Betatest 1.3: beta9 is up!
Moderator: Moderator
Betatest 1.3: beta9 is up!
http://te4.org/beta-test
Please report all problems & bugs for beta9 in this new thread.
Most of the reported bugs should be fixed; do no hesitate to re-report things you alraedy reported in previous betas if you see any
Please report all problems & bugs for beta9 in this new thread.
Most of the reported bugs should be fixed; do no hesitate to re-report things you alraedy reported in previous betas if you see any
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Betatest 1.3: beta9 is up!
I don't think it's a 1.3b9 specific bug at all but the Arcane Combat talent description is ambiguous towards proc chance with a shield. It says :
The actual proc chance which a shield seems to be 75% of the normal value.When using a shield the chance is reduced by one fourth.
When dual wielding or using a shield the chance is halved for each weapon.
Re: Betatest 1.3: beta9 is up!
I don't think its a bug, but its still something i don't like.
about temporal warden
when i use a talent directly, it changes my weapon to appropriate set.
however, left click on target works funny.
for ease of use, i put my "shot" talent to left click on enemy.
now, when i have bow equipped there is nothing wrong with that.
however, when i have the melee set equipped, it atts weiredly.
when i click a distant enemy, that should be in my range, my character moves towards it.
and only if the target is directly adjacent it will instantly switch to the bow and shot.
additionally, while talents automatically switch my weapons, pressing Q still takes a turn.
about temporal warden
when i use a talent directly, it changes my weapon to appropriate set.
however, left click on target works funny.
for ease of use, i put my "shot" talent to left click on enemy.
now, when i have bow equipped there is nothing wrong with that.
however, when i have the melee set equipped, it atts weiredly.
when i click a distant enemy, that should be in my range, my character moves towards it.
and only if the target is directly adjacent it will instantly switch to the bow and shot.
additionally, while talents automatically switch my weapons, pressing Q still takes a turn.
Re: Betatest 1.3: beta9 is up!
Free swapping I took out to avoid cheesy staff builds that have plagued the class in the past. I'm considering putting it back but don't know that it will make for 1.3. I have to do some thinking on how to address it as well as the ogre bow/dagger swap issue.
Left click binding shoot doesn't work well. I'll look into it but I disabled autobinding it at birth because of this behavior. I'm away from my computer now so I can't verify but middle click and i think shoot with auto bump attack off will both work if you want to use shoot with the mouse.
*edit* Apparently neither of those work. I'll look at it.
Left click binding shoot doesn't work well. I'll look into it but I disabled autobinding it at birth because of this behavior. I'm away from my computer now so I can't verify but middle click and i think shoot with auto bump attack off will both work if you want to use shoot with the mouse.
*edit* Apparently neither of those work. I'll look at it.
Re: Betatest 1.3: beta9 is up!
Well I can fix the auto_shoot thing. The problem is the range check is failing as your archery range is 1 when you have melee weapons equipped. That said it's going to create a new problem. Melee attacks will still fire when you left click in melee range when you have shoot bound to right click.
I can have it check the range and use melee when appropriate but it seems really special cased at that point and I'm not sure every warden is going to want to autoswap to melee when in melee range (say a pure bow/caster build).
Soo... at this point I'm leaning towards trying to fix the range check failing. I guess people that don't want to shoot in melee range will have to use the keypad or just not bind shoot.
Sound good?
I can have it check the range and use melee when appropriate but it seems really special cased at that point and I'm not sure every warden is going to want to autoswap to melee when in melee range (say a pure bow/caster build).
Soo... at this point I'm leaning towards trying to fix the range check failing. I guess people that don't want to shoot in melee range will have to use the keypad or just not bind shoot.
Sound good?
Re: Betatest 1.3: beta9 is up!
well, the "current rage is 1" is what i was expecting. but as for alternative problem, i can just press arrows to go around it. no need to click in melee.
Re: Betatest 1.3: beta9 is up!
ASCII mode still has issues. The player character is invisible. Zemekkys shows up as a tiny p. Objects dropped by rares show up as single dots, although loot dropped by Prox and the Dreaming One appeared normally.
The monstrous losgoroths at Point Zero are neutral, but the guardians are fighting them. Confusing.
The monstrous losgoroths at Point Zero are neutral, but the guardians are fighting them. Confusing.
Re: Betatest 1.3: beta9 is up!
Monstrous losgoroth have always been, you really do NOT want them to attack you.
Why is zemmekys a tiny p a problem ??
Player being invisible seems to fix itself after a reload here, can you confirm ?
As for items dropped by rares, I can't seem to reproduce it, got any more info ?
Why is zemmekys a tiny p a problem ??
Player being invisible seems to fix itself after a reload here, can you confirm ?
As for items dropped by rares, I can't seem to reproduce it, got any more info ?
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Betatest 1.3: beta9 is up!
Ah, didn't know that about the losgoroths; I don't play TWs often.
Zemekkys as a tiny p isn't a problem, but it looks a little strange.
Reloading does fix the player character.
