell, and turn to hostile, the frame around it don' change.
Alchemist golem sometimes use eye beam, when the creature is not in straight line, so it wasting mana and turn. He attack the walls with it.
And the new alchemic is fun. i like it
. And i don't use fire alchemy. 
hmm, last talent from energetic alchemy, don't work properly, sometimes it displaying the effect, when creature is out of radious and don't damage it. It shouldn't be displaying effect on invisible creature too i think. i kill the greater mummy boss, because it was hit by this talent, and i knew where he is

When neutral creature is hit by spell, and turn to hostile, the frame around it don' change.
Alchemist golem sometimes use eye beam, when the creature is not in straight line, so it wasting mana and turn. He attack the walls with it.
And the new alchemic is fun. i like it


Re: Please help: 1.2.0 dev test
[linux64bit 1.2.0test6] When starting up the following messages are logged
Which results in the Stone Warden class not being available and using the offline profile.
Code: Select all
[MODULE LOADER] module MD5 41e1b4ba7ee80d6504543b637526dd79 computed in 402
Checking addon tome-addon-dev.teaa :: (as dir) false :: (as teaa) 15
Checking addon tome-items-vault.teaa :: (as dir) false :: (as teaa) 17
Checking addon tome-stone-wardens.teaa :: (as dir) false :: (as teaa) 19
Preloading DLC class mod.class.StoneWardensDLC
DLCD for tome-stone-wardens 1.1.6 mod/class/StoneWardensDLC.lua got a result of size 0
Removing addon stone-wardens: DLC class not received
Removing addon addon-dev: cheat mode required
Code: Select all
[LOG] #LIGHT_RED#Online profile disabled(switching to offline profile) due to invalid addon hash (tome-items-vault-1.1.6).
[MODULE LOADER] done loading module Tales of Maj'Eyal: Age of Ascendancy
Re: Please help: 1.2.0 dev test
As a Wymic, having activated "Icy Skin". the character sheet does not show anything under "Damage When Hit"
Re: Please help: 1.2.0 dev test
Wow this would be huge. Im going to test it when i come home. This was definitely one of the biggest issues in test6.Svendre wrote: Initially chat (and I guess all key presses) were doubling up. Deleted te4-web.dll and seemed to clear this up.
Re: Please help: 1.2.0 dev test
in the volcanic caldera, golem go to both dreams,
dying in dreams, when the time pass it's safe for char, but dying as mouse after using this orb/portal on second lvl, means death to char too.
if golem follow another character which you control, not alchemist, you can't swap position with it, and you can't go in some square, becouse it's blocked?
making dump of character doesn't export your elemental resistance, and damage modify
dying in dreams, when the time pass it's safe for char, but dying as mouse after using this orb/portal on second lvl, means death to char too.
if golem follow another character which you control, not alchemist, you can't swap position with it, and you can't go in some square, becouse it's blocked?
making dump of character doesn't export your elemental resistance, and damage modify
Re: Please help: 1.2.0 dev test
Berserker Rage specifies increase accuracy 14 and physical power 17 on skill info, but on character sheet shows as +6 accuracy and +4 damage.
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- Uruivellas
- Posts: 708
- Joined: Wed Apr 30, 2008 5:55 pm
Re: Please help: 1.2.0 dev test
Are you sure it's not just the general diminishing returns for those stats?
Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated.
Currently working on Elementals. It's a big project, so any help would be appreciated.

