ToME: the Tales of Maj'Eyal

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 Post subject: ta-da!
PostPosted: Mon May 31, 2010 8:57 pm 
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Reaper

Joined: Mon Jan 22, 2007 6:31 pm
Posts: 1534
Location: East of the sun, west of the moon
beat the game and unlocked sun-paladins with a insane-lvl difficulty character (wyrmic).

((strange that the gates of morning looks a lot like bree ;)))

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 Post subject: Re: ta-da!
PostPosted: Mon May 31, 2010 9:17 pm 
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Sher'Tul

Joined: Sat May 15, 2010 9:17 pm
Posts: 1457
Impressive!

How does a higher level wyrmic work out, anyway? Early on it seems like it's mostly failing to hit things with ice claw and wasting equilibrium on the roar, heh. I've had a terrible time trying to get the things off the ground, usually due to to-hit issues, but I haven't tried a skele one yet, either -- mostly been doing ghouls. Maybe the dex boost would help out. Those breaths definitely look tempting, heh.

Given the pallie a whirl yet? How do they work out? Haven't managed to get to that point yet, but if they're good enough I might crack open the memory editor again :wink:

EDIT: Oh, and chardump? Maybe any extra info it doesn't include? Be nice, heh.


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 Post subject: Re: ta-da!
PostPosted: Mon May 31, 2010 10:55 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10228
Location: Angolwen
Ok shoob, what kind of exploit did you use this time ? :)

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 Post subject: Re: ta-da!
PostPosted: Mon May 31, 2010 11:05 pm 
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Reaper

Joined: Mon Jan 22, 2007 6:31 pm
Posts: 1534
Location: East of the sun, west of the moon
darkgod wrote:
Ok shoob, what kind of exploit did you use this time ?

none this time :P, I did check to see if that one exploit (the really bad one) can be used, and it still can (didnt use it though, just checked), but I didnt exploit anything past lvl 4ish, except to see which strategies work well with the greater mummy lord.

@frumple, maybe later, the computer I was on crashed and wont start (I should be getting a new motherboard sometime this week though hopefully)

@DG, relating to what I just said to frumple, dont expect much monsters this week, I will write stuff by hand, but wont be able to put them in.

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 Post subject: Re: ta-da!
PostPosted: Mon May 31, 2010 11:08 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10228
Location: Angolwen
But but .. how could you survive ? :<

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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)


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 Post subject: Re: ta-da!
PostPosted: Mon May 31, 2010 11:17 pm 
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Reaper

Joined: Mon Jan 22, 2007 6:31 pm
Posts: 1534
Location: East of the sun, west of the moon
55 armor and non-hostile monsters :P (and 2 rings of regen +3 and 1 ring of defense +20, towards the end I just wore 1 of each) and ringil. (I was a lvl 18)

and ungolmors were much easier than I thought they would be, hehehe, though it was fun fighting them.

that said, I also forgot to do the first 2 quests (trollshaws and amon sul) :oops:

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 Post subject: Re: ta-da!
PostPosted: Tue Jun 01, 2010 5:44 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10228
Location: Angolwen
How much damage did you output ?
Were you ever close to death ?
Any comments on what feels broken unbalanced ?

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 Post subject: Re: ta-da!
PostPosted: Tue Jun 01, 2010 10:14 pm 
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Reaper

Joined: Mon Jan 22, 2007 6:31 pm
Posts: 1534
Location: East of the sun, west of the moon
I was only really close to death < lvl 4, until I used that monsters/items are respawned when you enter and leave a lvl (no time lapse) to get "easy" monsters to kill rather than harder ones.

then the next closest would be when I fought the sandworm queen (took me down to 67 health) and then the greater mummy lord (down to 88 health).

then once things started to be non-hostile it was easier (orc pride was always non-hostile, tol falas was only hostile after I killed the master, except for the first level.)

damage output, hmmm, I think I was around 175 (ringil, lvl 10 sword mastery, and 43??? strength I think)

the spider caverns could easily become more difficult (web is annoying), webs in combination with spiders that poison/actually damage you (I was a skeleton so muahahahaha) might present more of a challenge if I played something different.

mines of moria was annoying since it was so large, but it just took more time, not that difficult, but then again, orc pride was non-hostile, so I never got to see some of the new monsters fight me (not going to mention them just in case, this is general discussion after all). same thing goes for the bosses, though it was strange seeing the destroyer have less hp than uruk :)


that said, what mainly feels broken is that damage output is so much higher than you can raise your armor, so even if armor is maxxed even an iron weapon can still do damage to you. and since monsters generally dont have that high of an armor, they die fast. The main problem here is to find the right balance of weapon damage and armor, and not ruin the game significantly at the start.

Also maybe consider adding a lvl requirement for weapons, yes strength is good and all, but really, at lvl 14-18 you are going to be able to wear a mithril weapon with what you find in the game, unless you get unlucky or spread out your stats. this makes the game much easier, because unlike t2 there are much less encounters that can kill you when you get mithril, so your overstepping bounds is not that penalized.

Also maybe consider making mages smarter, right now they will chase you down black corridors only to be ambushed walking around a corner... make them stay or move to get a better LOS of what is down the corridor. or make them smart regarding light sources or something.

also make it so that you can target anywhere in your LOS by selecting it, right now there are strange spots that you have to shift-target to, and some that you cant even do that with, but you can still see the monster.

and running still messes with LOS in some places, causing you to see what you cant really see.

and also I would change up how ball "spells" cast into darkness work, right now the projectile "guesser" (the green area showing what the ball "spell" will affect) stops when it hits a dark square. maybe instead make it assume all black squares are empty (unless you have explored there), and then it only really checks when you fire.

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