Please help: 1.2.0 dev test

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Shibari
Cornac
Posts: 37
Joined: Tue Jun 25, 2013 2:39 am

Re: Please help: 1.2.0 dev test

#46 Post by Shibari »

StelasEldrasia wrote:
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.
Still getting these.

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?
Oops, it used to be a sustain for various reasons and I changed it when DG added a helper function that made it easy to keep the stat conversions updated in real time.

The goal of the new item effects was to be as descriptive and easy to recognize as possible while still not taking up a lot of space. They replace things like "lightning daze", "gravity", "corrupted blood", etc, that tell you literally nothing. They're colored by the theme of the effect which has always existed internally but is only hinted at in the various displays--what I like about that is it makes it easy to tell which ones are on an item at a glance.

All of these use the highest of accuracy, mind, or spellpower for this save check, but the properties of the effect *tend* to be based on the %chance for it to happen. Ie, disease's stat reduction is your total chance to apply it divided by 2. I don't know how to put this kind of information in the UI.

That said, I am terrible at anything related to writing, and didn't really know what the best way to phrase anything was. Heres a list of them so far, any suggestions on alternate presentation are appreciated. the key problem here is space is there are a lot of relevant details and space is a concern.

ITEM_MIND_GLOOM: Randomly stuns, slows, or confuses with static power on each.
20% chance to cause random insanity

ITEM_NUMBING_DARKNESS: Effect that reduces damage by a static 15%.
20% chance to reduce damage

ITEM_ANTIMAGIC_MANABURN: Reduces and does damage based on any of the arcane resources, using the highest
20 arcane resource burn

ITEM_BLIGHT_DISEASE: Reduces dex, str, and con by half of the total apply % you have.
20% chance to cause disease

ITEM_LIGHTNING_DAZE: Dazes at the end of the current energy tick.
20% chance to daze

ITEM_NATURE_SLOW: Slows global speed
Slows global speed by 20%.

ITEM_TEMPORAL_ENERGIZE: Gain 10% of a turn capped at 30% total per turn.
20% chance to gain 10% of a turn

There are more but they all follow the same basic patterns.

ZyZ
Thalore
Posts: 141
Joined: Wed Jan 08, 2014 4:56 pm

Re: Please help: 1.2.0 dev test

#47 Post by ZyZ »

Both corruptor and sun paladin (suncloak ability) have a glitch in aura animation. Every few seconds instead of nice animation i see this
Image

Huge sandworm burrower with stone skin also does not look right (i'll make a sshot next time)

StelasEldrasia
Wayist
Posts: 24
Joined: Fri Nov 22, 2013 10:47 am

Re: Please help: 1.2.0 dev test

#48 Post by StelasEldrasia »

Shibari wrote:The goal of the new item effects was to be as descriptive and easy to recognize as possible while still not taking up a lot of space. They replace things like "lightning daze", "gravity", "corrupted blood", etc, that tell you literally nothing. They're colored by the theme of the effect which has always existed internally but is only hinted at in the various displays--what I like about that is it makes it easy to tell which ones are on an item at a glance.
Having played with it further, the majority seem fine - I think the only problem I had was that '20% chance to reduce damage' was somewhere a little unusual. I think it was showing up at the top of the stats rather than in the on-hit section? I've since sold the item, though, so I'd have to find another.

I did a fairly solid check of Unified Body's stat tracking and it looks really good, seems to work perfectly.


Zireael
Archmage
Posts: 449
Joined: Tue Jun 18, 2013 7:24 pm

Re: Please help: 1.2.0 dev test

#50 Post by Zireael »

LOL @ that log:
test
test
fix
fix
test
fix
oups
moar
Downloaded the build, will see about finding some time to playtest.

Cathbald
Uruivellas
Posts: 743
Joined: Wed Jan 22, 2014 1:46 pm

Re: Please help: 1.2.0 dev test

#51 Post by Cathbald »

played a bit of sun pally and brawler (only in normal for now) and here are my thought so far :

love the effect on the screen when stunned, love most of the new trees and mountains, only in heart of gloom do i prefer the old ones.
i found (without trying so there might well be other) 2 spots on the world map where my char disappear behind the background
ImageImage

on the class changes, brawler feels really strong and fun now, i like the new talents and managed to clear all T2 without problem where as before i could never get them off the ground.

sun paladin are really nice, love the radiance tree, i no longer need blindness resist on gear or see invisible and searing sight help clean big groups of critter fast. only problem is that the effect is bugged and appear in inventory and other places where it shouldn't Image Image.

early is much better with the sun beam, the improved chants feel far more useful and the change of martyrdom into weapon of wrath made it a really nice skill.
also the mobility of path of the sun (range of which feels weird by the way, seeing a decimal makes it feel like it can be boosted by spellpower or something) and the improved wave of power (double damage to target more than 3 away) really made it easier to deal with ranged enemies.
i don't understand why we start with a bow we can't use though. no ammo and no shoot talent so we just have a white bow in our offset that sits there doing nothing...

well that was a post with a lot of images, sorry for that ^^
i'll try other classes, nightmare difficulty and come again for more comeback later :)

Edit : also forgot to say that my block description states i will block "item light blind" attacks, i guess it comes from my shield having 10% chance to blind when hit in melee but it seems weird anyway. intended or bug? or just weirdly worded ^^
I write guides and make addons too now, apparently

You can go here for a compilation of everything I wrote, plus some other important stuff!

Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)

Zaive
Archmage
Posts: 313
Joined: Mon May 24, 2010 1:33 pm

Re: Please help: 1.2.0 dev test

#52 Post by Zaive »

As far as Axe Kick is concerned, the basic attack is considered a talent.

"Minotaur of the Labyrinth fails to use Attack."

I don't THINK this is intentional... is it?

It also doesn't seen to work on vampires? No resist message or evade or anything, just no concussion.
Burb Lulls wrote:"FLURRYFLURRYFLURRYFLURRYFLURRYFLURRY"

Parcae2
Uruivellas
Posts: 709
Joined: Sat Jan 14, 2012 12:02 am

Re: Please help: 1.2.0 dev test

#53 Post by Parcae2 »

Sun Beam can blind targets that are out of range.

Edit: Never mind, this is probably the AoE blind effect.
Last edited by Parcae2 on Wed May 07, 2014 10:26 pm, edited 1 time in total.

Cathbald
Uruivellas
Posts: 743
Joined: Wed Jan 22, 2014 1:46 pm

Re: Please help: 1.2.0 dev test

#54 Post by Cathbald »

after playing more with sun paladin i realised (and i don't know how i didn't see it before) that the sun beam is actually not a beam... only your target is damaged, enemies along the path take no damage at all. Tried several times, they don't avoid it or anything they just are not affected by it.

skill is still very helpful in the early stages of the game, but i started to question it when areas started to be more crowded and that's when i realised.
I write guides and make addons too now, apparently

You can go here for a compilation of everything I wrote, plus some other important stuff!

Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)

rexorcorum
Graphical God
Posts: 482
Joined: Wed Jan 05, 2011 8:05 am
Location: There and Back again

Re: Please help: 1.2.0 dev test

#55 Post by rexorcorum »

Cathbald wrote:after playing more with sun paladin i realised (and i don't know how i didn't see it before) that the sun beam is actually not a beam... only your target is damaged, enemies along the path take no damage at all. Tried several times, they don't avoid it or anything they just are not affected by it.
I believe it is a beam in the sense of a sun beam coming from the sky and not in the sense of game mechanics. Maybe it should be renamed to "ray" instead?
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

Cathbald
Uruivellas
Posts: 743
Joined: Wed Jan 22, 2014 1:46 pm

Re: Please help: 1.2.0 dev test

#56 Post by Cathbald »

rexorcorum wrote:I believe it is a beam in the sense of a sun beam coming from the sky and not in the sense of game mechanics. Maybe it should be renamed to "ray" instead?
if that's the case then "ray" would probably be better yeah. the name beam plus the wording in the description "doing X damage to the target and blinding them" made me think it would target several enemies or else it would have been "blinding it".
I write guides and make addons too now, apparently

You can go here for a compilation of everything I wrote, plus some other important stuff!

Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)

rexorcorum
Graphical God
Posts: 482
Joined: Wed Jan 05, 2011 8:05 am
Location: There and Back again

Re: Please help: 1.2.0 dev test

#57 Post by rexorcorum »

Oh, but the blind is AoE, you have to push to talent level 4 to unlock it though.
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

locutus
Posts: 1
Joined: Wed May 07, 2014 10:00 pm

Re: Please help: 1.2.0 dev test

#58 Post by locutus »

Hi, while doing a exploration run (and dying a million times) i got stuck in Ardhungol, invoking either staircase, accessing the inventory or trying to teleport using the rod will throw a bug prompter with a break in object.lua.

I've uploaded a savegame here:

http://locutus.puscii.nl/flashgit.tar.bz2

overgoat
Wyrmic
Posts: 288
Joined: Mon Sep 19, 2011 1:20 pm

Re: Please help: 1.2.0 dev test

#59 Post by overgoat »

Haven't downloaded the latest build yet, but on test6 I noticed that Berserker seems to not actually make any changes to Accuracy or Physical Power. I'll download the latest build and report back if it is present there or not.

EDIT: Fixed in test8! Disregard.

StelasEldrasia
Wayist
Posts: 24
Joined: Fri Nov 22, 2013 10:47 am

Re: Please help: 1.2.0 dev test

#60 Post by StelasEldrasia »

I have 0% blight and fire resist. Decrepitude Disease and Burning are being entirely tanked by my armor.

Decrepitude Disease from Ghast hits Aki for (18 resist armor), 0 blight.
Burning from Armoured skeleton warrior hits Aki for (20 resist armor), 8 fire.

I think this was happening to poisons too. It's welcome, but doesn't quite seem right. My armor shouldn't even be resisting that much - I have 12/43%.
Last edited by StelasEldrasia on Thu May 08, 2014 10:17 am, edited 2 times in total.

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