ToME: the Tales of Maj'Eyal

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PostPosted: Thu Dec 05, 2013 9:40 am 
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Halfling

Joined: Wed Dec 04, 2013 11:49 pm
Posts: 103
currently playing a shalore archmage lvl 74 converted from main campaign to infinite dungeon

im using some other addons, for example added difficulties(+everything is unique - dancing on needles edition) and playing on intense adventurer. that said the change somehow overwrote my talent point gain (its increased from added difficulties addon a little) and im now gaining normal amounts for each lvl up

lvl scaling of mobs seems to work tho, enemys are around lvl 120 now. but when i entered the forsaken crypt for example the enemys are lvl 165+ and i almost died there ;P

im pretty new to the game and its the first time ive gone from maj eyal to infinite - so not sure whats intended or buggy - just use it as feedback as u can use it

thanks for ur work


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PostPosted: Thu Dec 05, 2013 8:12 pm 
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Uruivellas

Joined: Thu Nov 18, 2010 6:42 pm
Posts: 744
Thanks for the report. The added difficulties mod is known to be incompatible with I500 with regard to additional leveling bonuses, since both addons try to change the same function that determines how many skill points, etc. you get on level up.

I500 doesn't do anything special for the Forsaken Crypt, however, so the level of npcs in there are probably the result of some other effect.

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PostPosted: Sun Dec 15, 2013 6:29 am 
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Uruivellas

Joined: Thu Nov 18, 2010 6:42 pm
Posts: 744
I have just uploaded version 2.1 for ToME 1.1.1 at http://te4.org/sites/default/files/game ... 500_2.teaa and to steam.

This adds a new graves event to the I.D. that can make the cursed-aura tree available for non-afflicted.
Material level scaling is tweaked a bit to provide higher level items slightly earlier.
The criteria for major events has been revised to reduce the chance for them to be generated out of depth.
Npc level ranges have been tweaked slightly.
The way stat limits (with character level) are calculated has been revised. There should be no noticeable changes in gameplay. (Please report any abnormal stat effects.)

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PostPosted: Wed Dec 18, 2013 10:20 pm 
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Keeper

Joined: Tue Aug 12, 2003 3:08 pm
Posts: 1544
Location: The edge of the Abyss
I just won my game with a Halfling Oozemancer at Level 50 (with 100% exp bar). When I dropped into the ID and started killing things, nothing happened. Should I be worried?

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PostPosted: Wed Dec 18, 2013 10:37 pm 
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Halfling

Joined: Wed Dec 04, 2013 11:49 pm
Posts: 103
http://te4.org/characters/3219/tome/5a2 ... 271b7925bc

if this is ur char u dont have the infinite500 addon so u cant level up past lvl50

sry for stalking just trying to help ;)


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PostPosted: Wed Dec 18, 2013 11:35 pm 
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Keeper

Joined: Tue Aug 12, 2003 3:08 pm
Posts: 1544
Location: The edge of the Abyss
That's the character alright. I've got the Infinite Farportal 1.0.5 addon, though. Is that somehow different?

Edit: Downloaded the latest version of the addon and still nothing...

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PostPosted: Wed Dec 18, 2013 11:38 pm 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
Posts: 2402
Location: Ambush!
Xandor Tik'Roth wrote:
That's the character alright. I've got the Infinite Farportal 1.0.5 addon, though. Is that somehow different?
Yes, it's entirely unrelated.

Infinite Farportal is a separate campaign you can play like Arena mode.

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PostPosted: Thu Dec 19, 2013 12:00 am 
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Keeper

Joined: Tue Aug 12, 2003 3:08 pm
Posts: 1544
Location: The edge of the Abyss
Ah, you're right. I don't have it for that savefile for some reason. It's active in my addons list, though. I wonder what happened...

So am I just stuck in the ID now with no way to level past 50?

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PostPosted: Thu Dec 19, 2013 12:15 am 
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Halfling

Joined: Wed Dec 04, 2013 11:49 pm
Posts: 103
yea i think so. its the vanilla design of infinite dungeon tho - u can get to lvl 150 with a lvl 50 char i guess.

i dont know how ud be able to activate the addon after already going in the infinite dungeon, ud have to ask someone whos into it.