On reproducing items dropped by rares: I'm running on Win7 64-bit on a 2560x1600 screen, nVidia 9xx-series card, ASCII with background <64x64>, font style 'web', tactical overlay 'combined big'. As long as I don't save and reload a game, the problem happens reliably as soon as the first rare drops loot. Loot dropped by normal monsters and bosses looks fine. Reloading does not fix the display. BTW, the Tactical Overlay entry in Game Options still has the same problem I reported in b6: the displayed value is always 'combined small' even if it's been set to another value.
Zemekkys as a tiny p isn't a problem, but it looks a little strange.
Reloading does fix the player character.
On reproducing items dropped by rares: I'm running on Win7 64-bit on a 2560x1600 screen, nVidia 9xx-series card, ASCII with background <64x64>, font style 'web', tactical overlay 'combined big'. As long as I don't save and reload a game, the problem happens reliably as soon as the first rare drops loot. Loot dropped by normal monsters and bosses looks fine. Reloading does not fix the display. BTW, the Tactical Overlay entry in Game Options still has the same problem I reported in b6: the displayed value is always 'combined small' even if it's been set to another value.
Re: Betatest 1.3: beta9 is up!
That small red dot is an "iron torque of thermal psionic shield 'Lisuwen'". Suspect just pink and perhaps orange randarts aren't rendering correctly.
Re: Betatest 1.3: beta9 is up!
fixed
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Betatest 1.3: beta9 is up!
Taking all points out of Spell/Golemancy does not get rid of the alchemist's golem. He's still there even with zero points invested.
Taking points out of all spells at start time does not get rid of the alchemist's mana bar. (Not sure if this is a bug or a fix - I used to use it as an exploit to get a torque from Zigur.)
Taking points out of all spells at start time does not get rid of the alchemist's mana bar. (Not sure if this is a bug or a fix - I used to use it as an exploit to get a torque from Zigur.)
Re: Betatest 1.3: beta9 is up!
Golems don't auto-use talents unless under direct player control. I liked to have mine fire Bathe in Light when enemies weren't visible. Can get a rough approximation by setting tactical priorities, but I can't keep the golem from casting it when enemies are around.
(Why is self-destruction's default tactical weight 1?)
Inventory display still doesn't update immediately when adding alchemist gems to ammo slot.
If an alchemist picks up an item, moves it to inventory, transfers it to the golem, and then has the golem drop it, the 'in inventory' flag gets cleared and the alchemist automatically picks it up again. This gets really annoying in the fortress. Workaround: have the golem pass the item back to the alchemist and have the alchemist drop it. Note bug exists in 1.2.x as well.
My alchemist got killed at one point by a guardian in the ruined dungeon, but the golem was still active. It managed to wipe out two more guardians, then self-destructed next to a third. Got the message "Jackie was battered to death by Puff (servant of Jackie)".
After the Slazish Fens portal blows up, if a player lands in Norgos' Lair with an escort at the end of a hallway, it's quite possible for Lady Zoisla to be nowhere to be seen while attacking. This usually clears up after both player and escort move.
(Why is self-destruction's default tactical weight 1?)
Inventory display still doesn't update immediately when adding alchemist gems to ammo slot.
If an alchemist picks up an item, moves it to inventory, transfers it to the golem, and then has the golem drop it, the 'in inventory' flag gets cleared and the alchemist automatically picks it up again. This gets really annoying in the fortress. Workaround: have the golem pass the item back to the alchemist and have the alchemist drop it. Note bug exists in 1.2.x as well.
My alchemist got killed at one point by a guardian in the ruined dungeon, but the golem was still active. It managed to wipe out two more guardians, then self-destructed next to a third. Got the message "Jackie was battered to death by Puff (servant of Jackie)".
After the Slazish Fens portal blows up, if a player lands in Norgos' Lair with an escort at the end of a hallway, it's quite possible for Lady Zoisla to be nowhere to be seen while attacking. This usually clears up after both player and escort move.
Re: Betatest 1.3: beta9 is up!
[1.3 B9] With my Ogre Sun Paladin, I went with a Two-Handed + Shield build, which so far has worked about as well as I expected (awesome), but with some small things I'm confused by.
When I look at my Shield attack skills, they show as taking 100% of a turn (expected). However, my Two-Handed attack skills show as taking 120% of a turn on the skill's tool-tip (unexpected). The weapon's description and my character sheet show my attacks as being 100%. Switching to a Quick weapon (111% attack speed on the weapon's description) didn't change that number any. For comparison, when my Time Warden swapped to a faster attack speed bow, the skill tool-tip updated (80% to 70%).
Which numbers are accurate, the skill tool-tip or my character sheet? Do two-handers have an innate slower attack speed? Is this perhaps my ogre's racial slowing my speed down?
When I look at my Shield attack skills, they show as taking 100% of a turn (expected). However, my Two-Handed attack skills show as taking 120% of a turn on the skill's tool-tip (unexpected). The weapon's description and my character sheet show my attacks as being 100%. Switching to a Quick weapon (111% attack speed on the weapon's description) didn't change that number any. For comparison, when my Time Warden swapped to a faster attack speed bow, the skill tool-tip updated (80% to 70%).
Which numbers are accurate, the skill tool-tip or my character sheet? Do two-handers have an innate slower attack speed? Is this perhaps my ogre's racial slowing my speed down?
Re: Betatest 1.3: beta9 is up!
Still getting vertical lines in b9.