Re: Please help: 1.2.0 dev test
Skirmisher Slings was bugged, I completely missed that in testing, thanks.
There are various 1.2 changes aimed directly at this, particularly melee classes (since ranged can avoid probably 60% of debuffs just because they're ranged):
- Healing Infusion is completely redesigned to resemble Doctornull's, an instant cast small heal that cleanses 1 Wound and 1 Poison on a faster cooldown.
- Unflinching Resolve moved to tier 2 Conditioning and also cleanses Wounds now, allowing a lot of melee to get it going at high ranks earlier. Wound covers a great deal of important debuffs.
- A lot of the new item powers let you lock down single targets pretty badly. This doesn't cover debuffs but does favor sustained combat. Numbing Darkness by itself--a property that is on several egos and potentially *any* randart--reduces damage by 15%. Given the sheer volume of loot you get on Insane relative to Nightmare and below you should be able to aquire these items much more quickly.
- Stun reduces damage by less and only puts 3 talents on CD
Even with these though it does feel like I'm permanently blind/etc until I find near complete resist stuff. I'm curious what anyone else that has tried 1.2 Insane thinks?
This is 100% true of my experience as well, and to some degree was actually the goal--dealing with sustain damage/debuffs instead of being hit out for 600. I definitely take a very different approach to the new Insane that is much more focused on debuff management now.Svendre wrote: The newer Sun Paladin does seem quite a bit stronger (not complaining) and I did not feel that critters on insane were hitting so obscenely hard. From this perspective I felt it was more playable. On the flip side, the increased # of unique/rares which you could encounter at the same time led me into several situations where status effects were overwhelmingly annoying. Even with wild infusions in some cases there was no way to prevent them from multiplying to the point where death came from being totally useless rather than getting smashed. In retrospect, I almost preferred them hitting harder to the more annoying endless stream of status effects. Being stunned, blinded, confused, etc. etc. all at once could be amusing when it results in normal creatures or a single unique killing you - but not three times as many effects at once. I don't really have a solution for this except perhaps to cap the total number of negative status effects you can have at one time and/or give characters some temporary extra resistance for the same ones repeating in a certain time frame.
There are various 1.2 changes aimed directly at this, particularly melee classes (since ranged can avoid probably 60% of debuffs just because they're ranged):
- Healing Infusion is completely redesigned to resemble Doctornull's, an instant cast small heal that cleanses 1 Wound and 1 Poison on a faster cooldown.
- Unflinching Resolve moved to tier 2 Conditioning and also cleanses Wounds now, allowing a lot of melee to get it going at high ranks earlier. Wound covers a great deal of important debuffs.
- A lot of the new item powers let you lock down single targets pretty badly. This doesn't cover debuffs but does favor sustained combat. Numbing Darkness by itself--a property that is on several egos and potentially *any* randart--reduces damage by 15%. Given the sheer volume of loot you get on Insane relative to Nightmare and below you should be able to aquire these items much more quickly.
- Stun reduces damage by less and only puts 3 talents on CD
Even with these though it does feel like I'm permanently blind/etc until I find near complete resist stuff. I'm curious what anyone else that has tried 1.2 Insane thinks?
Re: Please help: 1.2.0 dev test
It's harder than a bag of...hard things. Admittedly I'm out of practice.Shibari wrote: Even with these though it does feel like I'm permanently blind/etc until I find near complete resist stuff. I'm curious what anyone else that has tried 1.2 Insane thinks?
That said, what puts me off moving from NM to Insane is that basically to get a character off the ground you have to go around drowning rare townsfolk in last hope etc. I find that incredibly stupid and tedious, especially since my dying rate on insane is very high. I'd rather see no rares (or almost no rares) in the first 2 t1 zones you enter on all difficulties (like it is on normal) and rare townsfolk eliminated from the game entirely (and Myssil undrownable while we're at it).
<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers
<darkgod> brb buffing boulder throwers
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- Wayist
- Posts: 24
- Joined: Fri Nov 22, 2013 10:47 am
Re: Please help: 1.2.0 dev test
The new healthbars on icons make any mob (including you) invisible unless you're on Modern tileset. This includes custom sets.
On Modern 32x32 (since I prefer to have a visual range) they're so tiny as to be almost useless. Can we have a toggle for the old style?
edit: I've just noticed the trees are broken after switching tilesets back to Modern, so I guess there's a problem there. It fixed itself upon zoning.
I've had the double entry problem on both Win XP and Win 7 computers, but deleting te4-web.dll appears to have worked.
On Modern 32x32 (since I prefer to have a visual range) they're so tiny as to be almost useless. Can we have a toggle for the old style?
edit: I've just noticed the trees are broken after switching tilesets back to Modern, so I guess there's a problem there. It fixed itself upon zoning.
I've had the double entry problem on both Win XP and Win 7 computers, but deleting te4-web.dll appears to have worked.
Last edited by StelasEldrasia on Tue May 06, 2014 9:41 am, edited 2 times in total.
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- Wayist
- Posts: 24
- Joined: Fri Nov 22, 2013 10:47 am
Re: Please help: 1.2.0 dev test
double post
Re: Please help: 1.2.0 dev test
New test build!
http://te4.org/dl/t-engine/t-engine4-wi ... 0test7.zip
http://te4.org/dl/t-engine/t-engine4-sr ... t7.tar.bz2
http://te4.org/dl/t-engine/t-engine4-li ... t7.tar.bz2
http://te4.org/dl/t-engine/t-engine4-li ... t7.tar.bz2
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://te4.org/dl/t-engine/t-engine4-li ... ic.tar.bz2
http://te4.org/dl/t-engine/t-engine4-osx-1.2.0test7.zip
Should fix most of the hang & duplicate keys issues and improve many other things.
Also, OSX & linux32 builds are available, please test them
http://te4.org/dl/t-engine/t-engine4-wi ... 0test7.zip
http://te4.org/dl/t-engine/t-engine4-sr ... t7.tar.bz2
http://te4.org/dl/t-engine/t-engine4-li ... t7.tar.bz2
http://te4.org/dl/t-engine/t-engine4-li ... t7.tar.bz2
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://te4.org/dl/t-engine/t-engine4-li ... ic.tar.bz2
http://te4.org/dl/t-engine/t-engine4-osx-1.2.0test7.zip
Should fix most of the hang & duplicate keys issues and improve many other things.
Also, OSX & linux32 builds are available, please test them
[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
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

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- Wayist
- Posts: 24
- Joined: Fri Nov 22, 2013 10:47 am
Re: Please help: 1.2.0 dev test
Still getting these.StelasEldrasia wrote:The new healthbars on icons make any mob (including you) invisible unless you're on Modern tileset. This includes custom sets.
On Modern 32x32 (since I prefer to have a visual range) they're so tiny as to be almost useless. Can we have a toggle for the old style?
edit: I've just noticed the trees are broken after switching tilesets back to Modern, so I guess there's a problem there. It fixed itself upon zoning.
Unified Body is now a passive but still has a stamina sustain cost and a cooldown listed. You get the odd 'Unified Body is now ready to use' message but I didn't see if anything happened to my stamina once I bought it.
edit: I don't know for the life of me what some of these new ego descriptions mean. I have a pair of gloves with '20% chance to reduce damage'. Reduce damage of what? My punches? The thing I hit? How much? For how long?