ToME: the Tales of Maj'Eyal

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 Post subject: Documentation
PostPosted: Tue Mar 08, 2011 8:22 pm 
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Sher'Tul

Joined: Fri May 21, 2010 8:16 pm
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Location: Inside the minds of all
What sort of documentation and guides/FAQ do you think should be made available either via a Read Me file or as easily findable information on te4.org [as in links at the top like the news/download/forum/wiki/ect bit]?

I have a bunch started, but I'm curious as to what the community wants and what is necessary.

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 Post subject: Re: Documentation
PostPosted: Tue Mar 08, 2011 11:50 pm 
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Module Developer

Joined: Tue Dec 14, 2010 3:23 am
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Location: Where I need to be
Currently stats/ strategies for bosses/monster would be appreciated by me. When I first started playing a walk through for the first 2-3 dungeons would be nice. Ideally Information on the classes and talent would be nice but given the fact that ToME is still changing that would be unpractical.

Something handy would be more coding tutorials but those may be only used by a small fraction of users

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 Post subject: Re: Documentation
PostPosted: Wed Mar 09, 2011 7:00 am 
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Archmage

Joined: Fri Dec 03, 2010 5:34 pm
Posts: 335
Complete talents descriptions for all classes with all numbers and required resources is the most important thing. Right now you don't know what artifact activation does if you didn't played corresponding class. How should I know what Juggernaut or Tidal Wave are if I never played bereserker or mage?

Saves (physical/mental/spell save etc) explanation

Armor, resistance and to-hit and their interactions with different types of damages and saves explanation.

Different effects description - like what does Freeze, slime hit(how much slowness it does?), Slow, Burning, Speed, Momentum, Movement Speed etc. actually do (numbers) and how they interact. That could be difficult probably with all the different effects.

Resources explanation and how they can(or can not) be replenished (needed for skill acquired from escort, if player didn't played corresponding class)


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 Post subject: Re: Documentation
PostPosted: Fri Apr 01, 2011 7:15 pm 
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Sher'Tul

Joined: Fri May 21, 2010 8:16 pm
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Location: Inside the minds of all
Anything else? I've started work on all of these, and some of them might be done before summer arrives. If there is absolutely anything else at all that anyone can think of that needs to be documented for use in or out of the game, please, post it here.

Thank you

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Final Master's Character Guides
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Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D


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 Post subject: Re: Documentation
PostPosted: Wed Jul 06, 2011 2:10 pm 
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Sher'Tul

Joined: Fri May 21, 2010 8:16 pm
Posts: 1022
Location: Inside the minds of all
Are there any further suggestions or requests to be made within the next month or so?

Also, any help at all would be very much appreciated.

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Final Master's Guide to the Arena
Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D


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 Post subject: Re: Documentation
PostPosted: Wed Jul 06, 2011 5:06 pm 
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Wyrmic

Joined: Thu Dec 20, 2007 12:08 am
Posts: 233
Location: California
Equipment explanations- what do all the numbers mean, who can or can't equip what, when do you need to equip prior to use, that things liked ego diggers and lights give you bonuses but (x)change weapons don't (I think).


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 Post subject: Re: Documentation
PostPosted: Wed Jul 06, 2011 7:59 pm 
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Reaper

Joined: Wed Dec 12, 2007 12:21 am
Posts: 2257
Location: New Zealand
Final Master wrote:
Are there any further suggestions or requests to be made within the next month or so?

Also, any help at all would be very much appreciated.
Moving into a slow period...

Feed me some stuff you need doing, or better still, since I have been a copy editor in the past, feed me your current stuff and I will edit and correct. Guaranteed fast turnround on copy editing, slow on content creation.

PM me and I will give you an email addie to use.

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Jon.


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 Post subject: Re: Documentation
PostPosted: Wed Jul 06, 2011 8:47 pm 
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Halfling

Joined: Sun May 15, 2011 11:58 am
Posts: 92
it vould be nice to have a guide recallable from the ESC menu to consult, and even a main menu option to read a bit about the game.


