Please help: 1.2.0 dev test

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grayswandir
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Re: Please help: 1.2.0 dev test

#76 Post by grayswandir »

Er, you block a ranged attack. Not that hard.
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themuffinthief
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Re: Please help: 1.2.0 dev test

#77 Post by themuffinthief »

grayswandir wrote:Er, you block a ranged attack. Not that hard.
The counterstrike buff specifically says your next melee attack deals double damage. Does that text change on blocking a ranged attack? I've never really looked at it after blocking a ranged attack, as I've never had a character use sling and shield before...

Doctornull
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Re: Please help: 1.2.0 dev test

#78 Post by Doctornull »

There are weapons of Projection which can make ranged melee attacks.

There are talents like Wave of Power which can make ranged melee attacks -- and the Sun Paladin has that one, which can happily be a shield-user, so it's not even an unlikely combo.
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themuffinthief
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Re: Please help: 1.2.0 dev test

#79 Post by themuffinthief »

Doctornull wrote:There are weapons of Projection which can make ranged melee attacks.

There are talents like Wave of Power which can make ranged melee attacks -- and the Sun Paladin has that one, which can happily be a shield-user, so it's not even an unlikely combo.
Fair point, forgot about those. Still doesn't answer my question about why skirmishers need to apply the counterstrike debuff (or how they take advantage of it) as theyre sling/shield based.

jilladilla
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Re: Please help: 1.2.0 dev test

#80 Post by jilladilla »

Pretty sure sling/bow attacks can still take advantage of counterstrike, its just that you need to block a ranged attack or perform a point-blank shot
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grayswandir
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Re: Please help: 1.2.0 dev test

#81 Post by grayswandir »

Yeah, counterstrike applies to archery attacks too.
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. :)

supermini
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Re: Please help: 1.2.0 dev test

#82 Post by supermini »

Alt maze spawns walled off sections with mobs and even chests and you can't dig through to get to them. The same seems to happen with unknown tunnels as well.
<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers

supermini
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Re: Please help: 1.2.0 dev test

#83 Post by supermini »

Totems of cure ailments appear to have no scaling at all, they always cure 2 from what I can tell (although I've only seen tiers 1-3 so far).
<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers

Jenkar
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Re: Please help: 1.2.0 dev test

#84 Post by Jenkar »

Sun paladin's suncloak seems bugged for me, graphically. The tooltip on the right of the screen says it improves casting speed and cooldowns by 0%, even though in effect the normal values are applied.

After asking around, it seems to be not reproducable (at least by Shibari).
OS is Mac.

Cathbald
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Re: Please help: 1.2.0 dev test

#85 Post by Cathbald »

maybe the problem was already here before but I'm not sure so... if you have runes but no spells and you equip items infused with arcane disrupting forces you don't have the debuff "nature vs arcane" (or whatever the name is) even though your runes can fizzle because of them
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Noel
Thalore
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Re: Please help: 1.2.0 dev test

#86 Post by Noel »

supermini wrote:Alt maze spawns walled off sections with mobs and even chests and you can't dig through to get to them. The same seems to happen with unknown tunnels as well.
This just happened to me on 1.1.5 as well, in the alt Maze. The final level has two isolated one-tile areas that can't be accessed. The Horned Horror wasn't anywhere else on the level, so it must have spawned in one of these areas. (Keeps me safe from him, and vice versa... ;) )

eddparsons
Wayist
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Re: Please help: 1.2.0 dev test

#87 Post by eddparsons »

Brawler skill Tempo description says you get the 20% resist all effect at talent level 3, but I got it at talent level 1.

Cathbald
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Re: Please help: 1.2.0 dev test

#88 Post by Cathbald »

I know the arena does not represent the balance of the game but...
I never managed to go above 15-20 waves in the normal difficulty arena before. I tried once with the brawler in 1.2 and I finished it with tier 1 green leather gloves and not a single time did I feel even slightly in danger.

I thought "ok, it was normal let's try nightmare".
I just finished the arena in nightmare with tier 1 green gloves again (this time heavy gloves rather than leather) and my life never went below 50% (maybe 3 or 4 times below 75%).
I three-shotted the cursed boss just before master of the arena, rush, flurry of fists, haymaker and he was dead.

The last fight against my previous champion was swarming with Lua error though, I didn't report while in game but there was 10 or so each turn.

Anyway, it makes sense for the brawler to be strong in this game mode but still. Overpowered.


Edit : also, the tooltip on boots of the hunter is redundant, it's written "activating this item is instant" then "does not use a turn" further.
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)

Cathbald
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Re: Please help: 1.2.0 dev test

#89 Post by Cathbald »

also when doing the ring of blood i noticed the brawler we control has maim and the old finisher that drains stamina.
I'm not sure if the other skills are scaling according to old or new brawler (I think new because the range on spinning back was better than I remember) but those two clearly shouldn't be here


Edit : I just tried to make a stone warden but the class did not appear when I chose a dwarf even though the add-on is shown as active.
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)

Shibari
Cornac
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Re: Please help: 1.2.0 dev test

#90 Post by Shibari »

Cathbald wrote:I know the arena does not represent the balance of the game but...
I never managed to go above 15-20 waves in the normal difficulty arena before. I tried once with the brawler in 1.2 and I finished it with tier 1 green leather gloves and not a single time did I feel even slightly in danger.

I thought "ok, it was normal let's try nightmare".
I just finished the arena in nightmare with tier 1 green gloves again (this time heavy gloves rather than leather) and my life never went below 50% (maybe 3 or 4 times below 75%).
I three-shotted the cursed boss just before master of the arena, rush, flurry of fists, haymaker and he was dead.

The last fight against my previous champion was swarming with Lua error though, I didn't report while in game but there was 10 or so each turn.

Anyway, it makes sense for the brawler to be strong in this game mode but still. Overpowered.


Edit : also, the tooltip on boots of the hunter is redundant, it's written "activating this item is instant" then "does not use a turn" further.
I cleared almost all of the arena the very first time I played it on Insane. I'd never touched it prior. Class was pretty average, think I was a Solip or something. Really need either specifics or at least anecdotes from the main campaign, arena is not the same thing and information from it can't be factored.

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