1.4 Beta6 testing! GOGOGO!

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

Re: 1.4 Beta6 testing! GOGOGO!

#151 Post by realm087 »

Im pretty sure this bug hans't been introduced n this beta, but surely it's a pretty annoying bug. If you die while you have the "suffocating" effect and resurrect throught any means but eidolon plane, you will resurrect with a permanent undispellable suffocating effect, this includes blood of life and lich form, even tho in lich for you werent supposed to even need to breathe : 3 Would be a very nice fix specially for occurrences on roguelike(happened to me 2 times but has 100% reproduction rate)

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

Re: 1.4 Beta6 testing! GOGOGO!

#152 Post by FreePaperclips »

Has anyone else had problems with transition loading screens going perpetual motion machine on them? It's happened twice to me recently. The only way to get out of it is through task manager and when the saves are re-opened they sometimes seem to have characters saved between areas.

The characters were retrievable through debug, but that's not really ideal.

Anyone had a similar issue?

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

Re: 1.4 Beta6 testing! GOGOGO!

#153 Post by HousePet »

Look in the log file for the error message about what went wrong and post it here.
You want the te4_log.txt and it is wiped every time you restart the game.
My feedback meter decays into coding. Give me feedback and I make mods.

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

Re: 1.4 Beta6 testing! GOGOGO!

#154 Post by Mordy »

I don't have the save anymore but there was a doomed rare in last hope, and the map was SLOW! Moving with mouse clic from one side of the town to the over took far longer than normal. Drowned him and now things are ok.

Doomed shouldn't cause such performance if possible issue really.

Jurriaan
Wyrmic
Posts: 227
Joined: Mon Mar 25, 2013 9:39 am

Re: 1.4 Beta6 testing! GOGOGO!

#155 Post by Jurriaan »

I saved Melinda, and her father gave me a tier-3 random artifact, some cap with

+3 armour
-3% fatigue
+4 con
resistances +7% nature/+12% fire
penetration +5% darkness
+13 physical save
+4 spell save
+54 life
+12% healing

in other words, crap. Has this changed? I thought he gave real (known) artifacts.

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

Re: 1.4 Beta6 testing! GOGOGO!

#156 Post by HousePet »

Any artifact can be replaced with a randart.
My feedback meter decays into coding. Give me feedback and I make mods.

Zireael
Archmage
Posts: 449
Joined: Tue Jun 18, 2013 7:24 pm

Re: 1.4 Beta6 testing! GOGOGO!

#157 Post by Zireael »

FreePaperclips wrote:Has anyone else had problems with transition loading screens going perpetual motion machine on them? It's happened twice to me recently. The only way to get out of it is through task manager and when the saves are re-opened they sometimes seem to have characters saved between areas.

The characters were retrievable through debug, but that's not really ideal.

Anyone had a similar issue?
I haven't had such problems ever, but there's a kinda fix in the wings (which will abort level gen and place you back where you were if it hasn't succeeded in 50 tries). I hope the fix gets merged ASAP!

Jurriaan
Wyrmic
Posts: 227
Joined: Mon Mar 25, 2013 9:39 am

Re: 1.4 Beta6 testing! GOGOGO!

#158 Post by Jurriaan »

I just had a Marauder with a deficit in mana (maybe I was hit with some kind of mana leech attack).

Now resting and autoexplore don't work anymore, since I have no mana regeneration, so resting and auto-exploring just wait forever until my mana is up to 100% again. Somewhat annoying....

You are resting, press Enter to stop

and then the days just go on and on and on

a grep for mana in my player save file gives me

Code: Select all

mod.class.Player-0x4487f330:d["mana"]=381
mod.class.Player-0x4487f330:d["mana_regen"]=6.9388939039072e-17
mod.class.Player-0x4487f330:d["max_mana"]=406
mod.class.Player-0x4487f330:d["min_mana"]=0
mod.class.Player-0x4487f330:["T_MANA_POOL"]=1,
mod.class.Player-0x4487f330:d["mana_rating"]=6
mod.class.Player-0x4487f330:["T_MANA_POOL"]={["T_ARCANE_EYE"]=1,
mod.class.Player-0x4487f330:d["mana_on_crit"]=0
so I guess it's the 6.93e-17 that's bugging me. Arcane Eye was a quest reward.

