Tales of Maj'Eyal 1.5 Beta!

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

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Mordy
Archmage
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Joined: Tue Feb 10, 2015 1:41 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#226 Post by Mordy »

Possible bug : the changelog says Con give 0.5 healmod but when I was putting some points in Con, the char screen said it was giving me 0.9 healing modifier per point.

random_pal
Wayist
Posts: 28
Joined: Sat Dec 24, 2016 9:18 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#227 Post by random_pal »

FreePaperclips wrote:This is more critique then bug-testing, but I think the changes to Marauder need another pass.

The changes to Rogue skills, however awesome they are on Rogues, have had some unfortunate side effects. The changes to Dirty Fighting favor a debuffing rogue over damaging combat types and without Momentum, they've lost about 40% of their attack speed. When put together, their ability to kill before Unstoppable runs out is heavily compromised. The new and improved Dual Weapon Training gives them (unreliable) armor, but that's not enough to obviate the need for spell/mind damage mitigation. This gap might have been filled by the new Mobility, but it's locked now.

The tightest limitation on Marauders has always been cat-points. They need Bloodthirst to survive incoming damage and Battle Tactics to keep them mobile. On lower difficulties (or when played by high-skill players) there's been room to mix things up. The loss of Momentum might mean that Poison would get a second look, except that's another drain on cat points (and it's a weak investment that doesn't scale with their base stats).

The truth is that if they still had Momentum, these might have been small weakenings; not really problems, just re-balancing. But, without the ability to really burst their damage (with high speed and reliable crit/stuns), all of their stamina draining skills are active for far too long. A fight that might have been over in four turns becomes a fight that (because of enemy actions and healing) takes seven or eight. This is a critical problem on a resource starved class.

I don't have a good idea about how to change these either. The new rogue is awesome and I'd hate to see it reverted, but the changes just don't mesh with how the Marauder class is designed.
I played a lot of marauder lately and I agree. They also lost DF (which was insta hit or stun) and cripple, so you get even less actions over enemies. This is a huge problem as your defense is not passive but active. You have 7 turns to go all out and high speed is very important. When I was in high peak, every random and unique could hurt me for all my hps in 1-2 turns, outside of unstoppable you're pretty fragile. Momentum was as class defining as unstoppable, imho.

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

Re: Tales of Maj'Eyal 1.5 Beta!

#228 Post by Relic »

Probably not really a bug; but not really liking the new Infinite Dungeon. The old one was well lit for the first several levels at least making suprise deaths far fewer than now. A bit hard to find extra light or infravision with low drops in the begining. Also, if you use autoexplore you zip right past the kruk shop device icons so unless you actually catch the fact that there was one you will never know.

darkgod
Master of Eyal
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Re: Tales of Maj'Eyal 1.5 Beta!

#229 Post by darkgod »

[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 ;)

insaneauthur
Wayist
Posts: 29
Joined: Fri Apr 20, 2012 1:11 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#230 Post by insaneauthur »

because of the telent "Solipsism",the possessor are always lack of psi. And not like the Solipsist, Possessor have no life regen skills or psi regen skills to use.so u have always meet the 0 psi situation at start...cant use any skill and just die.... and use infusions is totally not a solution

and another problem is that all of the Possessor's skills' damage is not base mp/sp/pp/str/wp....so many of them are very weak and useless when u are LVL 10...

senon
Wayist
Posts: 23
Joined: Sun Dec 18, 2011 5:42 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#231 Post by senon »

This is an odd one. Playing a doomelf possessor in beta 5. Second demon level, and I approached the middle of the level. Suddenly everything went blank. Upon investigation, there is only the background starfield visible at first, with tooltips appearing when you hover over tiles, etc. Also, it seems that the game is perfectly fine, though mostly invisible. Using keyboard shortcuts to save and exit works fine. I exited the game that way and reloaded, but the situation in that save was the same.

Playing with it further, I was able to bring back the visual stuff by moving around. It seems like moving to the right of a certain column of tiles on the level causes things to disappear. Moving back restores.

EDIT: turns out that it's only one single column in the middle of the level that causes it. moving past it to the right also restores graphics.

