ToME: the Tales of Maj'Eyal

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PostPosted: Sat Nov 19, 2016 5:49 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5676
I'm not suggesting adding any of the extra classes (a couple aren't too bad though). This is just a feature list for our time poor DarkGod to check if he would like any of my quality of life of other small features, made into a merge request. Will add more details if requested.

Arcanum addon stuff:

Crystal Focus/Heart improvement: Makes it clearer what they actually do, and also allows you to convert the Crystalline X back into the Crystal for changing the base item. So you can use it when you first get the Crystal Focus and then move it to a t5 later on. Also works on more item types.

Crystal Golem: Insert the Crystal Focus and Heart in your Golem's gem slots to make a Crystalline Golem. Currently only cosmetic.

Telos Golem: Insert Telos's Staff Crystal in your Golem to change its personality.

Telos Set: The three pieces of Telos's staff work as a set. Only usable by Golem's and confused Mindslayers.

Art Gem improvement: Nothing major, it just adds the attack_type field to the artifact gems as they don't have it set.

Altered Alchemist Quest: As an Alchemist, why should you help those lazy Alchemists get into the guild? Make the potions yourself and get your own special reward.

Small Adjustment to Archmage starting talents: You don't really need a MR for this, but I've swapped the first two talents in Spell/Arcane and Spell/Earth so that you start with an attack spell instead of poking trolls with a stick.

I don't think it is really for the base game, but I was asked to mention the Angolwen Academy: I've got the reward of a spell category unlock for beating Urkis via Angolwen. The Academy was really designed to allow weird spell combos like you had found a weird tome that wasn't your normal field of magic.
Perhaps a better reward would be some passive mana regen? It is hard to come by for non mages, and mages usually wouldn't object to a bit more.

Faster Adventurer Level Up: You've basically got this in the git. My version copies a list of every category the character has when they first use the menu talent and stores them all. They are given a chat interface to hide or show every category.

Midnight addon stuff:
Celestial Energy Regen tweak: Looks like gaining an increased celestial regen mod no longer causes it to decay faster, so I guess I can remove this from my addon.

Chants/Hymns Rework: Replaces all the talents in both categories with something that doesn't tax you for wanting a later talent and rewards investing in more than one talent. Seems quite popular. Talents are:
The number of Chants and Hymns were reduced to three each and they are all granted and improved with the first talent in the category.
The Chant effects were changed to make them a bit more focused to different situations:
Chant of Fortitude was changed to a Mind Save and Max Life bonus.
Chant of Fortress gives Physical Save, Physical resistance, armour and armour hardiness.
Chant of Resistance gives Spell Save, fire/lightning/cold/acid resistance and reduced damage from distance sources.
New Chants category:
Chant Acolyte: Grants and improves the three Chants.
Chant Illuminate: Adds the reactive damage to your Chants and also adds some stamina and mana regen. Stamina for Sun Paladins and the mana makes Chants an interesting escort reward choice. Seems a bit weak, but sources of constant stamina/mana regen are useful.
Chant Adept: Grants increased light radius and cures cross tier debuffs when you activate a new Chant. With investment it also cures debuffs of the resist type the Chant is associated with. This gives you a benefit from switching Chants and means that you don't have to worry about having the right one active before you run into a different enemy.
Chant Radiant: Increases your fire and light damage, and increases your positive energy regeneration. Basically its Chant of the Sun added to whatever Chant you are using. If you find the celestial energy decay annoying, this talent is for you.
Hymn of Shadows was changed to grant movement/spell speed and evasion. Other basically the same.
New Hymn category:
Hymn Acolyte: Grants and improves Hymn of Shadows/Detection/Perseverance.
Hymn Incantor: Adds the reactive darkness damage and increases your darkness damage.
Hymn Adept: Grants increased infravision radius and gives a buff when you end a Hymn (Note antisymmetry). Shadows is like a movement infusion, Detection makes you invisible, Perseverance gives you a damage shield.
Hymn Nocturnalist: Adds the old Hymn of Moonlight effect to your current Hymn and increases negative energy regeneration.

