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!

#421 Post by purge383 »

The first time I entered Kor'pul and Lumberjack Village stealthed as a rogue, the tile for my character is invisible until I moved.

EDIT: I also dislike the grey overlay when you stealth because it makes it harder to see and dulls the world. It is not like you are phasing over into the negative energy plane or something so your vision would change. I think making the player tile transparent would be a better approach.

EDIT 2: Heartseeker talent states it "leaps" to your opponent yet it is blocked if other mobs are in the way. Leap makes it sound like you would be able to jump over other mobs.

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

Re: Tales of Maj'Eyal 1.5 Beta!

#422 Post by FreePaperclips »

I saw a bug I hadn't noticed before, but I'm not sure it's new. Suncloak is now giving me a yellow version of the Flames of Urh'Rok bug. I was using mods, but nothing that should be affecting graphics (unless you count Turn Separator or Clock).

I am using an AMD card (270x) and can upload a save if necessary. Pic below.

http://imgur.com/a/iaW1m

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Tales of Maj'Eyal 1.5 Beta!

#423 Post by HousePet »

astreoth wrote:problem with sun paladin escort is that it gives you the individual chants not the new talent that gives you all 3 chants
That is intended.
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: Tales of Maj'Eyal 1.5 Beta!

#424 Post by echo42 »

Some necromancer oddities that may or may not be intended but are kinda annoying:

- dreads will also hex friendly units in hex radius when attacking enemies

- lich shadows are constantly picking fights with summoned minions when hit with aoe spells

- ditto for Forgery of Haze copies and minions

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

Re: Tales of Maj'Eyal 1.5 Beta!

#425 Post by Mordy »

The new way antimagic shield works makes Orc Mage Hunters kind of hard counter to anorithil. It's impossible to keep any energy at all when they are around.

The new manaclash buff even procs off the manashield retaliation damage :'(

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

Re: Tales of Maj'Eyal 1.5 Beta!

#426 Post by RandomKesaranPasaran »

The secondary effects from using Volley and Called Shots on marked targets cause them to take an additional turn to use.

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

Re: Tales of Maj'Eyal 1.5 Beta!

#427 Post by astreoth »

HousePet wrote:
astreoth wrote:problem with sun paladin escort is that it gives you the individual chants not the new talent that gives you all 3 chants
That is intended.
its intended to reveal the hidden chant talents expanding the chants category to 5 or 6 talents and make at most 2 chants much stronger than the others?

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

Re: Tales of Maj'Eyal 1.5 Beta!

#428 Post by purge383 »

Noticed while stair camping that if I cast Smokescreen on rogue and then go up and leave the level, pass a bunch of turns by resting, and go back, the smokescreen is still active. This looks like it might apply to other cloud effects as well.

Micbran
Sher'Tul
Posts: 1154
Joined: Sun Jun 15, 2014 12:19 am
Location: Yeehaw, pardner

Re: Tales of Maj'Eyal 1.5 Beta!

#429 Post by Micbran »

Any map effect will stay there when you move up the stairs.
A little bit of a starters guide written by yours truly here.

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

Re: Tales of Maj'Eyal 1.5 Beta!

#430 Post by ster »

Micbran wrote:Any map effect will stay there when you move up the stairs.
Usually not ones placed by you (since that lets you stair camp, sort of)
<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

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Tales of Maj'Eyal 1.5 Beta!

#431 Post by HousePet »

astreoth wrote:its intended to reveal the hidden chant talents expanding the chants category to 5 or 6 talents and make at most 2 chants much stronger than the others?
Okay, revealing the hidden Chants is not intended.
Why didn't you mention that???
My feedback meter decays into coding. Give me feedback and I make mods.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Tales of Maj'Eyal 1.5 Beta!

#432 Post by HousePet »

Okay, I am putting having category mastery working on the actual Chant/Hymns numbers in the Too Hard Basket.

DarkGod, please relocate the actual Chants/Hymns talents back to celestial/other.
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: Tales of Maj'Eyal 1.5 Beta!

#433 Post by purge383 »

Solipsist Dreamwalk doesn't show the possible teleport AOE when targeting.

EDIT: Is it intended that thought-forms do not enter the dreamscape with you?

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

Re: Tales of Maj'Eyal 1.5 Beta!

#434 Post by jenx »

I've been trying the new rogue, and the stealth mechanism I think is pretty underwhelming. I just don't get how the fourth talent is supposed to be an improvement on the old rogue.

The other rogue talents I really like, but stealth seems meh still.
MADNESS rocks

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

Re: Tales of Maj'Eyal 1.5 Beta!

#435 Post by FreePaperclips »

1.5b8 Archmages still start with a point in Arcane Power.

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