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December 15, 2024
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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.
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. :)
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.
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.
"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.
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?
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. :)
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.
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?
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?
That looks really cool! Can't wait to try it out.
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?
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
Crash :(
Looks like it might be in a shader or something - it seems to be free()ing a graphics resource that it already got rid of. This was in the Trollshaws level 2; I'd just drunk a potion of lesser healing while waiting for a previously spotted hill orc archer to come around the corner. None of that sounds like it should be using any shaders (or at least none different from Beta10) so maybe there was something more OOD that I hadn't noticed yet.
[LOG] Ethan quaffs a potion of lesser healing![Identify] potion of lesser healing true
[LOG] You have #FFFFFF#4 #UID:1183:0#potion of lesser healing#LAST#.
54 ticks in 10.504 seconds = 5.1409 TPS
= Backtrace: ===
/lib/tls/i686/cmov/libc.so.6[0xb75820d1]
/lib/tls/i686/cmov/libc.so.6[0xb75837d2]
/lib/tls/i686/cmov/libc.so.6(cfree+0x6d)[0xb75868ad]
/usr/lib/tls/libnvidia-tls.so.1[0xb5b46b20]
./t-engine[0x80be274]
./t-engine[0x80b96a2]
./t-engine[0x80a6bae]
./t-engine[0x80a6cdf]
./t-engine[0x80a73f7]
./t-engine[0x80a74f8]
[0xb5871238]
./t-engine[0x80bce9c]
./t-engine[0x80bd3e9]
./t-engine[0x80b63a5]
./t-engine[0x8053bc7]
[0xb587112a]
./t-engine[0x80bce9c]
./t-engine[0x80bd3e9]
./t-engine[0x80b63f9]
./t-engine[0x80bc778]
./t-engine[0x80bd74a]
./t-engine[0x80b6483]
./t-engine[0x804d131]
./t-engine[0x804db05]
./t-engine[0x804db23]
./t-engine[0x804ec11]
/lib/tls/i686/cmov/libc.so.6(__libc_start_main+0xe6)[0xb752db56]
./t-engine(pow+0x1e9)[0x804cf81]
Something seems wrong with osx version. It's named beta11 but really seems to be beta9.
Very nice Darkgod. Just the right way Tome could evolve about GUI interface. I'm glad that Tome is a roguelike without afraid of use mouse and new UI's.
Yeah I' ll add the warning :)
The share sight might be toned down a bit yes...
As for reavers, it's a matter of canon fodder ;)
Suggestion for "Play a new game":
After it asks your name, if a save game already exists with that name, warn the player "Continuing will destroy your current character, are you sure? (Yes/No)"
I just lost a level 11 archmage due to not being used to actually surviving a single play session. :(
Having played a while, I have to say the new "targeting from other enemies' eyes" AI should be used more sparingly (probably only among creatures that talk or some social animals like wolves - that way you could also make note of it in game, e.g. "The stone troll hollers!" or something.)
Beta10b could pretty much be renamed "Night of the Living Snakes" - I've depopulated level one of the Trollshaws (or died to a horde of snakes, wolves and trolls) by the time I get 1/4 of the way across it every single time.
Thanks DG, because didn't cross my mind that the "right" key was still in that moment binded with the missing menu. Well, that will do for now even without description. Still no luck find the way of unlock Reavers. An mid or end-game unlock?
Yes it's a small display bug, just "imagine" it shows up when you pass over it, you can add points to it
About the new Mac port I'm having a strange behaviour with Alchemist, in Talent Levelup i can't i (by mouse over or by keys) get or inspect or upgrade Channel Staff because menu just goes away in that option. If i move mouse from that option or up/down key menu came back. I tried other resolutions/created other chars without luck..
thx for the instant osx port. i will try it later and check new features and new class. :)