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Messages - Aukustus

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31
Stable 12.0 Released!

Changes:
Code: [Select]
Previous saves will not work!

--Highlights--
* Turns are not spent in many situations, for example when just browsing an inventory, cancelling actions or not having requirements met with spells
* Spellbooks have complete descriptions of the spells
* Balancings
* Console feature; powerful debugger

Bugs, mistakes and missing things
* Traps cannot be generated at tiles containing area transitions or doors any more
* Fixed diseases being cured when changing the level
* Mimics are no longer revealed by the cursor
* Fixed players being frozen from allies getting Frost Bolted
* Monsters capable of resurrecting will no longer resurrect player's allies
* Fixed Bard songs affecting the player
* Fixed the Arcane Book of Confusion's Intelligence requirement
* Shapeshifted Druids can no longer block, cast spells or shoot missiles (see below at Talents)
* It is no longer possible to rest inside Mount Devil's Mouth, it could cause deaths
* Fixed every monster's strength amount, they were too high since I changed the system from 0-15 to 0-6
* Phase Door can no longer teleport the player into areas without walkable exit such as locked houses
- Fixed Jinxia's Talent's gold remove
- Arrows/Bolts can no longer be fired into a wall so that a recoverable missile will spawn
- Fixed Time Stop's graphics
- Druid and Shaman start with their quarterstaffs equipped
- Blood Magic's description was fairly unclear
- Removed debug message when Curse ends

General
* Just browsing the inventory no longer spends a turn
* Cancelling targeting no longer spends a turn
* Resistance is gained every 6 levels instead of every 3 levels
* If there's an enemy/companion in a cursor targeted tile that has other objects, its name is always drawn instead of the underlying things
* Added Console feature that can manipulate objects, fix bugs etc. It's use is undocumented since it can also break stuff
* Changing tiles with a party member no longer cancels automove

Attributes
* Strength bonus now depends on the weapon, it's 1.5x when wielding a two-handed weapon and 0.5x when dual-wielding
* Intelligence allows the learning of new languages

Items
* Shields have Armor Penalty now, Small Shields have none, Kite Shields have 5, and Tower Shields have 10
* Increased the prices of the goods at the captain's shop
* Missiles are more expensive

Monsters
* Increased slightly the Armor Class of monsters in the Ancient Ruins and in Hell

Skills
* Increased the amount of actions needed to increase Skills a little, previously reaching the maximum Skill level was fairly quick

Spells
* Adjusted all mana costs (mostly increased)
* All Area of Effect spells can be targeted at the player's location
* A turn is not spent if all necessary requirements are not met to cast the Spell
* Immolation is renamed to Decay, and undead will be immune to it

Talents
* All Area of Effect talents can be targeted at the player's location
* A turn is not spent if all necessary requirements are not met to use the Talent
* Shapeshift's damage is increased at levels 9 and 18, instead of 6 and 12
* Light Step renamed to Careful Step
* Backstab Mastery gives +10 THB instead of +5
* Unarmed Parry gives +10 BC instead of +5
* Magical Armor, Armor of Faith, and Shadow Armor give +10 AC instead of +5
* Holy Shield gives +10 BC instead of +5
* Shapeshift can be cancelled by casting it again to allow again spellcasting / missile shooting

Religions
* Deity Talents can be resisted
* Hammer of Justice has slightly lower duration


32
Early Dev / Re: The Veins of the Earth development feedback BETA 13
« on: October 13, 2016, 11:50:11 AM »
You should definitely try The The Temple of Elemental Evil too. It's fairly interesting as it's really turn-based (combatants are queued) compared to BG's and such.

I wanted to, but it's very hard to get hold of here and now (I somehow missed it when it was released :(), plus it's buggy. The only way to fix some of the bugs is to hunt down a mod... which changes some of the gameplay in a way many people don't like.
So I just stick to watching YT gameplay videos :)

You can get it from GOG for 5 euros and there's circle of 8 mod that's the only thing necessary. You can toggle stuff you don't want off.

33
Early Dev / Re: The Veins of the Earth development feedback BETA 13
« on: October 13, 2016, 10:14:11 AM »
You should definitely try The The Temple of Elemental Evil too. It's fairly interesting as it's really turn-based (combatants are queued) compared to BG's and such.