That's all the data I've got.

Mordy
Archmage
Posts: 300
Joined: Tue Feb 10, 2015 1:41 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#232 Post by Mordy »

darkgod wrote:Beta5 is up: http://te4.org/beta-test
Changelog to beta5: http://paste.net-core.org/raw/vuhafimiye
Dirty Fighting deals improved damage, cuts immunities in half and is no longer usable by NPCs
Using b5, that last part failed. I have a snake rare with 2 points in Dirty Fighting right besides me.

Edit : yeah, DF is super common in Insane.

purge383
Cornac
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Joined: Sat Feb 11, 2017 4:56 am

Re: Tales of Maj'Eyal 1.5 Beta!

#233 Post by purge383 »

Hello,

I was playing 1.5b5 on Windows 10 x64 and when I bumped into a random encounter on the world map my game stopped responding(with the Windows popup asking if you want to try to wait for the program to respond). This was not the first random encounter I had bumped into, I fought two previously. I was forced to close the program. I am attaching the te4_log.txt and debug.log from right after the error occurred.
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senon
Wayist
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Joined: Sun Dec 18, 2011 5:42 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#234 Post by senon »

In beta5, it seems that orcs and whitehoofs, at least, are topless when wearing leather armor. also, cloth armor made my whitehoof pretty darn naked. not sure if intended. :-)

darkgod
Master of Eyal
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Re: Tales of Maj'Eyal 1.5 Beta!

#235 Post by darkgod »

Senon, ah yes that's because the embers update has not been released
[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 ;)

darkgod
Master of Eyal
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Joined: Wed Jul 24, 2002 9:26 pm
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Re: Tales of Maj'Eyal 1.5 Beta!

#236 Post by darkgod »

purge383 wrote:Hello,

I was playing 1.5b5 on Windows 10 x64 and when I bumped into a random encounter on the world map my game stopped responding(with the Windows popup asking if you want to try to wait for the program to respond). This was not the first random encounter I had bumped into, I fought two previously. I was forced to close the program. I am attaching the te4_log.txt and debug.log from right after the error occurred.
Aw damn! Can you run the game with flush logs enabled in the launcher's option please and send log again if it happens again ? Thanks
[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 ;)

echo42
Cornac
Posts: 43
Joined: Wed Sep 16, 2015 12:56 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#237 Post by echo42 »

Odd possessor bug/interaction: if you walk on lava tiles with antimagic shield up, you will constantly be hitting yourself for a small amount of manaburn damage. If you then activate Psionic Block, you will constantly block your own attacks and retaliate against yourself.

Actually this seems to be happening upon any DoT effect which triggers AM shield. Getting infected with a rotting disease was also constantly causing me to hit myself in the face.

purge383
Cornac
Posts: 38
Joined: Sat Feb 11, 2017 4:56 am

Re: Tales of Maj'Eyal 1.5 Beta!

#238 Post by purge383 »

darkgod wrote:
purge383 wrote:Hello,

I was playing 1.5b5 on Windows 10 x64 and when I bumped into a random encounter on the world map my game stopped responding(with the Windows popup asking if you want to try to wait for the program to respond). This was not the first random encounter I had bumped into, I fought two previously. I was forced to close the program. I am attaching the te4_log.txt and debug.log from right after the error occurred.
Aw damn! Can you run the game with flush logs enabled in the launcher's option please and send log again if it happens again ? Thanks
I reloaded with flush logs enabled from after I crashed and purposely ran into two encounters on the way to my next dungeon and the error did not trigger. It must have just been something specific to those generated NPCs.

jdisk
Halfling
Posts: 94
Joined: Wed Aug 13, 2014 4:05 pm

Infinite Rest

#239 Post by jdisk »

There seems to be some problem with resting. All resource bars (life, Equi., Pis) of my Yeek posessor are full, yet resting or trying to autoexplore just waits forever.

RandomKesaranPasaran
Cornac
Posts: 43
Joined: Sat Jun 08, 2013 6:05 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#240 Post by RandomKesaranPasaran »

Secondary attacks on Called Shots are doing the same amount of damage as the primary attack despite the tooltip claiming their multiplier is much lower.

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