Recent comments

  • Eye candy: New Flame beam   12 years 20 weeks ago

    I did some more tests and add some more info to my previous statment, "sometimes" we can't go back. Can't really get a pattern why sometimes can't go back with both ways or sometimes only rightclick works. A bit bizarre.

  • Eye candy: New Flame beam   12 years 20 weeks ago

    Problem with OSX (at least in this plataform): In Character creation "Backspace" and "right click" don't really go back. So only way if we want to rethink is quit the window and start again.

  • T-Engine4 / ToME4 beta13 unleashed!   12 years 20 weeks ago

    I am satisfied with the warning about the door being previously sealed.
    Also the game is great so far, keep up the good work (or something like that).

  • Eye candy: New Flame beam   12 years 20 weeks ago

    1 - When meditating turns pass right? Altought in that mode the hp usually restored is not credited.

    2 - Identify skill don't seem ok after lvl3 (identify inventory). After get it at skill window is never right away avaliable. But if i save and restore the skill is credited and don't ask only for identify one object. Also I'm already lvl5 at identify and can't get the -1 floor objects identified.

  • Eye candy: New Flame beam   12 years 20 weeks ago

    Darkgod, probably there's a bug in Tempest Peak mission. In TP (2) I took the stairs back to the base of mountain but it "landed"/"stuck" not in stairs but in middle of the mountains. Fortunly I had a phase scroll! :)

  • Eye candy: New Flame beam   12 years 20 weeks ago

    I was to say "there is great possibility that walking then in “new” created tiles makes game crash". I was talking about golems summoned with wilder but I believe with alchemist golem's I already have sometimes the same problem.

  • Eye candy: New Flame beam   12 years 20 weeks ago

    Yah that's ok in do it ingame but not always we are playing it and also you always says in download page that you will warn in dev page when port is ready. RSS is more handy :)

    I have x-code intalled, not really a programmer but if someone in forum posts the procediments/faq to compile it could be great.

    The problems with golems is that in rock/walls areas when golem make their destructive "landscape" strikes there is great possibility that walking then in "new" created tiles. I try to avoid walk in that zones but a lot of times we don't a have a chance to avoid them cause we are displaced too to that new tlles. Usually TOME starts "thinking" and then quits.

  • Eye candy: New Flame beam   12 years 20 weeks ago

    As for golems, not sure, I must test it

  • Eye candy: New Flame beam   12 years 20 weeks ago

    Yeah sorry I got the compile after this post.
    I did update the in-game news though ;)

    BTW I am not compiling the OSX port myself as I do not have any jobs-approved-hardware, that is why there is a delay

  • Eye candy: New Flame beam   12 years 20 weeks ago

    Well seems nice Darkgod. :)
    Hey and you miss this post opportunity to also say that OSX version was out. Two days ago that version weren't here. Thanks for finnally compile it, I just was thinking you would skip this version for OSX. Testing, testing now...

    PS Do we have still problems with Stone Golems casting? I avoid to summon any since their terrain destruction provoque a lot of terrain bugs and crashes.

  • T-Engine4 / ToME4 beta13 unleashed!   12 years 20 weeks ago

    Ethan: new world? You mean you're playing SVN ?

    As for closing doors, that is being pondered :)

  • T-Engine4 / ToME4 beta13 unleashed!   12 years 21 weeks ago

    It's still not possible to close doors.
    I understand that you're doing all sorts of fancy things with the game, but I would really appreciate the ability to shut the doors of a room full of bees.

  • T-Engine4 / ToME4 beta13 unleashed!   12 years 21 weeks ago

    Also the mage-apprentice quest is broken, lines 126 and 128, spot is an invalid reference (not on the new map, maybe?) I removed the first one and changed the second to "player.x, player.y" as a temporary fix... that doesn't actually work because entering the city breaks the game (nil value "level") - maybe I should just wait until the new world is a little more stable. :)

  • T-Engine4 / ToME4 beta13 unleashed!   12 years 21 weeks ago

    I believe the problem is that "shire" is no longer a valid faction. I changed my saved character to be affiliated with "allied-kingdoms" instead and enemies attack me now.

  • T-Engine4 / ToME4 beta13 unleashed!   12 years 21 weeks ago

    svn 1708 bug:
    My rogue stealthed immediately on creation, found a snake and attempted to Dual Strike without being seen. I missed, but now all of the monsters on Trollshaws 1 are outlined in blue, and even though they can see me and chase me, they don't attack, as the "Enemies" faction is neutral to me. Halfling Rogue = monster disguise, apparently.

