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Messages - Zetor

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Together in Battle / Re: A new engine!
« on: February 19, 2017, 04:16:41 AM »
Oooh, shiny. Is this going to be a "Director's Cut" update to TT, or are you going to do a new release (possibly with some more stuff)?

Also, are you considering multiplayer using Unity's networking functionality? It'd probably be a pretty big headache, but may get more people interested compared to hotseat...

Telepath Tactics Bugs / Assorted bugs in the last map (and thereabouts)
« on: October 10, 2015, 07:51:45 AM »
Just finished my playthrough/LP, and encountered some weirdness in the last battle. They're not TOO serious, but they may make the map easier than it should be...

1. As far as I remember, the four reinforcement tunnels are supposed to keep spawning enemies... but they all stopped spawning after 3 sets. This means there's no need to engage the shadowling groups... which can be considered a mercy, since they can pretty much one-shot any character once they stacked enough mental resist debuffs on them, ouch! I actually didn't mind this, since the slowdown was VERY severe this time for some reason (the entire battle took over 3.5 hours...) so I just focused on the levers and Tarion after the immediate threats were dealt with.

2. Tarion didn't move from his spot... apparently because he can't fly! I found this out when I tried to yank him out with a Gravity Spike + Grapple Chain combo. At first I was pretty disappointed when GS didn't work... but then the Grapple Chain worked and actually caused him to take damage! He behaved like any non-flier: having to waste his turn trying to swim out of the lava, only to get pushed back ad infinitum.

3. The archers guarding Tarion seem to have a 5-tile attack range (should just be 4, unless they're l33t haxors). Possibly intended? In any case, Kinetic Pull Solves Everything™.

4. The score didn't tally up -- I just got the last map's score as my total in the end. I checked my savegames, and totalScore in all of the ones made after Aug 6-ish seems to be 0... possibly related to 1.041/1.042 changes? In any case, this may just affect those of us who carried our saves over instead of restarting, in which case it's no big deal.

As it turns out, the original bug also wasn't related to the primer... but rather me equipping the shiny Arbalist-only vibra-powered crossbow. It seems to give +320 hp, so if I equip and unequip it, the character's HP goes negative! Strength also keeps stacking, just as with the flail.

Resurrecting this, because I just had a similar experience... only it's reproducible (though the bug looks like it may be due to something else).

Silithis was promoted to Drake (after using a primer, natch), and was able to equip the flail, which I did. However, once I unequipped the flail, her HP dropped by 250, landing her in the negatives! Since the flail costs 250 aura, this may just be a typo in the item stats? (edit: just checked, and it seems it does have 250 to max HP in ItemClasses.xml. Strength modifier is also +12, but description only says +11)

e: her str also kept increasing every time I re-equip the flail. This may just be an artifact of the overflow, though.

Definitely seems to be better in 1.049, thanks! Unfortunately the bug reared its ugly head again when I got near the end of the "mines entrance" battle. While fighting some of the reinforcements (not sure if it was a killing blow or not), the 'combat sparklies' decided to stick around, and the game slowed down a lot after that. I attached two screenshots showing the offending particles at the center-left of the screen... also, this time I captured a log a short while after I first noticed the slowdown in case it contains anything useful.

It seems the 'slowdown problem' is back in some form... I've noticed it in quite a few late-game battles. Basically after a certain point in the battle when *something* happens (doesn't have to be late-combat, I had it happen as soon as the third turn), the game significantly slows down and starts to eat 25% CPU -- so basically 100% assuming it's only using one core. I attached an animated gif to illustrate from an endgame battle... though now that I reviewed it, the gif actually seems to be significantly faster than the ingame speed (the mindblast counter was pretty much a frame-by-frame slow motion experience). (spoilers inside, btw)

The most significant symptom that I can notice are leftover particles; f'rex, note the poison splash in the water, as well as the 'attack sparklies' around it. I forgot to generate a log -- sorry! I have a log from earlier in the battle, but I don't think the slowdown was noticeable back then.

Using latest steam version, Windows 10, etc etc.

Okay, thanks! Seems to work now...

For reference and/or others who may be interested, I used these (very ugly and/or brittle) regexes:

class reqs
Code: [Select]
replace with

race reqs
Code: [Select]
replace with

I assume stuff in the common inventory is delimited in a different way and should be left as it is.


