ToME: the Tales of Maj'Eyal

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PostPosted: Sat Mar 17, 2018 11:50 pm 
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Higher

Joined: Sun Dec 10, 2017 12:27 am
Posts: 79
Would it be possible for the weekly adventurer addon to loop through other addons checking for anything not on the allowed list and pop up a warning along with the categories list, if it finds disallowed addons active?


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PostPosted: Sun Mar 18, 2018 1:29 am 
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Wyrmic

Joined: Fri Sep 07, 2012 1:34 am
Posts: 257
Yes, but we'd need to actually have a list of allowed/disallowed addons first.


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PostPosted: Sun Mar 18, 2018 2:38 am 
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Thalore

Joined: Thu Jul 27, 2006 2:50 am
Posts: 157
minmay wrote:
Yes, but we'd need to actually have a list of allowed/disallowed addons first.

The OP of the other thread had this link https://pastebin.com/f2fH8uVa , would that suffice for now? I know zizzo is trying to make a version of zomnibus that takes out the incompatible parts for this challenge, whenever that's done you all could update the rules.


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PostPosted: Sun Mar 18, 2018 6:31 pm 
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Higher

Joined: Sun Dec 10, 2017 12:27 am
Posts: 79
So I was having trouble with dual shields yeek, and decided to try Skeleton slinger (because apparently I enjoy suffering). The interaction of BTF and Noggin' Knocker is silly. You fire six shots, each of which increases stun duration by one. Noggin Knocker has a six turn cooldown. Non-stun-immune bosses fear this one simple trick...


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PostPosted: Mon Mar 19, 2018 1:58 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10230
Location: Angolwen
Fun ! Continue ! :)

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PostPosted: Mon Mar 19, 2018 2:04 pm 
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Sher'Tul

Joined: Sun Jun 15, 2014 12:19 am
Posts: 1148
Location: Yeehaw, pardner
Alright, this week's challenge is now up.
The seed is "evenonacloudyday" without the quotes and you will need the newest version of the Weekly Adventurer addon (version 1.0.1)
The new version includes a small change to how generation works (Adventurer's are now more scattered in terms of trees) and also adds addon trees to the generation mix.
Enjoy!

Sidenote: If you're using the steam version of the addon, steam wasn't letting me upload the newest version so you'll have to download it manually from the link above.

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A little bit of a starters guide written by yours truly here.


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PostPosted: Mon Mar 19, 2018 6:30 pm 
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Thalore

Joined: Thu Jul 27, 2006 2:50 am
Posts: 157
Is it not possible to get striking stance or combo points on this week's adventurer? Makes some of the trees less appealing. (Could also be that I'm playing a yeek and didn't take unarmed mastery at level 1)


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PostPosted: Mon Mar 19, 2018 7:07 pm 
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Sher'Tul

Joined: Sun Jun 15, 2014 12:19 am
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Location: Yeehaw, pardner
You can get combo points through Touch of Death's effect, but I agree its a little roundabout.
Most likely will be removed in the next iteration of the challenge.

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A little bit of a starters guide written by yours truly here.


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PostPosted: Tue Mar 20, 2018 11:21 am 
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Halfling

Joined: Sun Sep 29, 2013 8:03 pm
Posts: 99
OK, I once gave up on Doomed because of how weird Darkness is, can someone explain to me how Dark Vision works exactly? It seems to me you're only ever able to see through a single tile of darkness, with Dark Vision only increasing the range to which you see through. So in the example below, you'll be able to see 1 and 3, but not 2, since you can't penetrate the second tile of CD.