  • T-Engine4 / ToME4 beta13 unleashed!   12 years 21 weeks ago

    "Stores wont ID things when trying to sell" Damn I was loving that nice bug. At least give a bit more fair money when selling because I have to waste a lot in Identify scrolls.
    Still waiting for OSX but I hope that there is now a "fix" for really wanted meditation when mobs are seen/or with in the presence of escorted people.
    "Removed Benevolent Spirit talent and replaced with Suppress Summoning" Really not wanted feature, summons already disappear fast enough.

  • T-Engine4 / ToME4 beta12b unleashed!   12 years 22 weeks ago

    Ah, some other concerns: I'm not sure the damage counter is working properly. I've a level 37 wizard who is primarily fire specced and still have yet to unlock pyromancer (or cryomancer, for that matter). Is there anywhere to view that counter to make sure it is indeed increasing properly?

  • T-Engine4 / ToME4 beta12b unleashed!   12 years 22 weeks ago

    I've been playing the Soul Hunter on Vista and really love it, however just recently I've run into some issues on my archmage both in Eruan zone:

    1: On Eruan stage 5, if you teleport + phase door all the way down to Guren, it is possible to be absolutely overrun by those Hive creatures. The mothers can summon more mothers and there's an exponential effect that occurs I literally had 1/3 of that entire map swarmed with them with no way to take care of that many with all the obstacles in the way (and them being immune to fire, which I specialized in).

    2: Could it possibly be made so your AoEs don't damage friendly units who are not minions or those being escorted? People like Guren if you accidentally AoE them you have no way to continue on; he'll keep attacking you until you die repeatedly because he has infinite health. I ran into a similar problem on the next level (Eruan 6) when I tried to assist the paladins by AoE-ing which they proceeded to charge into and hate me for it.

    Aside from that, truly great game thus far. :)

  • T-Engine4 / ToME4 beta12b unleashed!   12 years 22 weeks ago
  • T-Engine4 / ToME4 beta12b unleashed!   12 years 24 weeks ago

    Changes to UI seem all nice, congratulations. Another reason to rethink meditation "prohibition". How can we reset equilibrium when escorting (also there is "too much happening spite of escort is "blocked" eh eh) and already cast a lot of creations to clear the road ahead? Also no need to say that don't cast meditation when only our creations are around are a bit annoying.

  • T-Engine4 / ToME4 beta12b unleashed!   12 years 24 weeks ago

    Mac OSX is out and all seems fine. One request. Sometimes when we watch distant mobs (we can put an fire imp taking care of approaches if needed) Wilder Meditation request is not a "mistake" and it's better clear acumulated equilibrium before they reach us and we can have sure of a more reliable summon. So, can u put a kind of count system (one time, is mistake, second distraction, third is really a desire) so the system knows that we really want Meditation?

  • T-Engine4 / ToME4 beta11 unleashed!   12 years 25 weeks ago

    Compiling from source with:

    premake4 --lua=default gmake

    as you suggested in a forum thread fixes the crash problems entirely for me. So is the issue the new lua interpreter?

  • Preview of the new invisibility graphical effect   12 years 26 weeks ago

    That looks really cool! Can't wait to try it out.

  • Beta11 OSX port available!   12 years 26 weeks ago

    Hello again Nicolas. You seem didin't yet updated with correct new osx version (b11 and not b10) or something is really wrong here. Any undetected trouble compiling new version? Should I stop check for a fresh uploading and wait instead for b12?

  • T-Engine4 / ToME4 beta11 unleashed!   12 years 26 weeks ago

    Just happened again, Trollshaws 2 (or maybe 3) again, finishing up a fight with 3 stone trolls. No apparent reason for the crash. If nobody else is seeing this, maybe my RAM is going bad.

    [LOG] Stone troll hits Ethan for #aaaaaa#13.00 physical damage#LAST#.
    [PROJECTOR] starting dam 3.0622112878901
    [PROJECTOR] after difficulty dam 3.0622112878901
    [PROJECTOR] res 0 1 on dam 3.0622112878901
    [PROJECTOR] final dam 3.0622112878901
    [LOG] Ethan hits stone troll for #YELLOW#3.06 light damage#LAST#.
    Segmentation fault