34
Early Dev / Re: The Temple of Torment
« on: October 12, 2016, 08:44:47 PM »
Maybe it lists the current version only.
Great game, really immersive and with well written story.

It lists every win ever, so you are the very first to win it, at least with online features enabled.

I'm glad you liked it! I've definitely wanted to focus on the world and the story.

Quote
Favorite Dungeon: Temple of Yahwin: Really unique, traps, golems.

It's probably the only area that has a puzzle of some sort, as there exists only a single path through the last area's traps. In the future there shall be more puzzles, and definitely harder.

Quote
Maybe future bosses should focus on windows of vulnerability. Eg have spells that prolong the fight. Eg.

Boss idea 1:
Darksight: Your sight / attack radius is reduced to 1. Maybe the debuff lasts 4 turns?.
teleport
invisibility
polymorph sheep + "start eating" recovering 1 hp per turn until damaged
[hint: use those useless dots that do 1 hp dmg per turn]

Boss idea 2:
stoneskin: +10 ac for the first 6 turns of battle.
healing: boss heals 10-20 hp. 2 charges. [wand of healing?]

Boss idea 3:
Silence
mana drain
ammo destroy.

I like these definitely. Silence and Mana Drain are something I've thought a lot about as spells that the enemies could cast. Also some monsters capable of healing themselves. I've thought about giving the companions potions of healing that they could drink possibly when in battle. They could probably stock themselves automatically when visiting towns.

I've built a dungeon generator that builds similar levels as in the original Rogue, there'll be a dungeon that uses those levels so perhaps in the bottom there shall be a boss inspired by these.

35
Early Dev / Re: The Temple of Torment
« on: October 10, 2016, 06:51:56 AM »
2) Idea: Classes should have different skills maximum.

Example: Wizard should have One-Handed, Two-Handed, Dual-Wield set to 0/2.
2/2 : would give them +1 DMG, +5 THB.  vs
5/5 : would give them +3 DMG. +10 THB.
that's a fair nerf.

I've thought a lot about this too. Perhaps I can do it.

Quote
3) Potential new op class, the rogue. Having access to:
a) invisibility: free gap closer. Okay, so this class is designed to be melee.
b) Vault [reposition +5 turns = 500% damage ranged vs melee].

Give him Item: Dagodin's Musket: 1d20+1, +5 THB.
And now he is a mage without mana cost and 1d20+15 dmg.
okay he must spend money on bullets. However money becomes no issue after the first dungeon.

Op??? yes, melee bosses could move 2 spots to compensate = 250% damage.

his 5/5 ranged skill capacity could also take a nerf.

I like that you are power-gaming the classes, it gives me a lot of insight how OP some things can be. Definitely needs some balancings, a lot of things actually.

Quote
4) Pressing "Rest until healed" in Mount Devil's Mouth, results in :
  a) Instant death.
  b) Endless loop of sending the death state to the server, and spam dying again, without ever leaving the death screen menu.
  It would be better to disable rest and give a warning eg "Resting here would kill you".
  The good news is if you press Ctrl + Alt + Del and close the game, you dont have your save stuck in the death screen.

Thank you, I'll fix this.

Quote
5) Crash: Fire beetle in fire plane of hell.

Traceback (most recent call last):
  File "TheTempleofTorment.py", line 77554, in play_game
  File "TheTempleofTorment.py", line 5257, in take_turn
  File "TheTempleofTorment.py", line 3353, in attack_resurrect
AttributeError: 'NoneType' object has no attribute 'max_hp'

Thanks also to this, I'll fix this.

I assume you are the first standard victory that is shown at the website's Hall of Fame?

36
Early Dev / Re: The Temple of Torment
« on: October 09, 2016, 06:18:36 PM »
I mean the active abilities.
lv1 shaman Hex: decreases enemy ac by 5.
my shaman Hex: decreases enemy ac by 10.
So how come my shaman hex got more powerful?

It's 10, I don't remember when it has been 5, if ever.

Quote
3) Mana on hit item affix affects spells.
+1 moh = 25% mana cost discount.

At first dungeon, with +1 moh, i could kill ~10 enemies before oom.
After 100 mana these costs become negligible.

Right.

