Playtesters needed! (1.3 Chronomancers)

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IejirIsk
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Re: Playtesters needed! (1.3 Chronomancers)

#136 Post by IejirIsk »

New night, new mancer. Temporal bolt, does it last a fixed number of terms, and does that time go up with more levels? enemies also seem to just cast on you. dunno if they have a way to use it more optimally.

edit1: reality smearing text. doesn't quite say its a shield(ish). And i assume matter weaving hits first? and where does web of fate lie? or time shield/damage shields. half curious, half making sure the stacking order makes sense.
edit2: and premonition :D thank you seer.
edit3: wait... I can't use reprieve with contingency? but i can t:p0?
edit4: but it says i can use channel staff (even if i dont have it)?
edit5: Energy Absorption says damage will depend on SP?!? it does damagE?
edit6: @Parcae, speaking as someone that used to code. Polite, constructive criticism is how you improve, both coding, and what you are coding. :D 'It sux' is both useless and hateful, and most coders that continue coding learn to ignore most of it. :D but yea, I agree with you. He's done a pretty good job on it.
edit7: Thinking Norgos doesn't know what to do with targets at range 10. he let me cast all my spells (about 5) and just moved 1 space.
edit8: The text on the new 'easy stroll' box is a little confusing, with the options. Maybe add the word 'could' to the text.
edit9: umm... materialize barrier on a target, did something, but not sure what... no wall and enemies went poof.
edit10: making sure its intended... but dust to dust self cast + disintegrate does combine :D
edit11: twist fate. It seems once you click the thing, time passes (but before you use the anomaly), and if you change your mind, you just lose it.
edit12: anyway you can get disintegrated dust to dust to continue on past however many walls it can burn through?
Last edited by IejirIsk on Wed Jan 21, 2015 9:32 am, edited 1 time in total.

Razakai
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Re: Playtesters needed! (1.3 Chronomancers)

#137 Post by Razakai »

Perhaps this is something already ingame I've never noticed, but when playing TW I found that clicking on an enemy to autoattack it would automatically switch to bow, even if I already had a melee weapon equip and they were within range. Is this new behaviour?

Also, are Paradox Mages complete now? Or at least, have a complete set of trees. If so I'll give them a shot, they look to have changed massively since I playtested the older version with Spatial Tears (RIP Sphere of Destruction/debuff spam :().

IejirIsk
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Re: Playtesters needed! (1.3 Chronomancers)

#138 Post by IejirIsk »

yea, they have full trees. :P seems cornac is strongest start for mage.... and rod of sarilon still buffs body reversion.

edge2054
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Re: Playtesters needed! (1.3 Chronomancers)

#139 Post by edge2054 »

@ Parcae, thanks for the typo and for the compliment :)

@Razakai, yeah, instant swapping on shoot and attack was requested by DarkGod. If you unbind shoot from left click it's a little less annoying if you play a lot with the mouse.
IejirIsk wrote:New night, new mancer. Temporal bolt, does it last a fixed number of terms, and does that time go up with more levels? enemies also seem to just cast on you. dunno if they have a way to use it more optimally.
It's limited by it's range. So it can travel 10 tiles.
edit1: reality smearing text. doesn't quite say its a shield(ish). And i assume matter weaving hits first? and where does web of fate lie? or time shield/damage shields. half curious, half making sure the stacking order makes sense.
Some of it probably doesn't quite make sense. I tried to use callbacks where I could and maybe I'll move reality smearing into one. Right now Webs of Fate and Energy Decomposition get checked first, they both use callbackOnTakeDamage and I think that works on a registry system (so generally Energy Decomp, since it's a sustain, would get checked first.. but I'm assuming and haven't checked).

Time Shield goes next. Reality Smearing is called soon after. Matter Weaving uses flat_damage_cap which is used by a few other talents and it comes after Reality Smearing. Then callbackOnHit fires, which is where Guardian Unity lies. I'll probably move Reality Smearing into callbackOnHit as well. Which would make it come after Matter Weaving.
edit3: wait... I can't use reprieve with contingency? but i can t:p0?
edit4: but it says i can use channel staff (even if i dont have it)?
edit5: Energy Absorption says damage will depend on SP?!? it does damagE?
I'll look into some of this. Reprieve not working with Contingency is intentional though.
edit7: Thinking Norgos doesn't know what to do with targets at range 10. he let me cast all my spells (about 5) and just moved 1 space.
edit8: The text on the new 'easy stroll' box is a little confusing, with the options. Maybe add the word 'could' to the text.
Maybe put the later in ideas, no clue on Norgos. Both are more generalized 1.3 issues though.
edit9: umm... materialize barrier on a target, did something, but not sure what... no wall and enemies went poof.
edit10: making sure its intended... but dust to dust self cast + disintegrate does combine :D
I'll look into 9. 10 is definitely intended :)
edit11: twist fate. It seems once you click the thing, time passes (but before you use the anomaly), and if you change your mind, you just lose it.
edit12: anyway you can get disintegrated dust to dust to continue on past however many walls it can burn through?
Yeah, Anomalies cost a turn. Twist Fate pushes that turn you use off into the future. I'll see if I can figure out a way to get it to feel a bit cleaner but costing a turn is intended.

