Betatest 1.3 ! We need moar souls !

Everything about ToME 4.x.x. No spoilers, please

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Sheila
Magical Girl
Posts: 431
Joined: Wed Aug 27, 2014 11:36 am

Re: how?

#151 Post by Sheila »

Call wrote:Hi folks,

How do we do the beta test? I got the game on steam and can certainly install the download on the Mac, but what then?

1. Do my unlocks transfer? Can I copy these from the steam 1.2.5 somehow?

2. Will this use the same save game folder and preferences files as the Steam version? I really don't want to break my non beta saves and games...

3. Basically I want to do the beta test on a new character but don't want to risk any of my Steam saves or settings, while still having my unlocks.

Thanks!
1. Yes, unlocks are account bound and should transfer
2. No, it's a separate folder and separate client. Make sure to turn off steam sync saving although that shouldn't get in the way I think
3. There shouldn't be any issues, just remember you won't be getting achievements or stuff with the beta client :)
"As dying is one of the leading causes of death, you should avoid dying." -rekenner

"I'll bond with a cactus until my buttcheeks touch the sand before I play nethack again" -Gagarin

LupusAter
Posts: 2
Joined: Wed Feb 11, 2015 9:58 am

Re: Betatest 1.3 ! We need moar souls !

#152 Post by LupusAter »

I found a minor problem with resting waiting for saturation to clear off before stopping. If you have two infusions/runes on autocast, resting will never stop, since it will wait for saturation to time out, at which point the second infusion will be used, applying new stacks of saturation. This is basically only a problem for Wild Growth users, but it still would be nice to have an option to make resting ignore saturation.
Last edited by LupusAter on Wed Feb 11, 2015 11:45 am, edited 1 time in total.

A Meat
Wayist
Posts: 17
Joined: Mon Dec 23, 2013 8:16 am

Re: Betatest 1.3 ! We need moar souls !

#153 Post by A Meat »

First of all, I feel like Windblade should have some sort of command (callback? I don't know much about programming), to switch TW weapon sets to a melee one, as well as maybe having it require a melee weapon or me melee speed. As is, it just makes an unarmed attack with a bow and quiver I think.

But I got some sort of memory use bug after playing for an hour or two, where the game would just not respond to much and I had to end the process. I forgot to screencap the in-game bug report, but I do have an image of the crazy amount of RAM it took

Image

edit: I forgot, but Charred Scar seemed to disagree with Temporal Hounds, causing lua errors until I turned off the sustain

edge2054
Retired Ninja
Posts: 3756
Joined: Fri May 28, 2010 4:38 pm

Re: Betatest 1.3 ! We need moar souls !

#154 Post by edge2054 »

Thanks for the temporal hounds report, I'm looking into it.

Asking Darkgod about the preuse check on Windblades and other prodigies. I'm not going to put autoswap on anything new though. Bow-Threading, Blade-Threading, Attack, and Shoot.

Sheila
Magical Girl
Posts: 431
Joined: Wed Aug 27, 2014 11:36 am

Re: Betatest 1.3 ! We need moar souls !

#155 Post by Sheila »

Reshape is kinda incredibly bugged at the moment. I was playing mindslayer and started out with daggers,
I got a coral dagger in the first town and played for a while, by the time I made it to derth (as a yeek) I realized my dagger had turned orange.
Reshape seems to affect other stats than the usual ones it's supposed to (armor, fatigue, accuracy, etc) and it seems to change when changing areas
here's a few screenshots:

Image

The armor had been reshaped in the past and I moved around with it, and I noticed the health regen and other stats changing (originally +3.00), also notice the resists.
The coral shield turned orange after I equipped it and reshaped it after changing areas, although stats didn't seem to change much.
"As dying is one of the leading causes of death, you should avoid dying." -rekenner

"I'll bond with a cactus until my buttcheeks touch the sand before I play nethack again" -Gagarin

0player
Uruivellas
Posts: 717
Joined: Fri May 24, 2013 4:27 pm

Re: Betatest 1.3 ! We need moar souls !

#156 Post by 0player »

*sigh* I was afraid something like that might happen.
I'll try to fix it. Basically what happens is some stats are getting rerolled.
I am completely clueless as to why your shield became unique, though.

Sheila
Magical Girl
Posts: 431
Joined: Wed Aug 27, 2014 11:36 am

Re: Betatest 1.3 ! We need moar souls !

