Please help: 1.2.0 dev test

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Dhurke
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Re: Please help: 1.2.0 dev test

#106 Post by Dhurke »

Another one...
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ratbuddy
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Re: Please help: 1.2.0 dev test

#107 Post by ratbuddy »

Testing oozemancer on 1.2 test 8.

Slime spit is a bit weak, maybe tune the loss-per-hop down to 20% or so. Won't really affect NPCs because when they hit you with slime spit, you're the first hop anyway.

Call of ooze has a bug, it will be greyed out with 1 ooze active, even when your max allowed by mitosis is 2 oozes. Once I get more talent points I'll see if it's still bugged with more max oozes and better call.

Doctornull
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Re: Please help: 1.2.0 dev test

#108 Post by Doctornull »

ratbuddy wrote:Slime spit is a bit weak, maybe tune the loss-per-hop down to 20% or so. Won't really affect NPCs because when they hit you with slime spit, you're the first hop anyway.
I want the difference between being first and second target to be big enough that it's worth using a Trade Places talent to get someone else hit first, or so it's worth jumping in the way to save your stupid Escort.

If the Slime Spit is going to kill the Escort no matter what, that makes the game way less tactically interesting IMHO.
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Cathbald
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Re: Please help: 1.2.0 dev test

#109 Post by Cathbald »

well, I was trying to kill Linaliil as it's the first time I made a char that actually had a shot against her (never managed to kill athamaton before :( ) and it felt like there was no way of killing her.
So I payed a bit more attention to the game log realised her draconic body had a very low cd and tried to figure out how low exactly.

this was my answer :

Image


her draconic body popped twice during a single attack of my brawler. someone on the chat told me that she had been buffed for 1.2 but I think she either got way overbuffed or is bugged ^^
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ratbuddy
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Re: Please help: 1.2.0 dev test

#110 Post by ratbuddy »

Doctornull wrote:
ratbuddy wrote:Slime spit is a bit weak, maybe tune the loss-per-hop down to 20% or so. Won't really affect NPCs because when they hit you with slime spit, you're the first hop anyway.
I want the difference between being first and second target to be big enough that it's worth using a Trade Places talent to get someone else hit first, or so it's worth jumping in the way to save your stupid Escort.

If the Slime Spit is going to kill the Escort no matter what, that makes the game way less tactically interesting IMHO.
The only problem I have is that most of the time, your oozes are up front, so you need to bounce the slime spit off them. If bouncing off a friendly ooze didn't drain damage from slime spit, it would be ok.

nukularpower
Halfling
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Re: Please help: 1.2.0 dev test

#111 Post by nukularpower »

I like the idea behind the new sunpally 2h tree and all but ehh... Why so worried about making a 2h attack that actually hits hard in comparison to Assault/Overpower/Flurry? Maybe it's more that those attacks need nerfed, but still, none of the new 2h attacks hits very hard at all, even Execute, though that is a neat idea. Also, again, while a neat idea, the "step-charge" attack is made practically obsolete by the very next skill in the tree..

edge2054
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Re: Please help: 1.2.0 dev test

#112 Post by edge2054 »

Hurricane throw does not have a stat requirement.

Salo
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Re: Please help: 1.2.0 dev test

#113 Post by Salo »

Should I post skirmisher stuff here?

If so:
- Not sure if it's a bug or a feature, but nothing prevents you from spamming reload multiple times in a turn until you maxed your ammo. It doesn't take a turn and the unarmed modifier does not prevent you from using it. If this is intended, it'd make more sense if reload returned all ammo by default.
- When using auto-explore after a fight without resting (i.e. resting before autoexplore is disabled) you are for some reason always unarmed for a few turns. This is very annoying.
- Superb Agility, the description should mention that it also decreases the stamina cost and cooldown of the third talent.
- Trained Reactions: remove/change the "instead" and the "would" in the description because it is very confusing since you still take the damage.
- Tumble: there is no reason to put a 5th talent point into this skill.
- My auto attack damage is ridiculously bad. I'm still doing well, level 24 in nightmare difficulty atm, but I have to rely for a very big deal on traps and/or poisons to deal damage, despite having tier 5 ammo already. Is this intended? Without traps it would probably have been the class with the lowest damage output, it might still be anyway. This is not necessarily a bad thing since it's still possible to defeat everything with enough patience/traps/poisons and not all classes need to be equally good at damage output, but it might limit build and race options. This is probably because you have no APR and no crit chance modifier.
- Correlated with the above: sling mastery and called shots deal a lot of damage on paper, but because your base damage is so bad (I just hit an armoured skeleton for 50 physical damage + 25 elemental on hit), doing 200% base damage isn't that impressive either so you have little incentive for putting points into them. Perhaps it would be useful to give raw damage bonuses on talents instead of base damage bonuses? So for example instead of maxed quick shot dealing 177% wepaon damage you could make it deal 100% weapon damage + 100 bonus damage (2 damage per dexterity).
- (edit) Tumble: you can tumble through walls... Intended?