@#D#1##
DD#####
D#3####
2######


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PostPosted: Tue Mar 20, 2018 6:16 pm 
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Higher

Joined: Sun Dec 10, 2017 12:27 am
Posts: 79
Well, finished last week's challenge with a skellington

Now to try this week's


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PostPosted: Tue Mar 20, 2018 11:01 pm 
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Thalore

Joined: Thu Jul 27, 2006 2:50 am
Posts: 157
Well, I wound up with a really weird character.

https://te4.org/characters/3802/tome/76 ... 4c00a48fb9

It's just to beating the master right? Not sure this fella could make it through the whole game. Did it on nightmare adventure, used zomnibus but had the escorts + alt zones options turned off.

The chronomancer trees are almost definitely the better, safer options. But for some reason I wanted to do an unarmed character with really good defensive stats (wound up with something like 88 armor + 100% hardiness). But the unarmed class trees aren't really usable until level 10 (and not at all for the kick tree), so it wound up being some weird oozing yeek brawler hybrid. Generics were super tight and I think I went the wrong way on most of those.

Unstoppable + withering touch is pretty much the only standout synergy I had, aside from just lots and lots of armor.

Foreshock was better than I initially thought it was going to be. Damage is negligibile, but it's a large AOE stun with long duration. Chill + channel cold is an alright way to get some slow, I guess. Rain felt really bad (though I guess 47% disease resist for 1 cat point and 3 talent points isn't awful and I used the fire effect a couple times). Fending was interesting, but I wished I hadn't taken it after I got unstoppable (as the stamina drain can make it harder to use unstoppable). Definitely a great tree if someone goes the full spellcaster route though.

Most of my deaths were in the dark crypt (if it were RL I'd never do that area).


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PostPosted: Tue Mar 20, 2018 11:09 pm 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 651
Location: Middle of Nowhere
Rando 3.0 is a vampire crusher.

Cornac on Adventure mode, once again. I decided I'd give Nightmare another go since I saw Fending on the list and a nice set of talents that didn't require any stamina and scaled on Wil. 35% damage reduction (basically) for free? Yes, please :lol: That tree (I mean, really just the first talent) is way too strong on any class that's not burning lots of stamina to fight. Mucus and Oozing blades are strong, at least up until The Master. Oozewalk plus Fault meant I could never get trapped. Foreshock is great. Passive armor and hardiness is also great. Died a couple times early on, when I accidentally ran into an adventurer party and stupidly decided to fight it, but otherwise it was cake. I didn't even have to go anti-magic.


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PostPosted: Tue Mar 20, 2018 11:17 pm 
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Archmage

Joined: Wed Jan 22, 2014 1:46 pm
Posts: 352
https://te4.org/characters/101797/tome/ ... c35a9c60b7

All those Harbinger tree seemed way too good, and so did that white monk one (fending) but it's a fun way to discover addons.


Random thought, we could make a thread where people post interesting seeds and future challenges might be taken from there (though the seeds would change everytime new trees get added, hum)

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I write guides and make addons too now, apparently

You can go here for a compilation of everything I wrote, plus some other important stuff!

Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)


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PostPosted: Tue Mar 20, 2018 11:44 pm 
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Sher'Tul

Joined: Sun Jun 15, 2014 12:19 am
Posts: 1148
Location: Yeehaw, pardner
Spreadsheet updated to accommodate the new winners.

But yeah, I think I'm gonna end up removing fending (its extremely powerful for non-stamina users) and probably tweaking foreshock (increasing CD, not that permastuns are uncommon in tome, but they are usually range 1 and focused on one target).

Thank you for participating!

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A little bit of a starters guide written by yours truly here.


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PostPosted: Tue Mar 20, 2018 11:52 pm 
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Wyrmic

Joined: Fri Sep 07, 2012 1:34 am
Posts: 257
Cathbald wrote:
Random thought, we could make a thread where people post interesting seeds and future challenges might be taken from there (though the seeds would change everytime new trees get added, hum)
I can pretty easily make it so that you can select a version number when entering a seed, and the talent tree set / algorithm for that version is used.

Clearly we need to get some nice weak talent trees from Arcanum or Celestial Oddities to balance out the really good ones =P


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