#157 Post by Sheila »

Image
Ice wall looks like this when I first pick it up, it won't cooldown ever and can't be used, changing areas doesn't help.
It seems to go away with a reload but yeah I thought I'd throw it out here :wink:

Edit
Image
On the subject of wyrmics, because of fungus mostly, putting a regen infusion on auto-use is a death trap. It never ends! Gotta wait for those cooldowns after all.
Last edited by Sheila on Wed Feb 11, 2015 10:32 pm, edited 1 time in total.
"As dying is one of the leading causes of death, you should avoid dying." -rekenner

"I'll bond with a cactus until my buttcheeks touch the sand before I play nethack again" -Gagarin

0player
Uruivellas
Posts: 717
Joined: Fri May 24, 2013 4:27 pm

Re: Betatest 1.3 ! We need moar souls !

#158 Post by 0player »

Cannot reproduce :(.

themuffinthief
Halfling
Posts: 81
Joined: Sat May 11, 2013 6:58 pm

Re: Betatest 1.3 ! We need moar souls !

#159 Post by themuffinthief »

Few questions about ogres and 2 handed weapons: 1. Sun paladin (or Berserker/Bulwark with cat unlocks) can hold a 2h weapon in their main hand, and a shield in the offhand, granting use of both their 2h tree and shield tree simultaneously. Intended? If so, awesome...I might have to win another Sun pally.

2. Please please please let reavers' corrupted strength allow ogres to dual wield 2h weapons? :lol:

Time to go test a greatsword/dagger/bow TW ogre!

Edit: Ogre TW starts in the chronomancy starter zone, but an Ogre Sun pally doesn't start in the east. Bug? Seems inconsistent.

64legos
Thalore
Posts: 136
Joined: Wed Nov 14, 2012 2:24 am

Re: Betatest 1.3 ! We need moar souls !

#160 Post by 64legos »

themuffinthief wrote:Few questions about ogres and 2 handed weapons: 1. Sun paladin (or Berserker/Bulwark with cat unlocks) can hold a 2h weapon in their main hand, and a shield in the offhand, granting use of both their 2h tree and shield tree simultaneously. Intended? If so, awesome...I might have to win another Sun pally.

2. Please please please let reavers' corrupted strength allow ogres to dual wield 2h weapons? :lol:

Time to go test a greatsword/dagger/bow TW ogre!
Yes, you could do a gimicky 2h weapon/shield build

Calodine
Cornac
Posts: 40
Joined: Fri Dec 30, 2011 4:21 am

Re: Betatest 1.3 ! We need moar souls !

#161 Post by Calodine »

Hey so rightclick menu icons are weird and green.

http://puu.sh/fNA8D/95d5e50911.jpg

Also I died in the unhallowed morass. And when I told the eidolon to send me back, I got the 'you got sent back!' message, and reappeared in the starting spot in the Eidolon plane. I checked, this did cost me an extra life.

Oh, and the starting phase door rune on ogre totally had no cooldown.
20:23 DarkGod: googina .. hum

Call
Wayist
Posts: 17
Joined: Sun Jan 18, 2015 3:07 pm

logging into steam?

#162 Post by Call »

I downloaded this beta #2 and it seems to have picked up my unlocks as others have mentioned.

That said, I do not know how to log in to my online profile. It has no log in via steam option. What user name and password should I be using here? The one from these forums?

Thanks!

0player
Uruivellas
Posts: 717
Joined: Fri May 24, 2013 4:27 pm

Re: Betatest 1.3 ! We need moar souls !

#163 Post by 0player »

Call, you need to register on te4.org, then connect your steam profile via "Login through Steam" button to the right of the site. Then you'll have the login and the password for a standalone version.

supermini
Uruivellas
Posts: 800
Joined: Tue May 15, 2012 11:44 pm

Re: Betatest 1.3 ! We need moar souls !

#164 Post by supermini »

Made a new Paradox mage, apprentice mage is nowhere to be found. According to te4_log.txt, he spawned:

Code: Select all

Loading tile from tileset	/data/gfx/shockbolt/npc/humanoid_human_apprentice_mage.png
Added unique	mod.class.Encounter/Novice mage	::	1
[Encounter] Immediate set	Novice mage	15	23
Can he be killed by Zigur patrols or something?

I kept a backup of the log file in case you want it.
<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers

0player
Uruivellas
Posts: 717
Joined: Fri May 24, 2013 4:27 pm

Re: Betatest 1.3 ! We need moar souls !

#165 Post by 0player »

Coordinates look like northeast of what would be an Angolwen portal, so you couldn't have squashed him beaming down from the orbit.
Edit: nevermind, found the bug. The apprentice was always spawning not on the advertised place but on one of the adjacent ones.
Last edited by 0player on Thu Feb 12, 2015 3:13 pm, edited 1 time in total.

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