Tales of Maj'Eyal 1.5 Beta!

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

Moderator: Moderator

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

Re: Tales of Maj'Eyal 1.5 Beta!

#361 Post by FreePaperclips »

I'm sorry, I see what you mean now. But, as I said above, this will take more arrows out of your quiver if there are more enemies in range. Not just 2. In a full room it can almost empty your quiver.

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

Re: Tales of Maj'Eyal 1.5 Beta!

#362 Post by echo42 »

I still keep running into this issue whenever I possess a ghoul/ghast/ghoulking. Might be related to the ghoul passive racial, because I get it even if I don't take any active ghoul talents.

##Use Talent Lua Error## T_ASSUME_FORM Actor: 5425 Corsessor
stack traceback:
[C]: in function 'error'
/engine/interface/ActorTalents.lua:162: in function </engine/interface/ActorTalents.lua:149>
Lua Error: /engine/interface/ActorTalents.lua:1073: /engine/interface/ActorTalents.lua:162: /data-possessors/timed_effects.lua:34: attempt to perform arithmetic on a table value
stack traceback:
/data-possessors/timed_effects.lua:34: in function 'possessorEffectTemporaryValue'
/data-possessors/timed_effects.lua:197: in function 'activate'
/engine/interface/ActorTemporaryEffects.lua:147: in function 'setEffect'
/data-possessors/talents/psionic/possession.lua:95: in function </data-possessors/talents/psionic/possession.lua:81>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:160: in function </engine/interface/ActorTalents.lua:149>
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:1073 unload
At /engine/Game.lua:430 unregisterDialog
At /mod/dialogs/AssumeForm.lua:123 on_end
At /mod/dialogs/AssumeFormSelectTalents.lua:73 ok
At /mod/dialogs/AssumeFormSelectTalents.lua:41 fct
At /engine/ui/Button.lua:63 fct
At /engine/Mouse.lua:58 receiveMouse
At /engine/Mouse.lua:98 delegate
At /engine/ui/Dialog.lua:754 mouseEvent
At /engine/ui/Dialog.lua:485 fct
At /engine/Mouse.lua:58

Once it happens I still get the talents of the ghoul I was trying to possess, but my sprite doesn't update, and assume form refuses to do anything when activated from then on.

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!

#363 Post by Kamani »

Happens to me too, although I noticed it switching to Borfast the Broken (I never possess normal ghouls).
Pronouns: They/Them

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

Re: Tales of Maj'Eyal 1.5 Beta!

#364 Post by purge383 »

I think rogues should have a way to reduce poison resistance. Maybe one of the poisons you can put on your weapon could do it, or it could be its own talent. The talent/poison could be balanced to not allow poison effects to work on a 100% immune target and only allow the damage(which would still be reduced by nature resistance) to go through.

FamousPotato
Low Yeek
Posts: 6
Joined: Sun Jun 21, 2015 1:31 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#365 Post by FamousPotato »

Seemingly random crash as possessor,
I had just killed one really evil unique in dread (some floor... it dropped a tier 5 unique misc arcane +25phys dmg tool)and I upgraded spellhunt remnants to level 5 while possessing what I recall is the unique frost giant chief, after that I went over to my character sheet and that simply crashed me to desktop.

no clue if the upgrade was the trigger, otherwise no clue if ANYTHING ELSE was either... it's.. a weird class.

another thing, after reloading in I ended up on the first level of dread I went about my business only to be greeted with a random escort passing... as if I picked to save that alchemist.. i'm a follower of zigur, you can guess why I was not please with the choice of some spell cats or +2 magic or +1 dex.

I'm using some unofficial addons though, specifically:
mighty level up cheat (hey, I suck.)
improved auto-explore and rest (turned this off due to how it reacts with possessors, but only after the crash).

I'll repost if I ever get to upgrade those gloves again and see if that was directly the cause.

EDIT: oh boy, game breaker time!, I possessed Borfast the broken, got a LUA error (that I ignored because i'm dumb.), I got his stats and such, but not his model, and I can no longer turn back to normal...
EDIT2: upgrading spellhunt remnants did not break the game.
EDIT3: I have borfast's stats as a yeek, 2.4k hp with a ton of defenses and such, but if I die (adventure mode) I actually die, I don't revert.
EDIT4: Bug: Dwarf possessor using Psychic crush to create an echo of the first dwarf boss causes the echo to drop the rod of recall on death/expiry.
EDIT5: Bug: Some possessed units have oxygen regen for no apparent reason, I mean it's normal for aquatic... not so normal for a halfling gardener.