(edit) by the way, the monster AI is very broken in this version. Archers using reload before ever shooting, skeletons using re-assemble when at full health, monsters not doing anything, etc.
(edit2) just checked, you can also vault over walls.

edge2054
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Re: Please help: 1.2.0 dev test

#114 Post by edge2054 »

scouring glove ego throws an error

Marson
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Re: Please help: 1.2.0 dev test

#115 Post by Marson »

Don't remember if this was already posted, but archers like to reload and disarm themselves, sometimes as an opening move.

Shibari
Cornac
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Re: Please help: 1.2.0 dev test

#116 Post by Shibari »

I think the last version of 1.2 posted still had the Sling mastery not working bug, it should be much better in the next. I can't reproduce the scouring error, can you be more specific?

Oh, and yes, for the love of god please do post Skirmisher stuff here :p. Due to the unfun start of Archers in general (also addressed in git already) paired with the bug with the mastery a lot of people had no interest in testing it.

Salo
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Re: Please help: 1.2.0 dev test

#117 Post by Salo »

Shibari wrote:I think the last version of 1.2 posted still had the Sling mastery not working bug, it should be much better in the next. I can't reproduce the scouring error, can you be more specific?

Oh, and yes, for the love of god please do post Skirmisher stuff here :p. Due to the unfun start of Archers in general (also addressed in git already) paired with the bug with the mastery a lot of people had no interest in testing it.
Kay, now level 42 on nightmare difficulty, just cleared my first pride. The sling mastery bug would explain why I had so little damage.

More comments:
- Vault/tumble going through wall is ridiculously easy to abuse and the only reason why I managed to do vor armory relatively early and had so little trouble with the master.
- I feel like I've been doing well in the east more because of ridiculous equipment (+22% resist all from equipment, combine this with the ternal warrior and thick skin gives me +50% resist all or 85% resist all if trained reactions activates on top of that). The class in general seems pretty weak to be honest (this is not necessarily a bad thing), although this might be due the sling mastery bug only.
- The eternal warrior is boring. In my opinion it should do something more than just give +resist all, now it's just a bad version of thick skin. It's still useful, but the player should be rewarded more in my opinion because it takes quite some investment in the tireless combatant tree to keep this buff up 24/7.
- Kill shot is a really cool ability but there's no reason to invest more than 1 point in it, the scaling is very bad. Kneecapper is the same (wow, 7% more weapon damage for 1 class point is not a fair trade).
- Have you considered unlocking trapping by default? I think it'd be a good idea so not everybody will play cornac and help with the unfun start thing.
- Have you considered giving them the mobility generic tree?
- Is buckler mastery bugged? I've seen it activate maybe once or twice, nowhere near enough. Does it require an enemy to be in the deflection range?
- This is the first time I have vulnerability poison (picked the mystical cunning prodigy, mostly for gravity trap) and it's very underwhelming. Perhaps if you have the prodigy you should be allowed to have 3 poisons active at the same time?
- Sling sniper and the way quick shot interacts with hurricane shot makes you want to spam special attacks all the time and hence I feel bombardment is a bit of a weird ability: it drains all the stamina you need for those abilities and doesn't improve them. I don't like the design of bombardment tbh and feel there are no other talents that have synergy with it.
- When I encounter an enemy with high armor I can only damage him with traps (and poisons if he isn't immune, but he often is) because my APR is horrible, only 13. Perhaps sling sniper can increase APR as well?
- Buckler training is extremely good on paper, but since breathing room means I never want to be in melee range I only very rarely get hit by melee attacks and hence hardly have opportunities to counter attack, it really hasn't been very useful at all. I wonder if going full buckler mastery and no breathing room would have been a better build.
- I ran out of talents I feel are worth investing in around level 40 or so. But I ran out of talents that I felt made a big difference long before that. Honestly, I just wanted 5/1/1/3 traps, 1/1/1/0 called shots, 3/0/0/0 tireless combatant, 5/1/3/0 skirmisher-slings and 5/0/0/0 poisons, all the rest hardly improved me anymore.
- Just a silly idea, but I think adding the Lethality tree (locked) would solve a lot of problems all at once (assuming deadly strikes works with a ranged attack). There'd be a lot of synergy between the talents in that tree and the rest of skirmisher's talents.

Cathbald
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Re: Please help: 1.2.0 dev test

#118 Post by Cathbald »

hello, here are some bugs I noticed today.

first, a sword with "when wielded/worn" but nothing under it. I must confess I didn't think to equip it to see if it gave some stats but they weren't displayed or if it gave no stats and had unneeded description until it was too late.
Image


I noticed that if picking up items on the ground automatically is disabled (like it is in the arena) then picking up an item that is alone on his tile takes a turn but if there are several and the window opens where you can choose which items you want or don't you can pick 1,2 or more or none and it won't take a turn in any case.

and I was wondering if it was normal that the achievements I won for the first time in beta appear on my profile (and on my steam profile if i push them) but not the win? I've got new achievement for winning by closing the portal which I had never done before but I've no new winner on my winner table (it was a new combo), I would have thought neither the achievement nor the winner table would work or both would.
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)

Parcae2
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Re: Please help: 1.2.0 dev test

#119 Post by Parcae2 »

Enemy skirmishers are constantly spamming the log with "destination unreachable" messages.


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