Might I suggest that there's a minimum mana regeneration of say 0.001 or something like that? All living beings should be able to regenerate mana, even a little.
Last edited by Jurriaan on Fri Jan 22, 2016 5:43 am, edited 1 time in total.

Jurriaan
Wyrmic
Posts: 227
Joined: Mon Mar 25, 2013 9:39 am

Re: 1.4 Beta6 testing! GOGOGO!

#159 Post by Jurriaan »

Another strange thing: I noticed demons just popping up without a portal. Turns out the portal was on the other side of a closed door, which remained closed while the demons went through it....

B4nk5y
Cornac
Posts: 35
Joined: Sat Dec 14, 2013 5:14 pm

Re: 1.4 Beta6 testing! GOGOGO!

#160 Post by B4nk5y »

For my part, the issues that I've reported so far all seem to have been fixed in b6. The only minor things I've noticed other than those are:

- Overlapping and misaligned text/icons on the inventory screen (see attachments)
- Grgglck's tentacles appearing on Reknor 3 and 4, Vor Armoury 2, with no sign of him anywhere - is this a new talent effect, or do lots of mobs now have items with tentacle effects? (see attachments)
- Level maps having corridors that extend to the very edge of the map (this could well be by design afaik)

Other than these, everything looks great.
Attachments
Tentacle
Tentacle
17 Jan 2016 06-39-39.jpg (99.01 KiB) Viewed 11631 times
Inventory clutter
Inventory clutter
11 Jan 2016 10-58-45.jpg (103.89 KiB) Viewed 11631 times

e1337ist
Wayist
Posts: 28
Joined: Fri Jul 31, 2015 9:54 pm

Re: 1.4 Beta6 testing! GOGOGO!

#161 Post by e1337ist »

A brawler rare (midge swarm in trollmire if it matters) I was fighting had equipped the 2h he was going to drop, essentially making him a non-threat. Doesn't sound actually like a bug as much as the new feature being a little too efficient.

twas Brillig
Wyrmic
Posts: 279
Joined: Sun Nov 30, 2014 9:06 pm

Re: 1.4 Beta6 testing! GOGOGO!

#162 Post by twas Brillig »

B4nk5y wrote:For my part, the issues that I've reported so far all seem to have been fixed in b6. The only minor things I've noticed other than those are:

- Overlapping and misaligned text/icons on the inventory screen (see attachments)
- Grgglck's tentacles appearing on Reknor 3 and 4, Vor Armoury 2, with no sign of him anywhere - is this a new talent effect, or do lots of mobs now have items with tentacle effects? (see attachments)
- Level maps having corridors that extend to the very edge of the map (this could well be by design afaik)

Other than these, everything looks great.
iirc, the tentacles summoned by some totem egos are named "Grgglck's tentacle". This could be a result of enemies actually using their inventory items?

Pythious
Posts: 2
Joined: Thu Oct 24, 2013 2:16 am

Re: 1.4 Beta6 testing! GOGOGO!

#163 Post by Pythious »

Completed a run with an Ogre TW on Insane diff, noted a few bugs ... since I'm unsure if you already have reports on them, here is a summary:

(a) Blade Threading seems (and/or the general TW ability to auto-swap between weapon sets for range/melee) to be bugged if you wield a 2h weapon in your main hand and a dagger in off hand in second weapon set. LUA errors galore.
(b) Sometimes hovering over an item that can be used directly from inventory generated an LUA exception.
(c) The first level of high peak decided to generate as both the "rough caverns" and "connected dungeon". The passageways between the "rooms" were cavern style, but the rooms where dungeon style ... with no doors! (I made a copy of the save game on that level, if you need it.)

Anyway, keep up the good work, and let me know if you need further details on any of the above.

-Pythious

Jurriaan
Wyrmic
Posts: 227
Joined: Mon Mar 25, 2013 9:39 am

Re: 1.4 Beta6 testing! GOGOGO!

#164 Post by Jurriaan »

Pythious wrote:C
(c) The first level of high peak decided to generate as both the "rough caverns" and "connected dungeon". The passageways between the "rooms" were cavern style, but the rooms where dungeon style ... with no doors! (I made a copy of the save game on that level, if you need it.)
I've seen that as well.

darkgod
Master of Eyal
Posts: 10751
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: 1.4 Beta6 testing! GOGOGO!

#165 Post by darkgod »

Me too ! But I fixed it ;)
[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 ;)

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