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 Post subject: Re: Documentation
PostPosted: Wed Jul 06, 2011 9:05 pm 
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Sher'Tul

Joined: Mon Jun 13, 2011 4:10 pm
Posts: 1262
General warnings about zones, bosses, and what order to take them in, for the wiki. Rudimentary example:

Bring some means of teleport or phase door to the Sandworm Lair. Blind resistance or wild infusion w/ remove physical effects are good to have. Dungeon is five levels, all the same style. Tunnels that can collapse are marked in blue on your mini-map. Avoid fighting in tunnels. Boss will likely path to you immediately on entering the last level. The neutral sandworms will not turn hostile if hit. Optimal level range is X to Y.

The thought being that some people like spoilers, some people like being surprised, and some people just want a nudge in the right direction.

For in-game, one thing I would like to see is a detailed explanation of how the major status effects work, and the foremost means of circumventing or removing them. For example: wands of detection can make blindness a little less dangerous. Be careful using beam spells while frozen, as you may hit yourself (I *think* this is true, it's been a while). Being able to access this sort of information by clicking on an effect would be really great.

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 Post subject: Re: Documentation
PostPosted: Wed Jul 06, 2011 10:28 pm 
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Uruivellas

Joined: Tue May 11, 2010 8:58 pm
Posts: 606
Location: Ore uh gun, USA
Final Master wrote:
Also, any help at all would be very much appreciated.

If you've got a to-do list somewhere I'd be happy to help in whatever way I can.

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 Post subject: Re: Documentation
PostPosted: Thu Jul 28, 2011 3:04 pm 
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Sher'Tul

Joined: Fri May 21, 2010 8:16 pm
Posts: 1022
Location: Inside the minds of all
Things I have done in no particular order -
Artifact List [Separated by slot, type, name] *Note* This is just a list, not what they do
Boss Guides
Western Zone Guides
Overview of the races
Overview of the classes
General game play tips and strategy
Dangerous NPCs and how to combat them
Easy race/class combinations
Discussion on saves vs resists
General game mechanics
General zone order based on class and experience

Things I could use some help on -
Controls list
Possible locations for random/semi random zones
Shops in towns
Which zones each race/class starts at
Story overview
Inscriptions
Difficulty options/what they mean
Details on eastern zones/prides especially
Vaults!!!!!

So far, this is the table of contents of the guide:

Code:
Table of contents
   Introduction to the guide
   Introduction to tome 4
   Features
   Unlocks
   Inscriptions
   Linear Story
   Campaigns
Controls
      Hotkeys
      Movement
      Talents
   Mechanics
      Attacking
         Melee
         Ranged
      Damage
         Armor
         Resistance
            Defense
      Cooldowns
         How to Manage without Managing
      Resources
         Breakdown of each
         How they function
         How to recover
   Strategy and Tactics
      Fighting effectively in Melee
      Fighting effectively at Range
      Controlling the flow of battle
      What NOT to fight
      Special notes for:
         Dreads/Dread Masters
         Wyrms and Dragons in general
         Elite Skeleton Archers
         Corrupters
         High Pyro/Cryomancers
         Eternal Bone Giants
         Liches
         Giants – especially Boulder Throwers and Thunderers
         Adventure Parties
      Exploitations
         Pillar Dancing
         Offensive Retreat
         Edge of LOS/FOV
         Stair Setting
         Enabling Cheat Mode
      When the game drives you nuts
      Additional Assistance
      When you just want a winner
   Races
      Higher
      Cornac
      Shalore
      Thalore
      Dwarf
      Hobbit
      Ghoul
      Skeleton
      Yeek
   Classes
      Fighter
      Berserker
      Arcane Blade
      Brawler
      Archer
      Slinger
      Rogue
      Shadowblade
      Arch Mage
      Alchemist
      Summoner
      Wyrmic
      Sun Paladin
      Anorthil
      Reaver
      Corrupter
      Cursed
      Doomed
      Temporal Warden
      Paradox Mage
      Mindslayer
   Characters
      Easy to Play
         Melee Types
         Ranged Types
         Control Types
      Challenging to Play
         Melee Types
         Ranged Types
         Control Types
   Difficulties
      Tutorial
      Adventure
      Normal
      Roguelike
      Insane
   Towns
      Derth
Arena [Unlock Arena]
      Last Hope
         Tannen Tower
      Iron Throne [Dwarf Only]
      Angolwen [Initial Mage Only]
      Elvala [Shaloren Only]
      Shatur [Thaloren Only]
      Erberg [Port]
      Sun Wall
      Vargh [Naga Only]
   Zones
      West
Kor’Pul
         Troll Mire
         Daikara
Temporal Rift [Unlock Temporal Warden/Paradox Mage]
         Sandworm Lair [Unlock Wyrmic]
         Old Forest
            Shertul Fortress
         Maze
Dredfell [Unlock Ghoul/Skeleton]
   Ambush
         Reknor
            Racial Zones
               Scintillating Caves [Elf/Shaloren]
               Rhaloren Camp [Elf/Shaloren]
               Escape from Reknor [Dwarf]
               Deep Bellow [Dwarf]
               Blighted Ruins [Undead]
               Morgal’s Lair [Yeek]
               Ritch Hive [Yeek]
            Side Zones
               Halfling Ruins
               Golem Graveyard   
               Ruined Dungeon [Unlock Infinite Dungeon]
               Ancient Elven Ruins
               Lumberjack Village [Unlock Cursed]
               Tempest Peak [Unlock Storm Tree]
               Assassin Tunnels [Unlock Merchant Shop]
               Ring of Blood [Unlock Brawler]
      East
Gorbat Pride
         Grushnak Pride
         Rak-Shor Pride
         Vor Pride
         
