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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! :)
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.
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.
As for golems, not sure, I must test it
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
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.
Ethan: new world? You mean you're playing SVN ?
As for closing doors, that is being pondered :)
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 ;)