ToME: the Tales of Maj'Eyal

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Should we be able to get more au from Artifacts?
Yes 47%  47%  [ 8 ]
No 47%  47%  [ 8 ]
What are these 'Artifacts' you speak of? 6%  6%  [ 1 ]
Total votes : 17
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PostPosted: Thu Sep 18, 2003 4:00 pm 
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Wayist

Joined: Thu Sep 11, 2003 6:08 am
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Location: Livermore, CA
Xandor wrote:
Sweet!

So, you're putting these quests into modules, right? Are these modules (or any of the other ones, for that matter) work with Mac Classic?


My "newbie-ness" is really going to show through here.... what specifically is a module?

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PostPosted: Thu Sep 18, 2003 4:23 pm 
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Keeper

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Think of a module as an add-on to the game. They can contain new quests, classes, races, bug-fixes, artifacts, items, monsters, and any number of assorted goodies to enhance your ToME experience. They're available at the ToME website (http://www.t-o-m-e.net) under the 'modules' thing on the side panel thing.

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PostPosted: Thu Sep 18, 2003 6:40 pm 
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Sher'Tul Godslayer

Joined: Sat Dec 14, 2002 7:18 pm
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Location: California (or sometimes Erebor)
No, a module is an entirely new game. You basically replace the lib/ files of ToME with those of your game, and you get a new game using the ToME engine. Only, instead of replacing the files, you just install the module, so that your game co-exists with ToME.

ToME itself is just a module.

We may see modules written that replicate the gameplay of other games, like Angband and Moria.

Modules are good ways to experiment with new features and radical gameplay changes.


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PostPosted: Thu Sep 18, 2003 7:27 pm 
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Keeper

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Oops, sorry. Thanks for clarifying that for me Neil. I thought that they were just add-ons. :oops:

I'm still cool. 8) See, even the icon sayz so.

But yeah, I would like to see more modules come out. There aren't very many.

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PostPosted: Thu Sep 18, 2003 8:33 pm 
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Sher'Tul

Joined: Mon Jul 07, 2003 5:22 pm
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How about allowing dungeon stores buy player's things with a higher money limit (double? triple?) than surface shops? That wouldn't be particularly radical and would still allow the player more money from artifacts.

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PostPosted: Thu Sep 18, 2003 9:36 pm 
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Wayist

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Okay, yes, then I am definately making another module. I have already added quests, critters, equipment, etc. I'm in the process of adding some new towns, shops, and stuff. Will definately post when I get to a self-determined "good point". :)

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PostPosted: Tue Dec 02, 2003 8:44 pm 
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Sher'Tul

Joined: Sat Sep 21, 2002 12:10 am
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Maylith wrote:
I agree in theory, Xandor: it'd be nice to get more AU from artifacts. But at the same time I'm not wild about such an addition to the game. By the time you can get into Khazad-Dum (and I've not gotten there yet!), you should have oodles of AU already, and selling an artifact, even if you got 200,000 AU for it, should be only a drop in the pot. And that's a lot of coding and questing for just a drop in the pot.

OTOH, in the same vein as some people have suggested for adding color to the game, how about a JUNKART (and/or RandArt) shop.... with these aspects:

1) No selling anything, or if you do, cap at up to 30,000 AU like every other shop.

2) Nothing you sell can be rebought. Stock rotates, also. (So it won't fill up like the Mathom House and you can't use it as one.)

3) For sale: junkarts and/or randarts. At Expensive Black Market prices. The hitch: *NO DESCRIPTIONS OF THEIR POWERS*. You take a wild chance on buying something that will activate for something nasty, just plain dumb, or nifty. You can *ID* them after purchase, of course.

The reasons I like this idea are:
- Tempts all you folks with zillions of AU to blow your wad on emptying the store inventory to refill it,
- It seems "in theme"... your typical back alley place where you take your chances on the quality of whatever it is you buy.

Or, you could maybe make this a wandering salesperson who roams around the game with a pack animal and if you run into him/her/it, it offers you a chance at the wares....


I like this idea. in the mid- to late-game, i generally stop even caring if something costs gold, because there's never enough stuff to spend it on that would even be worth having for free. this might help revalue the currency for high-level characters who currently are lugging around gold coins by the trillions.

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PostPosted: Tue Dec 02, 2003 8:51 pm 
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Sher'Tul

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Nerdanel wrote:
How about allowing dungeon stores buy player's things with a higher money limit (double? triple?) than surface shops? That wouldn't be particularly radical and would still allow the player more money from artifacts.


for that matter, how about allowing them to buy things at all? currently, all the dungeon stores have gp limits and stuff they deal in, but none of them buy anything at all, kinda makes me wonder where they'r getting all the stuff they sell...

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PostPosted: Tue Dec 02, 2003 11:32 pm 
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Keeper

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LogrusMage, just so you know, there is an edit button on your display that will allow you to go through and edit your message. I don't mind double-posting that much, but the other powers (Teber and Neil mostly) do mind.

Just a tip from your friendly neighborhood moderator.

All these have been great ideas. I will agree that there should be something that a higher level character should be able to blow... er spend their hard-earned gold on.

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PostPosted: Tue Dec 02, 2003 11:36 pm 
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Sher'Tul

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sorry. it wasn't an edit, btw. i did them seperately because i'v had trouble with the quotes when i try to quote 2 different people in the same post, getting them accredited correctly...

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PostPosted: Tue Dec 02, 2003 11:52 pm 
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Sher'Tul Godslayer

Joined: Sat Dec 14, 2002 7:18 pm
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Xandor wrote:
LogrusMage, just so you know, there is an edit button on your display that will allow you to go through and edit your message. I don't mind double-posting that much, but the other powers (Teber and Neil mostly) do mind.


Actually, if I have a separate followup point to make I will sometimes make a second post out of it.

Jumbling together separate replies and separate issues can make things harder to read.


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PostPosted: Wed Dec 03, 2003 10:22 am 
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Wyrmic

Joined: Fri Oct 31, 2003 9:08 am
Posts: 252
Location: Finland
Sven wrote:
While reading all this I got an other new idea what to do with artifacts:
I liked the idea from old ToME where you was able to sacrifice items to you deity. Instead of gold we get something else that helps our hero. We have enough gold later in the game anyway. Maybe not piety because then we got too much of it like in old ToME. But how about some temporary effect that depends on the stuff we sacrifice and our god. Like 5000 turns of fire-resistanc, bless or special ability things like that.

Any thoughts on this?


Great idea, I think this is much better than more gold. Sacrificing artifacts for piety is not a great improvement over gold for Eru and Tulkas worshippers, but it would be an improvement.

Maybe sacrificing an artifact could give something depending on God:

Eru: Full ESP (and cure insanity?)
Manwe: +N to speed
Yavanna: Immunity to elements
Tullkas: +N to critical hits
Melkor: Fire/hell fire breath/aura

Duration of effect should depend on quality of artifact.


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PostPosted: Wed Dec 03, 2003 2:59 pm 
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Wyrmic

Joined: Thu Aug 22, 2002 7:46 am
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Location: Denmark
It would be cool with the "Black Marked RandArt Shop" the maximum "munchkin"-ness of the items sold should rise with player level (think Diablo II - the gambler)

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