Please help: 1.2.0 dev test

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Danton
Halfling
Posts: 95
Joined: Tue May 21, 2013 4:45 am

Re: Please help: 1.2.0 dev test

#121 Post by Danton »

Chant auras seem kind of... blobby in test 9.

Image

MarginalMagus
Halfling
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Joined: Wed Jun 26, 2013 3:51 am

Re: Please help: 1.2.0 dev test

#122 Post by MarginalMagus »

I find it very difficult with the new character borders to tell what is rare at a glance, which means I'll sometimes walk into an unexpectedly strong ant, where before the color would have warned me in time. I expect to die while on autopilot more frequently if these borders go through, which could be frustrating.
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Marson
Uruivellas
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Re: Please help: 1.2.0 dev test

#123 Post by Marson »

TEST-9
On the birther screen, if I click on Ooze first, I'll usually get the shader on the right. If I click on something else like Wyrmic and then come back to Ooze, I'll typically get the shader on the left.
oozebirth.png
oozebirth.png (6.31 KiB) Viewed 5432 times

Crim, The Red Thunder
Sher'Tul Godslayer
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Re: Please help: 1.2.0 dev test

#124 Post by Crim, The Red Thunder »

Mucus is making square improperly rendered boxes in place of it's normal animation on 1.2.0 test 9. Occurs on multiple PC's, Link to an occurence (not mine) is here: http://i.imgur.com/HlKZaZd.jpg
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
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StelasEldrasia
Wayist
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Joined: Fri Nov 22, 2013 10:47 am

Re: Please help: 1.2.0 dev test

#125 Post by StelasEldrasia »

MarginalMagus wrote:I find it very difficult with the new character borders to tell what is rare at a glance, which means I'll sometimes walk into an unexpectedly strong ant, where before the color would have warned me in time. I expect to die while on autopilot more frequently if these borders go through, which could be frustrating.
This is fixed - you can go to options and bring back the big frames.

rexorcorum
Graphical God
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Location: There and Back again

Re: Please help: 1.2.0 dev test

#126 Post by rexorcorum »

StelasEldrasia wrote:
MarginalMagus wrote:I find it very difficult with the new character borders to tell what is rare at a glance, which means I'll sometimes walk into an unexpectedly strong ant, where before the color would have warned me in time. I expect to die while on autopilot more frequently if these borders go through, which could be frustrating.
This is fixed - you can go to options and bring back the big frames.
And I also reworked the new frames to be (hopefully) more readable between regular enemies and rares.
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
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Doctornull
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Re: Please help: 1.2.0 dev test

#128 Post by Doctornull »

Is it still advisable to test this inside my GIT checkout, to get all recent Lua commits?
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Marson
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Re: Please help: 1.2.0 dev test

#129 Post by Marson »

Mucus trails look correct to me now, and the Oozemancer shader is now a circle on the birther screen—but it still swaps between the above two shaders. I hadn't clicked on it very many times earlier, but it looks random to me now. I can click on Oozemancer over and over and it will pick one of the two versions.


Marson
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Re: Please help: 1.2.0 dev test

#131 Post by Marson »

In Celestial/Sun: Sun's Vengeance's, the desc refers to "Sun Beam", but the talent it impacts is currently named "Sun Ray".

rexorcorum
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Re: Please help: 1.2.0 dev test

#132 Post by rexorcorum »

Was playing around with yesterday's (18.05.) git latest Sun Pally and at some point the magical items got weirdly borked:

Image
The game started normally and after I cleared the Fens and went to the Gates to spend some money this happened.

Log and savefile can be provided if needed.
~ [ 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) ] ~

tokariew
Higher
Posts: 63
Joined: Sun Dec 08, 2013 9:16 pm

Re: Please help: 1.2.0 dev test

#133 Post by tokariew »

on beta 10, i can't make a dwarf stone warden
http://i.imgur.com/xuAvrq5.png
other donator features work on char creation

Doctornull
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Re: Please help: 1.2.0 dev test

#134 Post by Doctornull »

Screen Shot 2014-05-19 at 12.43.27 PM.png
Screen Shot 2014-05-19 at 12.43.27 PM.png (169.13 KiB) Viewed 5297 times
After using chat briefly, that chat hover tooltip pops up instead of all other tooltips.

Here's my log: https://dl.dropboxusercontent.com/u/410 ... og.txt.zip
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Marson
Uruivellas
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Re: Please help: 1.2.0 dev test

#135 Post by Marson »

tokariew wrote:on beta 10, i can't make a dwarf stone warden
http://i.imgur.com/xuAvrq5.png
other donator features work on char creation
When on a test version, your profile is unverified. You can't link items in chat, and I believe that will affect Stone Warden and Storage Vault DLC as well.

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