ToME: the Tales of Maj'Eyal

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PostPosted: Wed Jun 20, 2018 12:27 pm 
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Wayist

Joined: Mon May 14, 2018 1:57 pm
Posts: 20
While TOME generally gives a lot of good information to the player, even after playing for a very long time there a quite a lot of things that confuse me and which could be improved. Here's a non-exhaustive list and I am sure that others have many suggestions as well:


1) Either I am getting colorblind or Mind damage and Light damage are depicted in the same color in the log. Could that be changed?

2) Speaking of the log - Without using mods like "Turn separators", it is huge mess to read. Also, things seems to be shown somewhat out of order with the message of the killing blow often coming after the message "so and so killed so and so". It would help if the use of Chronomancy was not needed to read the log :) .

3) It is not clear to me which talents have fixed cooldowns and which don't. Could it not be written in the talent description, like "cooldown: x turns (fixed)". This matters for the cultist class for example.

4) Some talent descriptions are unclear on what they do exactly. For instance "Cunning/Lethality" has "and your critical hits do x% more damage." Is x a number that is simply added to the critical multiplier or is that an extra multiplier? In the former case, should it just not say "and your critical multiplier is increased by x % points"? Similar examples exist elsewhere too.

5) It is not clear whether sustains on enemies are physical, mental or magical. Unless I know every talent in the game, I won't know if disperse magic will work or not. Could one not have a little symbol or something to tell the player the nature of the sustain. For example: "Blurred mortality (spell)".


Last edited by Velikolepni on Wed Jun 20, 2018 1:24 pm, edited 1 time in total.

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PostPosted: Wed Jun 20, 2018 12:51 pm 
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Halfling

Joined: Fri Jan 01, 2016 2:23 pm
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+1


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PostPosted: Wed Jun 20, 2018 1:14 pm 
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Archmage

Joined: Wed Jan 22, 2014 1:46 pm
Posts: 326
1) changed in 1.6, right now mind is orange in that version

2) log improvement in 1.6 as well

3) it IS in fact written in talent desc

4) fair enough, wording is not consistent

5) it should be clear when inspecting the mob, isn't it?

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PostPosted: Wed Jun 20, 2018 1:30 pm 
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Wayist

Joined: Mon May 14, 2018 1:57 pm
Posts: 20
Cathbald wrote:
3) it IS in fact written in talent desc

I must be very blind or I don't know where to look because I don't see it. I was looking in the game and in
http://tometips.github.io/#talents
and could not find an example where the description says that the cooldown is fixed. Help?

Cathbald wrote:
5) it should be clear when inspecting the mob, isn't it?

Well, not always, especially with mods. The physical ones can be guessed from the name, but the distinction mental/magical is often blurry.


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PostPosted: Wed Jun 20, 2018 2:18 pm 
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Archmage

Joined: Mon Mar 28, 2011 12:42 pm
Posts: 355
Go to: https://te4.org/characters-vault

Which is the official place where all online characters get logged, you’ll be able to see what talents have fixed cooldown because their description says “Fixed Cooldown” instead of “Cooldown.”

Suggested search: Shalore Temporal Warden. It may be helpful to click “Winner” so that more talents will be unlocked. Look at Timeless, Invigorate.

While I agree that’s a clunky way to go about things rather than having them listed in the wikis, the locus of the problem is the wikis, not the game.

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PostPosted: Wed Jun 20, 2018 2:40 pm 
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Archmage

Joined: Wed Jan 22, 2014 1:46 pm
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Well when inspecting you also know what tree they come from and a technique tree will most likely mean a phys sustain and a spell tree a mag sustain.

But i guess that just switches what you need to know ?

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PostPosted: Thu Jun 21, 2018 9:29 am 
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Wayist

Joined: Mon May 14, 2018 1:57 pm
Posts: 20
Cathbald wrote:
Well when inspecting you also know what tree they come from and a technique tree will most likely mean a phys sustain and a spell tree a mag sustain.

Well, I realize now that I can indeed see what kind of a sustain it is by right-clicking, choosing to inspect the mob, mousing over the sustain and checking if it has "Is a spell, Is a mental power" or something else. It is a bit annoying to have to do so much so frequently and one of my dreams is that the interface will get so good that simply mousing over the mob would provide all the needed information.


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PostPosted: Sun Jun 24, 2018 3:14 am 
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Yeek

Joined: Mon Jan 01, 2018 12:28 am
Posts: 14
I would like a few improvements for sake of visibility. Like making the puzzle tiles give a symbol upon mouse-over and highlighting diggable tiles.


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