Betatest 1.3: beta5 is up!
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Re: Betatest 1.3: beta5 is up!
The trouble with the projection tree and changing levels is still present. Upon changing level keyboard input is disabled until I move using the mouse.
Re: Betatest 1.3: beta5 is up!
Yes it was actually disarmed.
Found something funny (I doubt anyone other than TW would hit that situation). I think Shantiz is a bad weapon for them if they mix bow and dual wield because my own temporal clones explode my arrows when they are in flight thus causing collateral damage and daze on myself.
Bug: I get a lua error when I open the talent window now. That error also happened when I tried moving relentless pursuit around. I think this talent is bugged and causes that crash.
Lua Error: /engine/interface/ActorTalents.lua:80: bad argument
Found something funny (I doubt anyone other than TW would hit that situation). I think Shantiz is a bad weapon for them if they mix bow and dual wield because my own temporal clones explode my arrows when they are in flight thus causing collateral damage and daze on myself.
Bug: I get a lua error when I open the talent window now. That error also happened when I tried moving relentless pursuit around. I think this talent is bugged and causes that crash.
Lua Error: /engine/interface/ActorTalents.lua:80: bad argument
Re: Betatest 1.3: beta5 is up!
Relentless Pursuit's description has two mistakes: a bad format string (should be "20%%", not "20%") and a typo in punctuation (should be "." instead of "..").
Re: Betatest 1.3: beta5 is up!
Fire Daikara with a thunderstorm results in really sharp edged post-impact tiles. Not actually sure if this is new, but I don't remember seeing it before.
https://i.imgur.com/5mCi4lI.png
https://i.imgur.com/5mCi4lI.png
Re: Betatest 1.3: beta5 is up!

Got double killed by what I assume is a bug with temporal bolt, died and somehow got killed again while in the ediolon plane.
Also unrelated, but are there any plans to remove rares and such in morass? Currently not quite doable on insane ):
Edit: Pressing the talent sort button on the eidolon's talent screen returns a lua error, probably because he has no talents but I thought I'd throw it out here.
"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
"I'll bond with a cactus until my buttcheeks touch the sand before I play nethack again" -Gagarin
Re: Betatest 1.3: beta5 is up!
It's an optional dungeon, like the Archmage one. I thought the policy was to only remove them from the non-optional ones.Sheila wrote: Also unrelated, but are there any plans to remove rares and such in morass? Currently not quite doable on insane ):
Insane players hardly need to be coddled, after all.

<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers
<darkgod> brb buffing boulder throwers
Re: Betatest 1.3: beta5 is up!
Well, you could argue either way. The problem is that you really can't do it on Insane+ without drowning stuff first, so you're essentially making that content unavailable on higher difficulties.
Re: Betatest 1.3: beta5 is up!
I wouldn't call it coddling, it's more of not locking someone out of content due to poor balance decisionssupermini wrote:It's an optional dungeon, like the Archmage one. I thought the policy was to only remove them from the non-optional ones.Sheila wrote: Also unrelated, but are there any plans to remove rares and such in morass? Currently not quite doable on insane ):
Insane players hardly need to be coddled, after all.

It's not really an option when you can't do it at all.
"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
"I'll bond with a cactus until my buttcheeks touch the sand before I play nethack again" -Gagarin
Re: Betatest 1.3: beta5 is up!
Shibari has plans for balancing high difficulty play. As far as Unhallowed Morass I'm not against it changing but I'm not going to set the precedent. If it was changed I think the mage start and possibly other dungeons should be excluded as well. But it's probably a discussion that's beyond the scope of this thread.
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- Wayist
- Posts: 20
- Joined: Tue Aug 21, 2012 10:32 pm
Re: Betatest 1.3: beta5 is up!
You......you broke my.....rod. Manually drowning has ruined my entire life. I'm openly weeping.
Re: Betatest 1.3: beta5 is up!
Timeline splittingGandolfo wrote:Are there some specific things needing testing? I am all for beta testing but I hate going in blind and finding out there is really nothing I can do to test stuff because all the things I am prone to do are already pretty smoothed out. (cf my TW adventure.)

0player changed the order of operations in hopes of fixing some of the recurring bugs. We're hoping it won't produce new bugs. So if you made a TW or PM and used See the Threads or Cease to Exist a lot that would be helpful

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- Spiderkin
- Posts: 574
- Joined: Sun May 12, 2013 7:00 am
Re: Betatest 1.3: beta5 is up!
Rethread's targeting ignores the fact that neutrals are in the way. Won't target a neutral, but if one is in between bounces it will get destroyed also. Unfortunate behavior for something wildly out of your hands.
<astralInferno> poor stunt
<astralInferno> you suffer so that others may suffer in the intended way
Have a save in need of fixing? Open a ticket, send me a copy of your save: http://www.te4support.org/
<astralInferno> you suffer so that others may suffer in the intended way
Have a save in need of fixing? Open a ticket, send me a copy of your save: http://www.te4support.org/
Re: Betatest 1.3: beta5 is up!
Rethread bounces being beams make it generally very strange and unpredictable, too, because it sometimes hits far more than it should. I vote for bounces to be just hits.
Re: Betatest 1.3: beta5 is up!
Got a Cursed all the way up to - um, well, died trying to sneak a hapless Anorithil past Norgos.
Couple of very minor UI issues:
- In 64x64 ASCII-with-background mode, the '@' doesn't show up for the player character. The brackets and health bar surround an empty square.
- In Game Options, the 'Tactical Overlay' setting doesn't report the current setting correctly; it always reports 'Combined Small'.
- The 'Basic' font draws underlines under the Options Menu items that don't show up with the 'Fantasy' or 'Web' fonts.
Game issues:
- Foresight seems as weak an escort gift as Spin was.
Issues that aren't specific to 1.3:
- Gloom and Stalk should probably be passives.
- There's no apparent ordering to skill categories in the character levelup page. DLC and addons confuse the lists even more.
- In 64x64 ASCII mode, on the character creation dialog, the character icon is often distorted - either a tiny @ in the middle of the square, or a tall blank rectangle.
- Gems don't get sorted in the inventory correctly. Some show up before the Scrying Orb and Transmogrification Chest, some after.
- The Fortress offers the option to alchemists automatically to extract gems from items before transmogrifying. Could it put the extracted gems into the alchemist's inventory instead of transmogrifying them?
Couple of very minor UI issues:
- In 64x64 ASCII-with-background mode, the '@' doesn't show up for the player character. The brackets and health bar surround an empty square.
- In Game Options, the 'Tactical Overlay' setting doesn't report the current setting correctly; it always reports 'Combined Small'.
- The 'Basic' font draws underlines under the Options Menu items that don't show up with the 'Fantasy' or 'Web' fonts.
Game issues:
- Foresight seems as weak an escort gift as Spin was.
Issues that aren't specific to 1.3:
- Gloom and Stalk should probably be passives.
- There's no apparent ordering to skill categories in the character levelup page. DLC and addons confuse the lists even more.
- In 64x64 ASCII mode, on the character creation dialog, the character icon is often distorted - either a tiny @ in the middle of the square, or a tall blank rectangle.
- Gems don't get sorted in the inventory correctly. Some show up before the Scrying Orb and Transmogrification Chest, some after.
- The Fortress offers the option to alchemists automatically to extract gems from items before transmogrifying. Could it put the extracted gems into the alchemist's inventory instead of transmogrifying them?
Re: Betatest 1.3: beta5 is up!
FixedSheila wrote: Got double killed by what I assume is a bug with temporal bolt, died and somehow got killed again while in the ediolon plane.