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

Re: Tales of Maj'Eyal 1.5 Beta!

#366 Post by insaneauthur »

When my possessor use skill "psionic minion" in skill "projection", i find that all the bodies i costed was returned.So that means throngh this way i can use "psionic minion" with 9CD and no cost of bodies........

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

Re: Tales of Maj'Eyal 1.5 Beta!

#367 Post by echo42 »

Another possessor-related issue: Investing in Clarity is a really bad idea, because if you level up your possessing skills to the point where you take on your possessed form's speeds, then you won't get the bonus speed Clarity gives you - but the game still acts like you do, so once you start using psi, your global speed starts dropping because of Clarity.

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

Re: Tales of Maj'Eyal 1.5 Beta!

#368 Post by Sheila »

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
This is probably caused by some weird interaction between heartseeker and shadowstrike since it only happens when using stealth. It makes your critmod permanently lower each time.
What I'm guessing happens is the game thinks that heartseeker's increased critmod is part of shadowstrike buff, so when shadowstrike ends you lose both multipliers and not just shadowstrike's?

e: the amount lost each time was 18%, which was the shadowstrike multiplier
"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

vadim
Wayist
Posts: 22
Joined: Mon Jun 17, 2013 8:30 pm
Location: Russia

Re: Tales of Maj'Eyal 1.5 Beta!

#369 Post by vadim »

Slime roots talent in Wilf-gift/Slime tree takes any random talent off cooldown, even fixed ones. Coupled with Nature's Balance talent (Call of the wild tree), fungus tree, fungal blood prodigy and healing infusion you can have infinity number of global speed and use any talents with no cooldown.

Make slime roots talent to take only non-fixed talents off cooldown or completly remove this effect from slime roots talent, otherwise you can still use any 3 talents 3 times in a row (4 times for wild-gift ones).
Last edited by vadim on Tue Feb 28, 2017 2:53 pm, edited 7 times in total.

realm087
Posts: 3
Joined: Mon Nov 24, 2014 7:23 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#370 Post by realm087 »

I just died to my own corrosive worm in a weird interaction. I applied it to a vampire and then it created a haze, which had the worm on it too. Then I killed both the vampire and the haze at the same time and I was hit for 5k acid damage with the source being said as "weakness disease" from my own character. I don't believe that's an intended reaction since neither corrosive worm or any disease ever hit my character back in that way. Thanks : 3

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

Re: Tales of Maj'Eyal 1.5 Beta!

#371 Post by jdisk »

Not sure if this is a bug or just really bad luck, but:
I have experienced a few times now that Intuitive Shots make the new archers rares nearly invulnerable because they manage to block (almost) every attack for several turns.
Right now my brawler hat 13 out of 14 attacks blocked. Inspecting the archer says that there should be a 35% chance to repel.

I realize that the RNG allows that, but I've seen it several times and I don't play the beta so much that a 1 in ~100000 (1.076e-5 if my math is right) chance should occur that often.

dadito
Thalore
Posts: 169
Joined: Thu May 21, 2015 10:28 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#372 Post by dadito »

Tile light levels are different

Image

Beta 6

dadito
Thalore
Posts: 169
Joined: Thu May 21, 2015 10:28 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#373 Post by dadito »

Stone warden halves bug is still in the game

It started appearing after getting dreamscaped

After that everytime I cast halves the game freezes for a few seconds and either they get summoned, only the crystal one does, or nothing happens

Also the game got all weird and I couldn't leave the game or go to the main menu from the esc menu, and trying to use the rod of recall made my character dissapear and turns pass really fast

https://www.twitch.tv/videos/125404879

https://www.twitch.tv/videos/125403962

Here's the log:

http://puu.sh/unUB7/b159e7d6be.7z

another one with the game opened fresh and after casting halves once

http://puu.sh/uo4uP/878aa6d196.7z

And the save folder:

http://puu.sh/uo4Ob/841f81cddf.7z

42 mb savefile :lol:

darkgod
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: Tales of Maj'Eyal 1.5 Beta!

#374 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 ;)

Hogulus
Thalore
Posts: 164
Joined: Fri Jun 13, 2014 6:28 pm

Re: Tales of Maj'Eyal 1.5 Beta!

#375 Post by Hogulus »

Already submitted an MR to fix it, but I got some of the formatting wrong in one of the new notes - anyone else should know what I mean when they see it.

Post Reply