Necromancy+ addon stuff:
This one is just a Necromancer adjustment and a new class. Fun but not really base game. Unless you want to try the rearranged Necromancer talents? The whole thing could do with a rewrite really.

No NPC Aggro: Stops NPCs going crazy at you due to a tiny bit of friendly fire. Could do with a minor change to work better with the two instances where attacking npcs is intended, as they were added after this addon was made.

Taints addon: Just a load of extra inscription with dubious side effects.

Tempus Fugit: One Chronomancy addon I never really got much done on.

Verdant addon stuff:

Wild-Gift/Hunter category: I wanted a more savage Wild generic category with some Equil regen in it. Other than a couple my classes, its only available to Wyrmic but it could make an interesting escort quest reward?
Wild Hunter: Reduces Equilibrium on kills and gives a small boost to heightened senses, see steath and see invis.
Alpha: Passive boost to physical power and healing factor, while reducing fatigue.
Natural Reserves: Activate to restore stamina, equilibrium and air.
Apex Predator: Passive increase to your saves and life regen. Increases your size at 5.

Extra Wyrmic categories: Two new starting drake aspects; Sea and Wind. Three new advanced aspects; Blood (blight), Blink (temporal) and Wild (antimagic). The advanced categories have extra unlock conditions.

Summoner Rework: Gives the Summoner more to do than just summon creatures. Primarily this is a couple of talents were you command a summoned critter to make an offensive/defensive action at the target. So its a bit like wilder casting via proxy.

Wild-Gift Symbiant: Become one with the Jelly with this stand alone category. Grants Summoner more toughness and the ability to attack by itself, or gives the Oozemancer access to different damage types.

Witherer addon: One of my better made classes. Not completely rubbish in its first iteration.

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PostPosted: Mon Feb 20, 2017 8:53 am 
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Graphical God

Joined: Wed Jan 05, 2011 8:05 am
Posts: 401
Location: snowsides
I would like to bump some / most of the neat Arcanum things for 1.6+
HousePet wrote:
  • Crystal Focus/Heart improvement: Makes it clearer what they actually do, and also allows you to convert the Crystalline X back into the Crystal for changing the base item. So you can use it when you first get the Crystal Focus and then move it to a t5 later on. Also works on more item types.
  • Crystal Golem: Insert the Crystal Focus and Heart in your Golem's gem slots to make a Crystalline Golem. Currently only cosmetic.
  • Telos Golem: Insert Telos's Staff Crystal in your Golem to change its personality.
  • Telos Set: The three pieces of Telos's staff work as a set. Only usable by Golem's and confused Mindslayers.
  • Art Gem improvement: Nothing major, it just adds the attack_type field to the artifact gems as they don't have it set.
  • Altered Alchemist Quest: As an Alchemist, why should you help those lazy Alchemists get into the guild? Make the potions yourself and get your own special reward.



I like the crystalline set one very much.

Also, a runic golem race / race-class, nudge, nudge :mrgreen:

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darkgod wrote:
~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~


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PostPosted: Mon Feb 20, 2017 11:13 am 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10228
Location: Angolwen
Ah!

So, make a MR (each):

Quote:
Crystal Focus/Heart improvement: Makes it clearer what they actually do, and also allows you to convert the Crystalline X back into the Crystal for changing the base item. So you can use it when you first get the Crystal Focus and then move it to a t5 later on. Also works on more item types.

But without the extra item type, no time to draw more

Quote:
Telos Golem: Insert Telos's Staff Crystal in your Golem to change its personality.


Quote:
Telos Set: The three pieces of Telos's staff work as a set. Only usable by Golem's and confused Mindslayers.


Quote:
Art Gem improvement: Nothing major, it just adds the attack_type field to the artifact gems as they don't have it set.


Quote:
Chants/Hymns Rework


I'm ponderingsome more for later

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PostPosted: Mon Feb 20, 2017 11:27 am 
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Graphical God

Joined: Wed Jan 05, 2011 8:05 am
Posts: 401
Location: snowsides
Oh! :mrgreen:

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darkgod wrote:
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