Betatest 1.3: RC1 is up!

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donkatsu
Uruivellas
Posts: 819
Joined: Mon Dec 12, 2011 4:33 pm

Re: Betatest 1.3: RC1 is up!

#46 Post by donkatsu »

I've recently started getting this:

Online profile disabled(switching to offline profile) due to invalid module hash.

It seems to affect all of my characters. I tried restarting, logging out and logging back in, but the issue persists. I think this has happened to me before in previous versions, so probably not a beta issue specifically, but it'd still be nice if my characters wouldn't stop updating halfway through the East.

Hirumakai
Thalore
Posts: 192
Joined: Wed Aug 11, 2010 2:39 pm

Re: Betatest 1.3: RC1 is up!

#47 Post by Hirumakai »

Browsing through the RC2 code, it looks like archery on hit effects for weapons/ammo hasn't been updated to handle the change of items being able to have multiple on_hit/on_crit/on_kill effects in tables.

See 1.2.5 bug report:
http://forums.te4.org/viewtopic.php?f=42&t=43025

For example, on lines 393 to 396 of Archery.lua (in mod/class/interface/ of the tome module) we have:

Code: Select all

--Special effect
if hitted and weapon and weapon.special_on_hit and weapon.special_on_hit.fct and (not target.dead or weapon.special_on_hit.on_kill    ) then
  weapon.special_on_hit.fct(weapon, self, target)
end
This is assuming there is only a single function there, but the code for objects was updated to possibly use a table of functions instead of a single function. You need something like out of the Combat.lua code, like lines 819 to 828.

Code: Select all

819     -- Special weapon effects  (passing the special definition to facilitate encapsulating multiple special effects)
 820     if hitted and weapon and weapon.special_on_hit then
 821         local specials = weapon.special_on_hit
 822         if specials.fct then specials = {specials} end
 823         for _, special in ipairs(specials) do
 824             if special.fct and (not target.dead or special.on_kill) then
 825                 special.fct(weapon, self, target, dam, special)
 826             end
 827         end
 828     end
This type of change needs to be applied to all of the ammo/archery weapon calls for on_hit/crit/etc in the Archery.lua file.

overgoat
Wyrmic
Posts: 288
Joined: Mon Sep 19, 2011 1:20 pm

Re: Betatest 1.3: RC1 is up!

#48 Post by overgoat »

I see RC3 is up on the beta page now. Is there a change log posted changes between RC1, 2, and 3?

Velorien
Archmage
Posts: 360
Joined: Thu Jan 12, 2012 9:09 pm

Re: Betatest 1.3: RC1 is up!

#49 Post by Velorien »

I still can't see any sign of the wardens from Arrow Stitching or Warden's Call. Would it be possible to add a few more frames of animation so they're actually visible before disappearing?

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

Re: Betatest 1.3: RC1 is up!

#50 Post by Danton »

Not sure if this is still being checked, but the Ogre Warmaster has a sex mismatch in its description. "A master of combat she is impatient to test his newfound skills."

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