I ran into a weird issue with the changes to the handling of item requirements introduced in 1.047. Basically, nobody can equip anything except for items with zero restrictions (like the chopper or torches)! Items that are already equipped work fine, but after Emma's sword broke, I found I could not equip anything. I'm not sure if completely new items work OK, I suspect they do.

The core of the problem seems to be confusing class requirements for race requirements:
Code: [Select]
887 | running isItemEquipped(); whichItem 1
888 |      allReqs[0] (race) = c:Swordsman:FenceHero:Champion
889 |      allReqs[1] (class) =
890 |      allReqs[2] (level) =
891 | checking against raceRequirements[0], c:Swordsman:FenceHero:Champion
892 | wrong race to use this item!

It *may* be a problem specific to games getting corrupted during the short period between 1.04 and 1.041 (if you remember the discussion on rpgcodex); I had to fix and keep using that save, my LP readers would've eaten me alive if I started anew :p If there's anything I can do to fix things up for this patch, let me know -- thanks!

So I equipped Sabrina with a Rapier, and noticed that it gave a 'free' attack per turn as a separate attack mode... however, since Sabrina already had a full bar of abilities, this pushed the last one (Double Strike) past the end of the box, and since hotkeys only go up to 9, it could only be used by clicking it. I'm fairly sure the ability still works well, this is just a minor-ish display / convenience issue.

(aside: I also tried to Mind Control an enemy cavalry unit with Louise in this fight -- the targeting reticle said 100%, but it didn't work. I forgot to generate a log, though...)

I was just doing the Coria Dogs battle, and the game froze when Scarlet charged one of the bowmen in the assassin room.

I'm not actually sure what caused this. I suspect it was because the weapon broke as part of the attack... it may also be related to charging an enemy with a wall next to them, though I doubt it. Using latest steam version, btw.

Oh, wait--I have a hunch. Try opening your saved game file and changinge startingSeed (up at the top) to a number. Any number. I bet that'll fix it.
It worked, thanks!

This is some eldritch stuff. :p

Hm. I just loaded up your saved game, had Sabrina end her turn, then had Emma Motivate her--under those circumstances, it worked fine. Can you provide more details about the situation in which it stopped working?

(Same thing for using Hover with Madeleine on the first turn.)
That is pretty strange, I did those exact same things that you wrote, and the end result was the same as before: Sabrina didn't get a new turn and Madeleine was still grounded.

I was inclined to believe this was an artifact of a screwed-up savegame somewhere, but the save works OK on your side, it has to be something else...
e: just tried validating the Steam cache, didn't help. Could it be an AIR problem? I did recently move to Windows 10...

It seems that Motivate doesn't... well, motivate people anymore. The animation plays and Emma gets xp, but the other character's turn isn't reset.
Same problem with Hover (from the copter): it goes off, the activating character gets xp, but they can't actually fly.

May be related to the problem in this thread?

Using latest steam version. No log was generated, so I forced one.
(NB: I was affected by the savegame bug a few patches back, but had to keep going since I'm doing a LP... I also attached the save file in case there's something amiss.)

Telepath Tactics Bugs / Re: Can's swim back onto the bridge
« on: August 07, 2015, 08:11:01 AM »
I haven't reached this point in the campaign yet, but would it be possible to use kinetic pull to hoist an otherwise doomed character back onto the bridge?
I was thinking levitate. But yeah, if something like this happens, I treat it as a soft fail state and surrender.

Telepath Tactics Bugs / Re: Latest patch has several issues
« on: August 05, 2015, 08:42:55 PM »

I just updated to 1.04 (steam), and having the same problems as in the OP: popups with errors about champion/spearman/pikeman attacks missing, icons having placeholders, unable to attack with Madeleine even though I have an axe equipped (so the placeholder axe isn't recognized as an actual axe), unable to leave 'reserve supplies' screen, etc. I'd add that items in the 'reserve supplies' screen seemed to have their normal icons, and when I equipped them on someone, they seemed to work OK - see screenshot. Consumables weren't affected either.
There was some really weird stuff happening when I [de]equip gear -- the characters' HP bars change, Gavrielle's Perception seems to change (what's Perception? I thought we only had Accuracy?). Stuff like that.

edit: Also, I tried using the convert saves button, but it didn't seem to do anything. Maybe this is kinda related to an earlier problem about AIR using savegames from its own cache instead of TT's?

(Sorry Elvin, didn't mean to hijack your thread, but I think this is a critical issue that needs as many reports as possible)

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