Quote
4) Warriors / monks vs ranged enemies. They have no gap closer.

At the bridge, there is a boss 7 tiles away, blasting you for 140% of your max hp until you reach him.
add another 4-6 turns to kill him, thats 250% max hp.
Potion gives +25% max hp per potion (because the boss keeps attacking you while you drink the potion).
That makes an effective bill of 10 potions needed. Assuming you used no deity powers.
Using hand of azanath as a deity god for the teleport, will make you able to kill the boss without a single healing potion.
And if its a boss with confusion, add an extra 5 turns lost moving to chase it.

This is fine, from a balance point of view, no reason to buff these classes or nerf the bosses.
You were supposed to use a ranged weapon for these.

I've had no trouble killing them in melee with paladin and monk.

Quote
5) However, here comes the question?
Why play warrior, when an str wizard can do the same thing, in terms of damage.
While having a) Polymorph: 25 turns  b) Invisibility c) Teleport d) Time Stop: 6 turns stun.
All these tools are free gap closers and potion chugs opportunities and time stop is 600% damage steroid.

While having no weaknesses? no specific mob in the game that counters them ? And the ability to switch to spellcaster mode without mana costs when desired?, while warrior has to carry ammo = -1 item slot.

All classes are viable but some classes may be stronger than others. Str wizard will never make more melee damage than a fighter in a single strike.

Quote
Cultist Zealot was the only enemy that was immune to my fire bolt. I switched to my melee, it died in 3 melee attacks.

Current Stat: 73 hp, 116 mp, 83 ac, 6 str, 3 con, 4 int, 1d8+13 melee, 1d6+12 spell.

Sounds like your character is quite overpowered actually. No idea why though, perhaps the monsters are too easy.

Quote
6) Intellect / Wisdom / Charisma. Do exactly the same thing +1 spell damage. Why have 3 seperate stats instead 1?

Intellect affects only Arcane magic's spell damage. They always give bonuses to just the spell schools that use it.

Quote
Casting from a spellbook of another class is already disabled. It requires the corresponding Known Language.

7) Why limit spellcasting to the base class picked?
Mages have 1 Known Languages.
Warriors have 0 Known Languages. This means warriors are handicapped to never learn spells.

Counterargument: If the spellbook restrictions were waived.  People would be able to learn all spells = op.
a) they would spread theirselfs thin by having to level up more than 1 skills.
b) have spellbooks require corresponding attribute, that way a mage would not be able to learn both divine and arcane spells.
c) The min-max munchkin meta wont change, a mage neglecting str and con will end up squishy.

You can actually learn languages. Nothing prevents it, there's a merchant in Westerfall selling dictionaries that teach you the languages.

37
Early Dev / Re: The Temple of Torment
« on: October 09, 2016, 03:34:56 PM »
I hope you expand this to allow to see a spell book description?
for example, i found arcane book of confusion, i have no clue what it does.


I'm going to add the detailed spell descriptions to the item descriptions. Or do you want it also to be shown elsewhere?

The confusion makes the target to wander without aim for a short duration. So you can hit it freely until it fades off.

Quote

1) Question: I noticed that some Active Skills level up and become stronger. What triggers this?
a) My shaman managed to get a skill to lvl 2, i think it was because i used it often.
b) My wizard has all skills to lv1, i focus on Str and con as my stats, and i dont use the skills very often.


Do you mean the skills displayed in the character screen like arcane spellcraft or one-handed? They increase when you do things related to them like hit with the weapon style or cast spells of that skill.

[/quote]

2) Balance of spells: I dont know if it's me that is bad or not.

Arcane Book of Fire Bolt: 1d6. 4 mana cost.
Arcane Book of next tier bolt: 1d8, 9 mana cost.

That would be fine but after adding Race/Class/Stat Modifiers and mana on hit combos.

Arcane Book of Fire Bolt: 1d6+12. no mana cost. Enemies die 3 after firebolts. Total enemies killed before Rest Command: Inf.

Arcane Book of next tier bolt: 1d8+12, can be casted 10 times before running out of mana. Since enemies die in 3 bolts. I can kill a max of 3 enemies before using Rest Command.
[/quote]

How did you get the fire bolt to have effectively no mana cost? This is definitely interesting. Either way, I'm going to increase the mana costs of those bolt spells. I realize there are issues with spell balances and mana costs.

