Beta test 1.0.5

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

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darkgod
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Re: Beta test 1.0.5

#16 Post by darkgod »

will be fixed in next beta
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

FlarePusher
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Re: Beta test 1.0.5

#17 Post by FlarePusher »

Blinding enemies doesn't seem to make them lose sight of you anymore, they'll now walk right up to you and spam attacks, or even use ranged attacks while blinded.

lbstr
Low Yeek
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Re: Beta test 1.0.5

#18 Post by lbstr »

can you make the mouse scrolling through chat/combat logs an optional thing? it is pretty annoying moving your mouse around and having those logs go crazy

Crim, The Red Thunder
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Re: Beta test 1.0.5

#19 Post by Crim, The Red Thunder »

What changes to .5 were made that would've impacted speed? Aside from loading hangs, ordinary gameplay seems to move significantly slower then before. Dreadfell with no vaults is running like an orc pride level in .4, and I hesitate to wonder what the actual lategame will be like.

Hopefully something can be done to optimize speed a bit...
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

kuzeelar
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Re: Beta test 1.0.5

#20 Post by kuzeelar »

Seems like archers could use some talent trees moved from class to generic. Maybe Traps and/or Poisons?

Robsoie
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Re: Beta test 1.0.5

#21 Post by Robsoie »

Hello,

To test with completely fresh install i decided to move my existing "T-Engine" folder out of my ...\documents and settings\username\.. folder to let 1.0.5c to create one new.

And after launching 1.0.5c i see in fullscreen something like that :
Image

For reason, ToME4 has decided that having the screen rotated 90 degree is how it should be displayed, must say it's a first for me.

Then i looked into the new T-Engine\4.0\settings\ folder, the resolution.cfg to see what resolution ToME4 has pulled on me :

Code: Select all

window.size = '1050x1400 Fullscreen'
No idea why as it's not at all the kind of resolution i use.

I decided to replace the content of that resolution.cfg by some standard windowed resolution :

Code: Select all

window.size = '800x600 Windowed'
And only then 1.0.5c launched correctly, i could then resize the windowed game to what i wanted then.

Robsoie
Wyrmic
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Re: Beta test 1.0.5

#22 Post by Robsoie »

Another problem : the Adventurer "levelup" menu is still performance crippled as it was reported before, when you try to add points into the stats or skills when ingame after leveling up, you click and have to wait for a few seconds for the stat/skill point being added.

Robsoie
Wyrmic
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Re: Beta test 1.0.5

#23 Post by Robsoie »

Crim, The Red Thunder wrote:What changes to .5 were made that would've impacted speed? Aside from loading hangs, ordinary gameplay seems to move significantly slower then before. Dreadfell with no vaults is running like an orc pride level in .4, and I hesitate to wonder what the actual lategame will be like.
Currently running a Thalore Anorithil I ran into a slower Kor'Pul than i remember, it was those levels with lots of mouses, but still i don't remember 1.0.4 getting slow there.
I'm playing with every shader option disabled and lowered amount of particles by the way.

greycat
Sher'Tul
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Re: Beta test 1.0.5

#24 Post by greycat »

Did a git "update" (pull, merge, etc.) and started a new char.

In the ruined dungeon, I got the original clues, but the orbs are not responding in the way they should based on those clues. The first one is supposed to be "water", but for me it's "seeds" (which I only determined by brute force).

Haven't managed to brute force the full sequence yet.

... ok, what the hell. When I went back to it after failing #2, seeds didn't work for #1. I have no idea what's going on now.

Maybe I'm just going crazy. "Air" seems to be working consistently now....

OK, brute forced the whole sequence:
[spoiler]air stone fire water magic seeds[/spoiler]

Oh hey look, this forum doesn't have [spoiler]?

Robsoie
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Re: Beta test 1.0.5

#25 Post by Robsoie »

Cleared Old Forest, it was the alternative and to my surprise i managed to beat Shardskin relatively easily with my Thalore Anorithil.

I don't know if it was just me lucky to have the exact kind of resistance i needed to Shardskin damage type, but the nerf to his usual "i hit you twice and you're dead at the level you are when you do Old Forest usually" type of attack seems to be working very well.
Maybe a bit too well , but i guess it will need more class/race combo to face him to determine if it was just me being lucky or the nerf being too harsh on that boss.

But to be honest it was a pleasure to kick him around , after all the near-insta kill that damned thing has done on numerous characters :D

Pucker
Wayist
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Re: Beta test 1.0.5

#26 Post by Pucker »

greycat wrote:In the ruined dungeon, I got the original clues, but the orbs are not responding in the way they should based on those clues.
I think it might randomize the sequence for each character because I'm pretty sure I got a different order than yours and I just solved it through trial and error.

Robsoie
Wyrmic
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Re: Beta test 1.0.5

#27 Post by Robsoie »

After clearing the lake of nur and its bottom , then exiting from the *spoiler* i noticed the mountain area near the exit does not use correct tiles :
Image

If i re-enter the *spoiler* then re-exit so the world re-load, the tiles have changed but still not all are correct :
Image

Robsoie
Wyrmic
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Re: Beta test 1.0.5

#28 Post by Robsoie »

Pucker wrote:
greycat wrote:In the ruined dungeon, I got the original clues, but the orbs are not responding in the way they should based on those clues.
I think it might randomize the sequence for each character because I'm pretty sure I got a different order than yours and I just solved it through trial and error.
As i just completed the ruined dungeon i ran into the same exact problem, the actual order of the orbs you need to enable have nothing to do with the orders of the clues i collected, it does not make sense if it's intended to be "random" , why give clues in specific order at all then if in the end the solution is only random trial&error ?

Robsoie
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Re: Beta test 1.0.5

#29 Post by Robsoie »

After clearing half of Dreadfell, reaching lv24 and going in the world map to trigger the Dark Crypt and clearing it, i finally got enough to open the training room in the *spoiler*.

There seems to be a problem with the text there that make it a bit of a strain on the eyes :

(as spoiler tags seems to not work here, i put only the link to the picture, no img tag)
http://i.imgur.com/03NSbmq.jpg

(playing with all shaders disabled in the options)

Robsoie
Wyrmic
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Joined: Sat Sep 24, 2011 12:15 am

Re: Beta test 1.0.5

#30 Post by Robsoie »

Another first for me in 1.0.5c :
I just got back from the far east , appearing as usual near Last Hope and there was an adventurer party roaming nearby, and i decided to attack them to test one of my newly upgraded skill.

And once the ambush map loaded, the adventurer party was in fact made of ... many orcs instead of the expected adventurers.

edit : went into Daikara to beat the backup guardian of it, then once coming back into world map, i attacked another adventurer party, but this time they were adventurers , not orcs

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