And I'll look into 12 :)

Also equipment is still on my todo list. So I'll be sure to clean up the major artifacts like Rod of Sarilon :)

edge2054
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Re: Playtesters needed! (1.3 Chronomancers)

#140 Post by edge2054 »

Razakai wrote: Also, are Paradox Mages complete now? Or at least, have a complete set of trees. If so I'll give them a shot, they look to have changed massively since I playtested the older version with Spatial Tears (RIP Sphere of Destruction/debuff spam :().
Forgot to respond to this.

Sphere of Destruction will probably come back for a couple of Void trees that are tentatively planned for 1.4.

IejirIsk
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Re: Playtesters needed! (1.3 Chronomancers)

#141 Post by IejirIsk »

reposting here for completeness:

a small typo at spacetime-folding line 114... :P a double =
fixed and it worked :D

edge2054
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Re: Playtesters needed! (1.3 Chronomancers)

#142 Post by edge2054 »

fixed and pushed thanks :)

Working on a fix for Twist Fate. Have to run some errands and when I get home I'll clean it up a bit before I push it.

Razakai
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Re: Playtesters needed! (1.3 Chronomancers)

#143 Post by Razakai »

That's good news, Void seems like it could be interesting thematically.

If you're fixing Rod of Sarrilon, would you consider adding physical to it? Would be nice for all sorts of Paradox Mages to get an endgame staff, plus it already buffs Gravity spells.

edge2054
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Re: Playtesters needed! (1.3 Chronomancers)

#144 Post by edge2054 »

Yeah, I'm going to put more physical on more chronomancy stuff in general.

Was debating doing some 'star' themed stuff too. Kinda lumping Celestials and Chronomancers together a bit so I can add more stuff without polluting the drop tables.

Razakai
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Re: Playtesters needed! (1.3 Chronomancers)

#145 Post by Razakai »

edge2054 wrote:Yeah, I'm going to put more physical on more chronomancy stuff in general.

Was debating doing some 'star' themed stuff too. Kinda lumping Celestials and Chronomancers together a bit so I can add more stuff without polluting the drop tables.
I think that's a good idea. Astral Bindings are a fantastic item that works for a lot of classes, so more along those lines are good.

Also Gravity PM is overpowered as hell. I originally intended to build Matter, but the Gravity steamroll is too good to stop. Precog lets you safely nuke stuff from screens away, Gravity Spike has broken 600 damage on a virtually ungeared level 10, and you're stuffed with defence and utility.

I hope it stays this way.

IejirIsk
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Re: Playtesters needed! (1.3 Chronomancers)

#146 Post by IejirIsk »

umm... well... i won... by sacrificing myself... then sacrificing myself again, then sacrificing aerys... now apparently I'm destined to make time pass forever? as the days keep moving on... even hitting exit did nothing... XD and... the log doesnt seem to help >.>...

edit: and my sprite was vanished, and couldnt do anything... just sit and watch the days go pass...

file continues on in the same, sometimes deleting shaders
Attachments
funny log.txt
from log
(8.4 KiB) Downloaded 186 times

Razakai
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Re: Playtesters needed! (1.3 Chronomancers)

#147 Post by Razakai »

IejirIsk wrote:umm... well... i won... by sacrificing myself... then sacrificing myself again, then sacrificing aerys... now apparently I'm destined to make time pass forever? as the days keep moving on... even hitting exit did nothing... XD and... the log doesnt seem to help >.>...

edit: and my sprite was vanished, and couldnt do anything... just sit and watch the days go pass...

file continues on in the same, sometimes deleting shaders
Clearly this is a new secret ending for Chronomancers. Congrats on the world first.

IejirIsk
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Re: Playtesters needed! (1.3 Chronomancers)

#148 Post by IejirIsk »

Thanks? :P But, have adventurer unlocked now....

also... cornac is a very strong for PM... since the two trees to help with dox are both locked....

edge2054
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Re: Playtesters needed! (1.3 Chronomancers)

#149 Post by edge2054 »

Sorry for your loss (win?).

Trying to figure out the bug. The chat is finding the player no problem but hanging before it kills you.

*edit* Tried killing them with see the threads and it still ended fine :/

IejirIsk
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Re: Playtesters needed! (1.3 Chronomancers)

#150 Post by IejirIsk »

No telling, when i went to task manager, ToME was using 1.5G of memory...

https://drive.google.com/file/d/0B8jWly ... sp=sharing

that's the full log, if you think it'd help. that rendition of TW... get things that buff teleports, then teleport everywhere... status effects aren't really an issue...

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