Tales of Maj'Eyal 1.5 Beta!

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

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Radon26
Sher'Tul
Posts: 1439
Joined: Mon Jun 23, 2014 11:50 am

Re: Infinite Rest

#241 Post by Radon26 »

not really new. pops out every now and then, so not really 1.5 specific, unless someone claimed to have fixed it and evidently hasn't

Sheila
Magical Girl
Posts: 431
Joined: Wed Aug 27, 2014 11:36 am

Re: Infinite Rest

#242 Post by Sheila »

Radon26 wrote:not really new. pops out every now and then, so not really 1.5 specific, unless someone claimed to have fixed it and evidently hasn't
Might be a problem with one of possessor's talents that specifically causes that problem so it's not a bad idea :) merged.

I know bone shield had a similar issue while in the world map.
"As dying is one of the leading causes of death, you should avoid dying." -rekenner

"I'll bond with a cactus until my buttcheeks touch the sand before I play nethack again" -Gagarin

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

Re: Tales of Maj'Eyal 1.5 Beta!

#243 Post by The Tapir »

Mobile Defense from the Light Armor Training talent seems to be very finicky about the "move next to an enemy" portion of its activation. It will not activate if you and an enemy mutually move towards each other (e.g., you're 2 tiles away from a mob and you both take 1 step towards each other). Moving into an enemy as they still usually activates the buff though not always. This also makes it trickier for melee characters to deal with since they can't be certain whether or not the buff will activate (either for themselves or for the enemy) whenever they close in on an enemy.

Also, a minor quirk: adding points into Throwing Knives (both new points or unlearning/relearning the talent) instantly refills your knife quiver.Taking ANY points out of the talent also completely drains your quiver even if you'll still have points left in it after removing them, though these are only really issues if you can respec anywhere (like exploration mode or using addons).

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

Re: Infinite Rest

#244 Post by echo42 »

jdisk wrote: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.
The issue seems to be equilibrium specifically - the possessor will rest until equilibrium is as low as it can go, even if you don't have any equilibrium-lowering skills on rest, which in turn means you just rest forever.

anonymous000
Thalore
Posts: 165
Joined: Sun Mar 09, 2014 5:07 am

Re: Tales of Maj'Eyal 1.5 Beta!

#245 Post by anonymous000 »

Played as a Halfling Doomed on Nightmare difficulty. The door to Shertul Fortress is still locked after I have killed Weirdling Beast

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

Re: Infinite Rest

#246 Post by jdisk »

echo42 wrote:
jdisk wrote: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.
The issue seems to be equilibrium specifically - the possessor will rest until equilibrium is as low as it can go, even if you don't have any equilibrium-lowering skills on rest, which in turn means you just rest forever.
That might well be. Resting overland works, and if I enter a town or dungeon and rest immediately, it works as well, but as soon as a take even one step, the next rest will last forever until interrupted.

darkgod
Master of Eyal
Posts: 10751
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: Tales of Maj'Eyal 1.5 Beta!

#247 Post by darkgod »

anonymous000 wrote:Played as a Halfling Doomed on Nightmare difficulty. The door to Shertul Fortress is still locked after I have killed Weirdling Beast
Playing on which beta??
[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
Posts: 10751
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: Infinite Rest

#248 Post by darkgod »

jdisk wrote:
echo42 wrote:
jdisk wrote: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.
The issue seems to be equilibrium specifically - the possessor will rest until equilibrium is as low as it can go, even if you don't have any equilibrium-lowering skills on rest, which in turn means you just rest forever.
That might well be. Resting overland works, and if I enter a town or dungeon and rest immediately, it works as well, but as soon as a take even one step, the next rest will last forever until interrupted.
Cant seem to reproduce that. Any particular step? or a savefile ? :)
[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 ;)

Tyren
Halfling
Posts: 112
Joined: Sun Mar 04, 2012 2:04 am

Re: Tales of Maj'Eyal 1.5 Beta!

#249 Post by Tyren »

Glowing chests can be placed on top of wall tiles if a player enters a level with active burrow effect. It's been this way for a long time.
Possessors can assume form with permanent wall-walking and possibly cause the same effect.

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

Re: Infinite Rest

#250 Post by jdisk »

darkgod wrote: Cant seem to reproduce that. Any particular step? or a savefile ? :)
Yup: https://drive.google.com/file/d/0BxqISc ... sp=sharing should work

anonymous000
Thalore
Posts: 165
Joined: Sun Mar 09, 2014 5:07 am

Re: Tales of Maj'Eyal 1.5 Beta!

#251 Post by anonymous000 »

darkgod wrote:
anonymous000 wrote:Played as a Halfling Doomed on Nightmare difficulty. The door to Shertul Fortress is still locked after I have killed Weirdling Beast
Playing on which beta??
b3. There is also a typo: the word "trigget" for the Mana Clash status effect should be "trigger".

By the way, Tricky Defense only applies to the damage mitigation but not the backlash, is it intended?

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

Re: Tales of Maj'Eyal 1.5 Beta!

#252 Post by senon »

The shertul door bug is fixed in the latest beta 5. I checked. :-)

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

Re: Tales of Maj'Eyal 1.5 Beta!

#253 Post by jdisk »

Missing Wrathroot!

I encountered one of those large rogue fortresses in Old Forest 4. It fit in quite well, only a small strip of floor and trees around it. But there is no Wrathroot to be found. I am pretty sure I checked every possible square with track.

Sheila
Magical Girl
Posts: 431
Joined: Wed Aug 27, 2014 11:36 am

Re: Tales of Maj'Eyal 1.5 Beta!

#254 Post by Sheila »

anonymous000 wrote:
darkgod wrote:
anonymous000 wrote:Played as a Halfling Doomed on Nightmare difficulty. The door to Shertul Fortress is still locked after I have killed Weirdling Beast
Playing on which beta??
b3. There is also a typo: the word "trigget" for the Mana Clash status effect should be "trigger".

By the way, Tricky Defense only applies to the damage mitigation but not the backlash, is it intended?
b5 is out, should probably update :)
"As dying is one of the leading causes of death, you should avoid dying." -rekenner

"I'll bond with a cactus until my buttcheeks touch the sand before I play nethack again" -Gagarin

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#255 Post by jenx »

if u possess an archer, you need ammo and bow, but then u can't use your melee talents. is this intended?
MADNESS rocks

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