         Slime Tunnels
         High Peak
            Side Zones
               Vor Armory
               Orc Breeding Pits



That is not definitive yet, but is a good outline of what will be included in the final project along with how I will attempt to put it all together. If there is anything missing, incorrect or other inclusions that you may find necessary, please, let me know.

I will try very very very hard to have at least 50% of this typed and available by Wednesday, August 3; and, if help is available, I will attempt to have it in it's entirety by September 5th. These are not hard and fast dates, but it is definitely what I am shooting for with this.

Madmonk - I hope you are still a bit slow because I will be attempting to send you a rough of the first 50% or so by August 3rd. Thank you for your offer!

Hedrachi - If I remember correctly, you're pretty familiar with things like the vaults and how the code kind of coordinates things. Any aid in that in particular would be amazing. Again, any help at all is great. :D Thanks for the offer!

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Final Master's Character Guides
Final Master's Guide to the Arena
Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D


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 Post subject: Re: Documentation
PostPosted: Thu Jul 28, 2011 3:15 pm 
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Master of Eyal

Joined: Wed Jul 24, 2002 9:26 pm
Posts: 10108
Location: Angolwen
Woh, this looks awfully impressive!

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 Post subject: Re: Documentation
PostPosted: Thu Jul 28, 2011 6:09 pm 
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Reaper

Joined: Wed Dec 12, 2007 12:21 am
Posts: 2257
Location: New Zealand
Still happy to help!

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Regards

Jon.


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 Post subject: Re: Documentation
PostPosted: Thu Jul 28, 2011 7:15 pm 
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Spiderkin

Joined: Sun Jun 12, 2011 7:02 am
Posts: 480
Postman wrote:
Saves (physical/mental/spell save etc) explanation

Armor, resistance and to-hit and their interactions with different types of damages and saves explanation.
Also, give people a sense of what a good total number is for those at various levels. Resistances you can sort of figure out because they're percentages, but armor and saves are totally opaque -- is the save bonus granted by eg Chant of Fortitude high? Is it low? Will it make a significant difference for my character? How much damage, on average, is an extra point of armor or defense going to protect me from?


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 Post subject: Re: Documentation
PostPosted: Thu Jul 28, 2011 7:20 pm 
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Uruivellas

Joined: Tue May 11, 2010 8:58 pm
Posts: 606
Location: Ore uh gun, USA
Here's two things. Used Notepad++ on em so probably correctly formatted for Linux as well. I used 80-character margins to try and make it a little more readable. The first one is a slightly-spoily guide to the first part of the East; the second is my opinion on vaults. Using Google Docs due to board attachment quota being reached error message and my marvellous satellite connection screwing my dropbox download up. Might be a little wonkily-formatted on google docs.

Intro to the East doc
Vault doc

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