38
Early Dev / Re: The Temple of Torment
« on: October 09, 2016, 10:14:42 AM »
1) In undershire there is a corrupted well. Using empty waterskin item gives the following message.
"There's nothing here to fill the waterskin with".

This is not a bug, it's working as intended from a balance point of view.
It could unlock new possibilities such as Corrupted Waterskin item.

I like this one.

Quote

2) Deity Talent: Hammer of justice: is overpowed.
it has 100% chance to hit.
All bosses die before 7 turns pass.
This means that all bosses die in 1 click, before they get any turn or chance to even breath.
The talent has 100% uptime, you return to town after killing a boss.
Should be nerfed to 2 turns for bosses, for minions it could last 7 turns, i dont care.
Tested it with a 0 intellect mage, that runs around naked, with 0 dmg gear, and every boss died in < 7 turns.


I can definitely nerf all the deity talents.

Quote
Hammer of justice alternative nerf: Each turn, enemy makes [resistance] check to see if he can break free. Talent can last up to 7 turns. Now it is more situational, since if boss gets lucky it could last 0 or 1 turns. Vs mobs it would last 7 turns because they have 0 Resistance stat.

I'm adding resistance check to getting stunned.


Quote
1) Rubonite Mine 1.

You cannot leave the area without neccessary items.
Game Saved.

Edit: Found the last rubonite ore, it was hidden by line of sight.

Works for me correctly, once you mine an ore, it'll be dropped to the ground and then you should get that message.

Quote
2) Is the hell dungeon after the portal implemented ? i get the following message:

"the portal does not open for you, next to the portal is a drawing of four orbs, each made of different element, it seems that you need four different orbs to enter the portal"

Absolutely it is. You need to progress in the main quest until you get a quest for getting the blood of the prince of hell, then 4 extra portals appear in the hell.

Quote
3) can we get a short description of the class skills in the help file? right now it requires reaching lvl 30 to unlock the skill descriptions, that way people can chose the class that suits them better.

I can do this definitely. Active Talents can be clicked anyway to show the description even without having enough levels, but passive talents are hidden until they are shown in the character screen.

39
Early Dev / Re: The Temple of Torment
« on: October 07, 2016, 07:43:39 PM »
3) i created a mage, went to Ruins of fairhaven where the bug happened to me. Couldnt reproduce it. No enemy stunned me. I didnt reach the tyrant boss with my shaman, the permastun happened near worshippers, outside the fort. Unfortunetely, i abandoned my shaman, so there is no save.

I have no clue how i got permastunned, i am only speculating, did my shaman pet's death when it was stunned trigger this ? ie its stun condition was transfered to me when it died, and since the pet was dead, the stun had 0 sec duration, where 0 sec duration means infinite stun duration?. Seems crazy scenario, but could be spaghetti code.

Ahh, I found the reason for this. Your pet was frozen but the frost bolt freeze code was designed previously to work only on players, the players are not identical game objects to other monsters so I had some extra code there to make sure the player gets frozen. This was definitely in tough spot. A thousand thanks for catching this!

I shall experiment and see if I can make just browsing the inventory to not take a turn. Also same thing for cancelling targeting.

40
Early Dev / Re: The Temple of Torment
« on: October 07, 2016, 11:13:20 AM »
Great, i was using the 11.3 version. More Bugs:

1) Boss Enemy with Ressurect spell will revive your pets and have them with "allied" tag, this makes the boss actually help you, allowing you to have 2 shaman pets simultaniously. The double pet lasts on current map only, exiting the map will leave you with 1 pet. This happened to me, in "Find the fate of the 3 scouts" on the last floor on the tower.

2) Pet Ai Bugs: pet ai is really unreliable, it always stands still on same spot allowing enemies to kill it, this happens to all melee allies. However if you move behind it, it does a gap closer and moves 4 turns in front of the enemy and wtfpwns him. seems binary mechanic, you must waste 3-4 turns to move behind pet so it's ai decides to activate and kill enemies. You lose turns of attacking just on doing nothing to activate the pet ai. Also in 1 tile paths, ranged allies block the path of melee allies, they will find a way to "charge" before the melee, and block the passage, making melee useless.

