ToME: the Tales of Maj'Eyal

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PostPosted: Sun Dec 02, 2012 1:23 am 
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Uruivellas

Joined: Sat Jan 14, 2012 12:02 am
Posts: 703
Damage Smearing appears to be broken (never increases beyond 2 duration, regardless of paradox or talent level).


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PostPosted: Sun Dec 02, 2012 3:12 am 
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Uruivellas

Joined: Thu Nov 18, 2010 6:42 pm
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Parcae2 wrote:
Damage Smearing appears to be broken (never increases beyond 2 duration, regardless of paradox or talent level).
Found and fixed.

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PostPosted: Sun Dec 02, 2012 6:52 am 
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Uruivellas

Joined: Sat Jan 14, 2012 12:02 am
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Could we get the fixed version uploaded? I have a hankering for some Temporal Warden action.


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PostPosted: Thu Dec 06, 2012 12:51 am 
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Higher

Joined: Sat Oct 20, 2012 7:47 pm
Posts: 77
so can adventurers become liches with this?


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PostPosted: Thu Dec 06, 2012 4:41 am 
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Uruivellas

Joined: Thu Nov 18, 2010 6:42 pm
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Normally, only necromancers can become liches, and I have not specifically enabled the lichform quest chain for adventurers. The chain, once started, can be finished in the I.D. with this addon, however.

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PostPosted: Tue Dec 18, 2012 11:38 pm 
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Uruivellas

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I've just posted the 1.0.01RC version:

http://te4.org/sites/default/files/game ... 0v1.4.teaa

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PostPosted: Wed Dec 19, 2012 8:05 am 
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Sher'Tul Godslayer

Joined: Fri May 07, 2004 8:26 pm
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Location: Nahgharash
Addon appears to be mis-reading randomly, deciding that it's acceptable and approved one time, and deciding the next that it's a bad add-on version, causing validation to fail. May be your addon, may be general RC1 bug, topic link here: viewtopic.php?f=42&t=35729

Chat log isn't certain which, I was advised to report in both places.

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PostPosted: Mon Dec 24, 2012 4:37 am 
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Uruivellas

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Version 1.5 for RC2 is now available at:

http://te4.org/sites/default/files/game ... 0v1.5.teaa

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PostPosted: Wed Dec 26, 2012 3:28 am 
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Uruivellas

Joined: Thu Nov 18, 2010 6:42 pm
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Version 1.6 for RC3 is now available at:

http://te4.org/sites/default/files/game ... 0v1.6.teaa

Includes the latest (relevant) bug fixes.

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PostPosted: Wed Dec 26, 2012 7:11 am 
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Archmage

Joined: Tue Jul 03, 2012 8:35 am
Posts: 400
Quick question, does the addon only change talent scaling in the infinite dungeon or does it do both?


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PostPosted: Wed Dec 26, 2012 5:37 pm 
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Uruivellas

Joined: Thu Nov 18, 2010 6:42 pm
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If I'm understanding your question correctly, it affects scaling of talents in the I.D. Maj'Eyal, and arena campaigns.

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PostPosted: Sat Dec 29, 2012 10:56 pm 
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Uruivellas

Joined: Sat Jan 14, 2012 12:02 am
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I've been playing this addon a lot recently. I like the basic conception but some of the scaling could be improved (not surprising considering the sheer number of talents affected). In particular, I noticed that a number of Temporal Warden talents, particularly Invigorate and Damage Smearing, have significantly shorter durations even before level 50. This is problematic; while the talents in question are certainly very powerful, I don't think that the class as a whole needs a nerf, given that it is already one of the more difficult classes to get off the ground.


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PostPosted: Sun Dec 30, 2012 5:12 am 
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Uruivellas

Joined: Thu Nov 18, 2010 6:42 pm
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Parcae2 wrote:
I noticed that a number of Temporal Warden talents, particularly Invigorate and Damage Smearing, have significantly shorter durations even before level 50

Parcae, thanks for the feedback. There are no nerfs to Temporal Wardens designed into the addon.

I have rechecked the formulas and they should give almost exactly the same duration (within one turn) as the base talent up to talent level 5. Bear in mind that your talent level is multiplied by your paradox modifier to get a working talent level, and that if you have a high mastery in these talents and run with high paradox, you will start seeing diminishing returns. I tweaked the duration of invigorate just a bit, but you probably won't notice the difference below level 50. Damage smearing, being an instant use talent is designed not to become a constant use talent at high levels, and invigorate is designed to not be better than the similar talent, Quicken Spells, on average.

What other talents are you seeing short durations on?

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PostPosted: Sun Dec 30, 2012 6:56 am 
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Uruivellas

Joined: Sat Jan 14, 2012 12:02 am
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Mostly those two. I run with 400 paradox (the minimum after sustains) and see about 30% shorter duration compared to my vanilla characters. Believe me, it's noticeable. Invigorate caps out at about 8 instead of 11-12ish in vanilla.

I understand that you wouldn't want those talents to get out of control - they're among the best talents in the game - but they're part of a class that is quite difficult to handle and on the whole far from overpowered. I feel that a hard cap at level 6 (which would be similar to many solipsist talents) would be better than nerfing a class that already struggles early on.

Edit: Forgot to congratulate you on your very impressive work.


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PostPosted: Sun Dec 30, 2012 7:36 pm 
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Cornac

Joined: Tue May 29, 2012 5:21 pm
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Hachem_Muche wrote:
If I'm understanding your question correctly, it affects scaling of talents in the I.D. Maj'Eyal, and arena campaigns.

Sorry if it's a noob question, but is the cap on character level also removed from the original, Maj'Eyal main campaign? So that, with this addon, you could reach a few levels above fifty before the end fight? Especially if you carefully do all the areas you can with a yeek or a cornac and/or use Farportal a lot?


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