Tales of Maj'Eyal 1.5 Beta!

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

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Kamani
Archmage
Posts: 371
Joined: Tue Sep 20, 2016 1:28 am
Location: Var'Eyal, in Wovenhome

Re: Tales of Maj'Eyal 1.5 Beta!

#166 Post by Kamani »

Just had it too.
Pronouns: They/Them

MIC132
Wayist
Posts: 18
Joined: Sat Jan 05, 2013 10:31 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#167 Post by MIC132 »

Any particular reason why Munitions is three separate abilities instead of one that has a menu to choose which you want to apply?

ster
Spiderkin
Posts: 492
Joined: Tue Dec 13, 2016 7:05 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#168 Post by ster »

MIC132 wrote:Any particular reason why Munitions is three separate abilities instead of one that has a menu to choose which you want to apply?
Because you are only going to use one of them anyway so it's easier to auto restart when turned off.
<Shibari> You're full of shit
<darkgod #tome> ster is a troll
<Sheila> and ster, i do agree with you on most things game-related, but do try to not be such an ass!
<mex> your posts lead to people like me being abused and murdered

migizi
Posts: 3
Joined: Mon Jan 13, 2014 7:07 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#169 Post by migizi »

Unless I missed someone reporting it, if you change your equipment while possessing a body, when you return to your normal form the doll image isn't updated. Only if you change an equipment item when not possessing a body does it update.

astreoth
Wyrmic
Posts: 213
Joined: Sat Oct 12, 2013 4:45 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#170 Post by astreoth »

running a mindstar antimagic cursed buff feels great.
one weird thing though the new manaburn counter in anti magic shield can be triggered by status effects not even magic ones.
if i get poisoned by a snake or rouge the shield just mana burns them every turn, even when their dead.

Kamani
Archmage
Posts: 371
Joined: Tue Sep 20, 2016 1:28 am
Location: Var'Eyal, in Wovenhome

Re: Tales of Maj'Eyal 1.5 Beta!

#171 Post by Kamani »

The Near Sighted ID Challenge doesn't seem to work. It makes no visible difference.
Last edited by Kamani on Sun Feb 05, 2017 3:45 pm, edited 1 time in total.
Pronouns: They/Them

astreoth
Wyrmic
Posts: 213
Joined: Sat Oct 12, 2013 4:45 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#172 Post by astreoth »

one of the grand corruptors sustain graphics is busted dunno which but they share it with other corruptors in the area

Hatome
Cornac
Posts: 42
Joined: Sun Apr 24, 2016 12:09 am

Re: Tales of Maj'Eyal 1.5 Beta!

#173 Post by Hatome »

Not exactly a bug but exhaustion from tumble stops you from leaving a zone and at level 1 its a 24 turn penalty which feels a bit rough.

stinkstink
Spiderkin
Posts: 543
Joined: Sat Feb 11, 2012 1:12 am

Re: Tales of Maj'Eyal 1.5 Beta!

#174 Post by stinkstink »

Noticed Marked for Death deals physical damage but calls damDesc(self, DamageType.DARKNESS, dam) in the talent description.

erinye2000
Wayist
Posts: 17
Joined: Thu Jan 03, 2013 12:17 am

Re: Tales of Maj'Eyal 1.5 Beta!

#175 Post by erinye2000 »

A quite big bug. When possessing a boss with a passive prodigy, (it was Slasul for now). You get the bonus eveytime you switch to his form... stackingly... aka infinite str, and hp, for Slasul. Probably usable on others as well.

Kamani
Archmage
Posts: 371
Joined: Tue Sep 20, 2016 1:28 am
Location: Var'Eyal, in Wovenhome

Re: Tales of Maj'Eyal 1.5 Beta!

#176 Post by Kamani »

If you die during an ID challenge, then it counts as leaving the floor. This means you lose uncompleted Exterminator (and others) and win uncompleted Pacifist and Rush Hour (among others). This doesn't seem correct.
Pronouns: They/Them

Relic
Halfling
Posts: 114
Joined: Mon Dec 13, 2004 4:48 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#177 Post by Relic »

Salves still don't fixate to a specific key in the talent bars on start of new game. All other talents seem to stay where you last used them for that type of character.

Hatome
Cornac
Posts: 42
Joined: Sun Apr 24, 2016 12:09 am

Re: Tales of Maj'Eyal 1.5 Beta!

#178 Post by Hatome »

I have noticed that I have been CC'd a few times by effects I am immune to due to the change to dirty fighting. The changes to dirty fighting have made it significantly scarier to players. Rogue in general seems scarier to players in 1.5, I am not certain they also need this.

Relic
Halfling
Posts: 114
Joined: Mon Dec 13, 2004 4:48 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#179 Post by Relic »

Skeleton Tinkers are friends of zigur patrols (though zigur doesn't show up) and can betray escorts in the main age of acendancy.

The Tapir
Higher
Posts: 57
Joined: Fri Aug 14, 2015 11:47 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#180 Post by The Tapir »

Relic wrote:Salves still don't fixate to a specific key in the talent bars on start of new game. All other talents seem to stay where you last used them for that type of character.
I don't think that's new to this patch. I've noticed that my tinker characters in the past often have their salves/implants shuffled around the talent bar when they first start off.

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