Author Topic: The Temple of Torment  (Read 233232 times)

getter77

  • Protector of the Temple
  • Global Moderator
  • Rogueliker
  • *****
  • Posts: 4957
  • Karma: +4/-1
    • View Profile
Re: The Temple of Torment
« Reply #300 on: November 30, 2014, 09:55:15 PM »
Congrats!   8)

Definitely feel free to make an official topic over in Announcements at your near leisure/soonest convenience so more folks know what's up as you join in with the best of company.

I am thoroughly amused that one of the most promising projects in Early Dev just so happened to land such a nice milestone release on my birthday~   :P
« Last Edit: November 30, 2014, 10:02:37 PM by getter77 »
Brian Emre Jeffears
Aspiring Designer/Programmer/Composer
In Training

Aukustus

  • Rogueliker
  • ***
  • Posts: 440
  • Karma: +0/-0
    • View Profile
    • The Temple of Torment
Re: The Temple of Torment
« Reply #301 on: December 01, 2014, 05:16:03 AM »
That's awesome  :)

Endorya

  • Rogueliker
  • ***
  • Posts: 513
  • Karma: +0/-0
  • The non-purist roguelike lover
    • View Profile
    • Email
Re: The Temple of Torment
« Reply #302 on: December 01, 2014, 12:17:28 PM »
Congrats buddy! You pulled it off! :D
"You are never alone. Death is always near watching you."

maxthebest

  • Newcomer
  • Posts: 10
  • Karma: +0/-0
    • View Profile
Bug: Crash
« Reply #303 on: October 05, 2016, 07:22:59 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'

Aukustus

  • Rogueliker
  • ***
  • Posts: 440
  • Karma: +0/-0
    • View Profile
    • The Temple of Torment
Re: Bug: Crash
« Reply #304 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.

maxthebest

  • Newcomer
  • Posts: 10
  • Karma: +0/-0
    • View Profile
Re: The Temple of Torment
« Reply #305 on: October 07, 2016, 10:52:59 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.

Aukustus

  • Rogueliker
  • ***
  • Posts: 440
  • Karma: +0/-0
    • View Profile
    • The Temple of Torment
Re: The Temple of Torment
« Reply #306 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?

maxthebest

  • Newcomer
  • Posts: 10
  • Karma: +0/-0
    • View Profile
Re: The Temple of Torment
« Reply #307 on: October 07, 2016, 03:43:04 PM »
Passive: Death from clunky ui: boss gets +1 free turn from opening and closing your inventory and selecting no action. [right click]

Empty Action. You lose 1 turn if you open and close your inventory without selecting any item.
Wanted to see how much hp boss has ? and pressed right click to close inventory. you lose your character.

Edit: Same thing happens if you right click to cancel your spell cast, assuming you missclicked.
« Last Edit: October 07, 2016, 03:53:42 PM by maxthebest »

maxthebest

  • Newcomer
  • Posts: 10
  • Karma: +0/-0
    • View Profile
Re: The Temple of Torment
« Reply #308 on: October 07, 2016, 05:42:53 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.

Aukustus

  • Rogueliker
  • ***
  • Posts: 440
  • Karma: +0/-0
    • View Profile
    • The Temple of Torment
Re: The Temple of Torment
« Reply #309 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.

maxthebest

  • Newcomer
  • Posts: 10
  • Karma: +0/-0
    • View Profile
Re: The Temple of Torment
« Reply #310 on: October 09, 2016, 03:48:28 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.

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.

In that spirit of opness, jinxia gaining a chance to instant kill you or a boss wont be more op than the above.

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.
« Last Edit: October 09, 2016, 03:56:21 AM by maxthebest »

maxthebest

  • Newcomer
  • Posts: 10
  • Karma: +0/-0
    • View Profile
Re: The Temple of Torment
« Reply #311 on: October 09, 2016, 06:33:42 AM »
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.

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"

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.
« Last Edit: October 09, 2016, 07:05:44 AM by maxthebest »

Aukustus

  • Rogueliker
  • ***
  • Posts: 440
  • Karma: +0/-0
    • View Profile
    • The Temple of Torment
Re: The Temple of Torment
« Reply #312 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.

maxthebest

  • Newcomer
  • Posts: 10
  • Karma: +0/-0
    • View Profile
Re: The Temple of Torment
« Reply #313 on: October 09, 2016, 03:07:28 PM »
Quote
Active Talents can be clicked anyway to show the description
Great, didnt know you could do this !!!

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.

Quote
Absolutely it is. You need to progress in the main quest
Great, as a player i got confused because i did all quests before entering the portal, i didnt fight anything in hell so i thought i won, i thought i had to finish a dungeon for new quests to spawn.
i was wrong.  new quests spawned, it is me that failled to notice them.

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.

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.

Aukustus

  • Rogueliker
  • ***
  • Posts: 440
  • Karma: +0/-0
    • View Profile
    • The Temple of Torment
Re: The Temple of Torment
« Reply #314 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.