3) Freeze Bug: A debuff casted on my shaman made my game unplayable. It permanently Paralyzes / Freezes / Stuns my shaman. This lasts infinite turns. You cannot open menus, cast skills, he just stands there watching. i tried waiting 5000 turns, the stun didnt stop. The enemy that caused this died from my pet. Time passes normally, i even regen hp and mp as turns pass. I tried pressing Escape and save game. Reloading the game didnt fix it. In fact, now my save game is unplayable too because i hoped "save game will fix it". I was playing on softcare, so having this happen to you is worse than death.

1) Ah, I need them to skip all the allies when they pick which of the dead to resurrect, if any.

2) I admit the AI is bad, though I haven't seen this behavior, I guess there's something probably wrong with the melee ally's vision. I guess I also need to make the melee allies capable of switching places with other allies.

3) Can you private message me about this, I'd like to see the save game, this is something so unique, I can quite possibly even fix the save. Do you remember which monster it was that did this?

41
Early Dev / Re: Bug: Crash
« on: October 05, 2016, 07:55:08 PM »
My shaman cant cast any spell, why? he is now useless. Please fix the bug.

Traceback (most recent call last):
  File "TheTempleofTorment.py", line 78935, in <module>
  File "TheTempleofTorment.py", line 78567, in main_menu
  File "TheTempleofTorment.py", line 78017, in load_menu
  File "TheTempleofTorment.py", line 77885, in play_game
  File "TheTempleofTorment.py", line 41412, in handle_keys
  File "TheTempleofTorment.py", line 63475, in cast_lightningbolt
  File "TheTempleofTorment.py", line 64308, in spell_check
AttributeError: Skills instance has no attribute 'shamanicbonus'

Traceback (most recent call last):
  File "TheTempleofTorment.py", line 78935, in <module>
  File "TheTempleofTorment.py", line 78567, in main_menu
  File "TheTempleofTorment.py", line 78017, in load_menu
  File "TheTempleofTorment.py", line 77885, in play_game
  File "TheTempleofTorment.py", line 41412, in handle_keys
  File "TheTempleofTorment.py", line 63475, in cast_lightningbolt
  File "TheTempleofTorment.py", line 64308, in spell_check
AttributeError: Skills instance has no attribute 'shamanicbonus'

Traceback (most recent call last):
  File "TheTempleofTorment.py", line 78935, in <module>
  File "TheTempleofTorment.py", line 78567, in main_menu
  File "TheTempleofTorment.py", line 78017, in load_menu
  File "TheTempleofTorment.py", line 77925, in play_game
  File "TheTempleofTorment.py", line 78567, in main_menu
  File "TheTempleofTorment.py", line 78017, in load_menu
  File "TheTempleofTorment.py", line 77925, in play_game
  File "TheTempleofTorment.py", line 78567, in main_menu
  File "TheTempleofTorment.py", line 78017, in load_menu
  File "TheTempleofTorment.py", line 77885, in play_game
  File "TheTempleofTorment.py", line 41412, in handle_keys
  File "TheTempleofTorment.py", line 63475, in cast_lightningbolt
  File "TheTempleofTorment.py", line 64308, in spell_check
AttributeError: Skills instance has no attribute 'shamanicbonus'

Traceback (most recent call last):
  File "TheTempleofTorment.py", line 78935, in <module>
  File "TheTempleofTorment.py", line 78567, in main_menu
  File "TheTempleofTorment.py", line 78017, in load_menu
  File "TheTempleofTorment.py", line 77925, in play_game
  File "TheTempleofTorment.py", line 78567, in main_menu
  File "TheTempleofTorment.py", line 78017, in load_menu
  File "TheTempleofTorment.py", line 77925, in play_game
  File "TheTempleofTorment.py", line 78567, in main_menu
  File "TheTempleofTorment.py", line 78017, in load_menu
  File "TheTempleofTorment.py", line 77925, in play_game
  File "TheTempleofTorment.py", line 78567, in main_menu
  File "TheTempleofTorment.py", line 78017, in load_menu
  File "TheTempleofTorment.py", line 77885, in play_game
  File "TheTempleofTorment.py", line 41408, in handle_keys
  File "TheTempleofTorment.py", line 67266, in cast_cyclone
  File "TheTempleofTorment.py", line 64308, in spell_check
AttributeError: Skills instance has no attribute 'shamanicbonus'

It seems that you are using an older version, which one you've got? The current one is 11.4. I've removed shamanicbonus attribute from the game and used another instead.

