Tales of Maj'Eyal 1.5 Beta!

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

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darkgod
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Re: Tales of Maj'Eyal 1.5 Beta!

#91 Post by darkgod »

I dont understand jenx. First off, neither Mind Whip nor Psionic Disruption are passives.
Now the "passive" sustain effect of disruption *does* stay on even if you have the wrong weaponset, as long as 1h/mindstar is in your offset. The *active* part of it (the actual dispruption appliaction) does not.
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Zireael
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Re: Tales of Maj'Eyal 1.5 Beta!

#92 Post by Zireael »

Can 1.5 beta be installed alongside 1.4.x? I'd happily go back to playing ToME if the answer is yes!

rexorcorum
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Re: Tales of Maj'Eyal 1.5 Beta!

#93 Post by rexorcorum »

Zireael, sure you can :) I have 4 different ToME's myself (steam, te4.org, git and a dev copy for tinkering) and all are behaving nicely.
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Frumple
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Re: Tales of Maj'Eyal 1.5 Beta!

#94 Post by Frumple »

Razakai wrote:Concealment uses the same break function as Stealth, so that's a bit odd. Might be a weird interaction with how instant talents don't break Stealth.
That was my guess, at least. 'Course, what's kinda' off about that is that surefire isn't an instant talent, nor instant activation. Also that auto-accept target thing, which is just bloody weird.

S'actually a lot of odd stuff going on there, now that I poke it a bit more this morning. The talent track, ferex, will not break concealment. However, activating a nighthunter glove -- which is also track -- does. Also I've yet to find (though I haven't been poking much) another (non-instant) active that's failing to break concealment when the item goes off. So far seems to just be steady shot, and just surefire. Hopefully I'll run over some of those steady shot gloves soon-ish, see if it's actually just the artifact, or specifically the talent itself.

E: Also, just noticed it looks like level transition transmog breaks concealment. Please, please fix. It's the difference between casually going into adventurer party fights with it more or less guaranteed active and, well. Not :(

E2: Wait, that... doesn't seem to be what's happening. Now I'm kinda' confused. Part of that is the concealment effect ticking down on the world map, but the rest is that something or another seems to be sporadically breaking concealment on level entry, before the sustain can bring the turn-based bit back. Need to poke around more to see exactly what's happening, bleh.

E3: Though it might be worth noting that first blood and/or most of the munitions make the quiver of domination pretty much completely and utterly useless. The dot effects turn enthralled targets back hostile on the next turn, ehehe.

E4: Okay, no, it is deactivating concealment on level transition, apparently either after t.mog or when leaving adventurer/zig party maps. Not 100% sure what's going on, but it could stand a look at.

E5: ... just to check, is the numbing poison on the first tier of venomous munitions supposed to be ignoring poison resistance? Because I'm just now noticing I'm cheerfully poisoning 100% poison immune Es (and in retrospect, was hitting skeletons and crap with the dot, too). Doesn't look like the other poisons (crippling, leeching) are sticking, but the numbing is. Not exactly complaining, 'cause it makes the venomous ammo that much more useful, but if it's intended something somewhere in the description probably should mention it bypasses immunity.
Last edited by Frumple on Thu Feb 02, 2017 3:44 pm, edited 1 time in total.

Pisastrish
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Re: Tales of Maj'Eyal 1.5 Beta!

#95 Post by Pisastrish »

darkgod wrote:
Pisastrish wrote: Not sure if this is intended or not, but when using possessor's weapon trees, if you have the required equipment in your main set but are currently using your off set you can't switch with the talents.

Hum ? Not sure I understand
It's the same issue jenx was having. For example, all the psychic blows talents (its true of the other weapon trees as well though) require a 2 handed weapon, but they say that if you have one in your off set, using the talent will automatically switch to your off set. This works if you have your main set equipped and a 2 handed weapon in your off set, but if you have your off set equipped and a 2 handed weapon in your main set, it will not switch you to your main set and all psychic blows talents (except the sustain) are unavailable

RBrandon
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Re: Tales of Maj'Eyal 1.5 Beta!

