Tales of Maj'Eyal 1.5 Beta!

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

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

Re: Tales of Maj'Eyal 1.5 Beta!

#346 Post by purge383 »

I was clearing an orc pride and when I went to fight a group of orcs this medical injector message kept appearing when I moved though I am a sun paladin without any tinker trees or items. This is the first time I have seen this happen. The orc in front of me turned out to be a tinker class.
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Last edited by purge383 on Fri Feb 24, 2017 10:29 pm, edited 1 time in total.

ZyZ
Thalore
Posts: 141
Joined: Wed Jan 08, 2014 4:56 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#347 Post by ZyZ »

Found two mindstars that always cause crash when connected. Both mindstars have appropriate tags describing where to put them to crash game.

Save file here (addons = {'quick-drown-npcs', 'orcs', 'items-vault', 'select-your-escorts'})

https://ufile.io/0e1c9

//Edit
Rember to wear them in correct order, weapon slot one first, slot two second.

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

Re: Tales of Maj'Eyal 1.5 Beta!

#348 Post by purge383 »

My game crashed when I entered Eruan level 2. I restarted the game with flush logs and when I went back again it did not crash. The crashes seem to happen after I have been playing for hours.

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

Re: Tales of Maj'Eyal 1.5 Beta!

#349 Post by purge383 »

Not sure if this is a bug or not, but looking at stats in the talent screen doesn't show you what the stat currently does. I don't see anywhere in the character sheet that you can see how much a stat is contributing either. I was curious how much healing mod my con is giving.

FuzzyCuddlyBunny
Wayist
Posts: 20
Joined: Sat Feb 25, 2017 4:05 am

Re: Tales of Maj'Eyal 1.5 Beta!

#350 Post by FuzzyCuddlyBunny »

Has anyone else ran into problems with all of the rogue's (note that I'm not sure if it happens on other characters as well) attacks doing zero physical damage when they crit? If my daggers have added melee damage effects (i.e. mind or fire) then those will go through, but the physical damage aspect doesn't register at all. Meaning that in the combat log it won't put zero physical damage or anything, it will just completely ignore it and not say anything for damage done. I'll try investigating it a bit to figure out what specifically is causing it later; so far I've tried changing what daggers are equipped and removing all sustains and it didn't impact it. In the log it has a negative value for the "[ATTACK] after crit" if that helps at all.

Number43
Wyrmic
Posts: 239
Joined: Tue Dec 20, 2016 7:46 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#351 Post by Number43 »

purge383 wrote:I was clearing an orc pride and when I went to fight a group of orcs this medical injector message kept appearing when I moved though I am a sun paladin without any tinker trees or items. This is the first time I have seen this happen. The orc in front of me turned out to be a tinker class.
This isn't new to 1.5, I've seen it happen before in the rooms at the entrance and exit to orc pride floors, but never anywhere else.

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

Re: Tales of Maj'Eyal 1.5 Beta!

#352 Post by Sheila »

FuzzyCuddlyBunny wrote:Has anyone else ran into problems with all of the rogue's (note that I'm not sure if it happens on other characters as well) attacks doing zero physical damage when they crit? If my daggers have added melee damage effects (i.e. mind or fire) then those will go through, but the physical damage aspect doesn't register at all. Meaning that in the combat log it won't put zero physical damage or anything, it will just completely ignore it and not say anything for damage done. I'll try investigating it a bit to figure out what specifically is causing it later; so far I've tried changing what daggers are equipped and removing all sustains and it didn't impact it. In the log it has a negative value for the "[ATTACK] after crit" if that helps at all.
This should be a pretty high priority fix
"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

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

Re: Tales of Maj'Eyal 1.5 Beta!

#353 Post by Tyren »

1. Stone wall on the stairs to another level.
2. Use the stairs.
3. Elemental split.
4. Use the stairs to go back. The stone wall is there for 1 turn. The summons have gone AWOL.
5. Dwarven unity.
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ZyZ
Thalore
Posts: 141
Joined: Wed Jan 08, 2014 4:56 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#354 Post by ZyZ »

General feedback about new archer :P

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nsrr
Sher'Tul
Posts: 1126
Joined: Mon Sep 21, 2015 8:45 pm
Location: Middle of Nowhere

Re: Tales of Maj'Eyal 1.5 Beta!

#355 Post by nsrr »

Sheila wrote:
FuzzyCuddlyBunny wrote:Has anyone else ran into problems with all of the rogue's (note that I'm not sure if it happens on other characters as well) attacks doing zero physical damage when they crit? If my daggers have added melee damage effects (i.e. mind or fire) then those will go through, but the physical damage aspect doesn't register at all. Meaning that in the combat log it won't put zero physical damage or anything, it will just completely ignore it and not say anything for damage done. I'll try investigating it a bit to figure out what specifically is causing it later; so far I've tried changing what daggers are equipped and removing all sustains and it didn't impact it. In the log it has a negative value for the "[ATTACK] after crit" if that helps at all.
This should be a pretty high priority fix
I had this problem with one of my addon classes. It was caused by crit mod being updated improperly, causing the value to eventually go negative. The damage projector ignores damage less than 0, so when you crit you end up doing no damage (because your damage is being multiplied by a negative value). Hope that's in some way helpful.

ZyZ
Thalore
Posts: 141
Joined: Wed Jan 08, 2014 4:56 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#356 Post by ZyZ »

technique/duelist lunge talent ignore disarm immunity

FreePaperclips
Higher
Posts: 53
Joined: Tue Jan 27, 2015 8:50 am

Re: Tales of Maj'Eyal 1.5 Beta!

#357 Post by FreePaperclips »

The new Volley isn't working as described: the damage radius arrows are being taken from my quiver.

Consecutive turn screenshots are:
http://imgur.com/a/Fo5OR
http://imgur.com/a/gXlwT

This isn't the best example because there are only two enemies on screen, but I noticed because my quiver went from full to nearly empty facing a hoard.

voltteccer
Cornac
Posts: 43
Joined: Sat Mar 28, 2015 4:07 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#358 Post by voltteccer »

iirc the base talent uses one arrow per target, and the marked bonus shot uses no arrows

FreePaperclips
Higher
Posts: 53
Joined: Tue Jan 27, 2015 8:50 am

Re: Tales of Maj'Eyal 1.5 Beta!

#359 Post by FreePaperclips »

voltteccer wrote:iirc the base talent uses one arrow per target, and the marked bonus shot uses no arrows
That's what the description says. The marked bonus shot does use arrows, however. It's not just a Concealment bug either. If I proc marks with flare, I still use more then one arrow.

voltteccer
Cornac
Posts: 43
Joined: Sat Mar 28, 2015 4:07 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#360 Post by voltteccer »

I'm not seeing what you mean. In your example pic, you attack two enemies and therefore use 2 arrows. The mark bonus shot has no ammo cost, which is why even though you hit more than 2 times, you only used 2 arrows.

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