42
Stable 11.4 Released!

Code: [Select]
Previous saves will not work!

--Highlights--
* Improved Skill system

Bugs, mistakes and missing things
* Removed again the messages from standing on a door
* Fixed at least three crashes
* Fixed multiple situations where attack rolls were compared "greater" than armor class instead of "greater or equal"
- Corrected the tooltips

General
* Constitution now affects Resistance too with 1 Constitution being 5 Resistance
* Dexterity is now capable of avoiding traps   
* Character screen shows now Passive Talents with effects
* Skills have been compressed to 0-5 from 1-9 with levels 1,3 & 5 giving a bonus to damage and 2 & 4 giving a bonus to accuracy
* Progress of how much of the character generation is complete is shown at the bottom of the character generation

Items
* Alchemical ingredients (herbs, distilled waters) now go into their own menu and no longer use inventory slots

Spells
* Thorns becomes 1d3 instead of 1

Talents
- Rogue's Stealth minimum duration is 50 turns instead of 30
- Rogue's Light Step reveals traps instead of ignoring
- Cleric's Aura of Holiness damages 1d3 instead of 1
- Warlock's Corruption damages 1d3 instead of 1   
- Paladin's Aura of Regeneration renamed to Aura of Life
- Mage's Spell Penetration renamed to Focused Mind
- Druid's One with Nature renamed to Nature Bond
- Shaman's Guided by the Spirits renamed to Spirit Guide

43
Stable 11.3 Released! http://www.thetempleoftorment.net/downloads/
 
Code: [Select]
Previous saves will not work!

--Highlights--
* More intuitive Attribute system
* Better monster target selection
* New Unique Items

Bugs, mistakes and missing things
* Fixed crash with spiders
* Fixed a bug with ranged monsters preferring to shoot at the player even behind walls if they saw an ally but not the player
* Higher level enemy casters can target allies too
- Fixed Ranged and Firearm skill increase messages
- No more damages with decimals
- Encumbrance no longer has ridiculous amounts of digits

General
* Attribute points are given only every three levels, but each of them gives a +1 bonus instead of previously it being +1 bonus for every 3 points
* Attribute point limit lowered from 15 to 6

Items
* Adjusted every item's Attribute requirements
* Unique unidentified equipment are identified upon Hardcore death
* Used lanterns become refillable, so only one will be required, this will save precious inventory space
* New Item: Lantern Oil; fills Lanterns and are stackable
* Removed Torches
* 4 New Unique Items at shops and monster drop tables

Religion
* Starting alignment is the deity's alignment, if there's one

Monsters
* Fire Ants and Bees become slightly easier and no longer spread diseases

44
Stable 11.2 Released!

I was able to beat the game (for the first time) with this release, so it should be pretty good now  :).

Code: [Select]
Previous saves will not work!

Bugs, mistakes and missing things
* Fixed the single missing rubonite ore
* Fixed a crash with the Ranger trap
* Fixed a crash with Apocalypse
* Fixed a crash when inserting an Amethyst into a ranged weapon
- Fixed linguist shop UI
- Moved Port Victory's stash's room

Items
* Gold Pieces no longer use an inventory slot

Spells
* Spells take into account 50% of Damage Reduction compared to previous ignore, typically monsters have low DR, so this aids mostly the player

Monsters
* Hit points are no longer randomized, they are now roughly the average of the previous minimum and maximum hit points
* Adjusted some Damage Reductions

45
Thanks!

Stable 11.1 Released!

Many important bug fixes:

Code: [Select]
Bugs, mistakes and missing things
* Fixed a crash with the enemy curse spell
* Fixed a crash with the enemy resurrect spell
* Fixed a crash in the Black Forest
* Fixed the bug with the inquisitor quest
* Fixed a freeze with full rest
* Fixed Peaceful Mind belt
* Fixed the crash with Barons of Hell and Lemouchi

Monsters
* Enemies cast confusion less often
* Named monsters chance increased from 1% to 2%

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