#96 Post by RBrandon »

I'm testing with build 2, no unofficial addons. When I try to load the T.o.M.E. module the game gets stuck at 100% on the next loading screen. Pressing escape then creates an unresponsive black screen. My log file is attached.
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random_pal
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Re: Tales of Maj'Eyal 1.5 Beta!

#97 Post by random_pal »

Same thing happens to me. The problem goes away when I turn off OpenGL shaders.
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Frumple
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Re: Tales of Maj'Eyal 1.5 Beta!

#98 Post by Frumple »

Huh. Not sure if what it looks like is what's going on, but it kinda' looks like sentinel isn't putting interrupted sustains (like, say... fearscape) on cooldown. Description at least suggests it's supposed to put the interrupted talent on full CD (which would be 60 turns on fearscape), but I just put an arrow into the Grand Corruptor's fearscape, and it immediately hit me with it again the next turn. This particular GC doesn't have the talents or any odd equipment that would explain an immediate reset, either. Seems like either it's not going on CD at all (which is probably bug, heh), or it's just hitting the interrupted talent for the same duration CD as the extra ones (which should seriously be clarified in the description).

Not too terribly many talents it would make that much of a difference on, but most of the ones it would are pretty nasty...

Razakai
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Re: Tales of Maj'Eyal 1.5 Beta!

#99 Post by Razakai »

Yeah this should be clarified. What it does is force the talent failure, and put X randomly chosen talents on cooldown. So not always the one it interrupts.

Micbran
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Re: Tales of Maj'Eyal 1.5 Beta!

#100 Post by Micbran »

RBrandon wrote:I'm testing with build 2, no unofficial addons. When I try to load the T.o.M.E. module the game gets stuck at 100% on the next loading screen. Pressing escape then creates an unresponsive black screen. My log file is attached.

DG helped me out with this one. Install ashes into your beta and remove your world.teaw out of your saves folder in maindrive/users/username/t-engine4/saves (if windows)
A little bit of a starters guide written by yours truly here.

Mordy
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Re: Tales of Maj'Eyal 1.5 Beta!

#101 Post by Mordy »

Razakai wrote:Yeah this should be clarified. What it does is force the talent failure, and put X randomly chosen talents on cooldown. So not always the one it interrupts.
It's a little weird if that talent turns off sustains without activating at least their normal CD. As far as I know, all previous sustain removal talents do activate the CD.

Razakai
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Re: Tales of Maj'Eyal 1.5 Beta!

#102 Post by Razakai »

Actually looking at it further - it should be placing the original talent on CD. So I'll fix that.

darkgod
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Re: Tales of Maj'Eyal 1.5 Beta!

#103 Post by darkgod »

RBrandon wrote:I'm testing with build 2, no unofficial addons. When I try to load the T.o.M.E. module the game gets stuck at 100% on the next loading screen. Pressing escape then creates an unresponsive black screen. My log file is attached.
Uh

Can you try moving away the whole of C:/Users/FOO/T-Engine please ?
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Razakai
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Re: Tales of Maj'Eyal 1.5 Beta!

#104 Post by Razakai »

p.s. regarding the Bow vs Sling of earlier - bows and arrows now have 0.5 ego_mult (so their egos are 50% more effective compared to slings). Evens them out a little.

ster
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Re: Tales of Maj'Eyal 1.5 Beta!

#105 Post by ster »

Razakai wrote:p.s. regarding the Bow vs Sling of earlier - bows and arrows now have 0.5 ego_mult (so their egos are 50% more effective compared to slings). Evens them out a little.
slings have pes and i will pretend that alone makes them better even if it doesn't

e: actually on bow you could go PES AM archer but that still isn't very good. also bow buff is an indirect TW buff which is...a bit strange

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