@ hachem maybe u should advertise ur addon by adding a forum signature like "if u want to lvl past 50 in ID after the main campaign, u need my addon" + link - i think many people would want the option anyway

same thing happened to me once


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PostPosted: Thu Dec 19, 2013 7:21 pm 
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Uruivellas

Joined: Thu Nov 18, 2010 6:42 pm
Posts: 744
Tharsonius, good idea.

Xandor, I500 makes changes to both the Ruined Dungeon and the I.D. when you enter them.
If you haven't already zoned into the I.D. (and saved) or if you can start with a previous save (before you zoned in) you can add I500 to your character and all of the new features will work.

To do that, you need to edit the desc.lua file in the character save directory (not with the character loaded), and add 'Infinite500' to the list inside the brackets in the addons = {...} line. Then delete the zone file for the ruined dungeon (zone-ruined-dungeon.teaz) in the character's save directory to force it to be regenerated. (You'll have go through the orb process again.)

Then reload the character, making sure the addon shows up on the addons list at the load screen.

I'd also recommend adding my Vulcus addon (viewtopic.php?f=50&t=39387), since it provides a use for all the gold you can accumulate in the I.D.

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PostPosted: Fri Jan 10, 2014 1:18 am 
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Uruivellas

Joined: Thu Nov 18, 2010 6:42 pm
Posts: 744
I have just uploaded version 2.2 (ToME 1.1.4) at http://te4.org/sites/default/files/game ... 500_3.teaa at to steam.

This should fix the remaining bugs causing incompatibility with other addons that that define new talents while superloading base talent definition files.
It also fixes a bug that was causing Isolated shops in the I.D. to throw errors when interacting with them from a saved game.

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PostPosted: Wed Jan 15, 2014 11:48 pm 
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Archmage

Joined: Fri Jan 17, 2003 9:33 am
Posts: 409
Location: Les Corbi?res sauvages
Isolated shops. By chance my character just found his first - or to be more specific, my archmage just found a fletchers, youpi :)

His wrath was terrible, as was his Pulverizing Auger. Evidently shopbuilders deep in the ID are very trendy, chanvre-chaux throughout, which is all very well until you upset the wrong eight-foot-of-angry-skeleton wizard. Still not appeased, he reached deep within his robe to retrieve an ancient yellowing roll of parchment - the last known example of a pre-spellblaze genocide scroll. Dark words of some long-dead tongue were muttered. Yes that's right, all fletchers. Everywhere.


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PostPosted: Thu Jan 16, 2014 12:37 am 
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Halfling

Joined: Wed Dec 12, 2012 6:06 am
Posts: 112
All the fletchers!


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PostPosted: Thu Jan 16, 2014 3:20 am 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
Posts: 2402
Location: Ambush!
I was testing my addon, and using the ID for some runs, and I found the new graves for the first time.

First off, nice! They're thematic and fun. However, a couple of issues cropped up:

- Targeting, specifically NPC targeting, seems to count unopened graves as walls. NPCs won't walk or attack over unopened graves.

- If I decline opening a grave, I'm not able to step into the grave's square. This can make running away from opponents somewhat problematic.

- There's no choice when you get the Cursed Gear tree, it just happens, which is annoying if you don't want it. Every vanilla Afflicted has a choice about going into Cursed Gear. I'd suggest a dialog which offers a choice, and if you don't take the Cursed Gear tree, you instead get to fight TWO purple monsters who drop zero loot. Or something else nasty.

Thanks for the addon, it's adding much fun to my ID experience. Cheers!

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PostPosted: Thu Jan 16, 2014 7:11 pm 
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Uruivellas

Joined: Thu Nov 18, 2010 6:42 pm
Posts: 744
Glad you're enjoying the new event. :)

The idea behind them, of course, is that they're a substitute for the Last Hope Graveyard.
Hence the curse you can be afflicted with acts the same (and I've never heard of a curse that asked your permission before afflicting you).

As for blocking your escape, the graves are placed so that there should always be a path around them. If you did see a problem with them blocking off part of the dungeon, that needs to be addressed. I could certainly change them to not block movement and to offer you a prompt when you step into their square if needed. I did have a reason for them to block movement, however. :wink:

Unopened graves do not block ranged attacks, so if npcs are refusing to attack across them, that is a bug. I haven't seen this in testing, though.

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