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ToME: the Tales of Maj'Eyal • View topic - ToME - true modding is possible here?

ToME: the Tales of Maj'Eyal

Everything about ToME
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PostPosted: Wed Feb 27, 2019 7:30 pm 
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PostPosted: Thu Mar 07, 2019 12:49 am 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
Posts: 2402
Location: Ambush!
It's totally possible.

The biggest hurdle for new monster creation is probably the art.

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PostPosted: Thu Mar 07, 2019 5:33 am 
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Wyrmic

Joined: Sat Apr 29, 2017 9:39 pm
Posts: 266
It's possible, but there's not really that much demand for it. Tome is already a super bloated game, with way more enemies and zones then it needs. Odyssey of the Summoner comes the closest to what you're talking about, but it's a mess of weird code and ludicrously awful balancing. I suspect that any such addon would be that way, simply because the overlap between good addon maker and people who think tome is too short is so tiny.

And yeah using custom art assets for enemies/items/zones is a huge barrier for a lot of artistically-impaired addon makers. There's soooome unused stuff in the game files, but that's kind of dubiously useful. Maybe if you wanted to make a quest about hunting down a seedy treant gang terrorizing the "streets" of "Shatur" it'd be helpful.

There's also been some stuff made using the t-engine that isn't strictly tome modding, but I'm not sure if any of it really got off the ground. Veins of the Earth, which was the big one, might have switched to another engine?


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PostPosted: Thu Mar 07, 2019 6:33 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 6166
I'd added new locations in addons.
The DLCs are addons, and they contain entirely new campaigns, locations and mechanics.

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