Infinite 500: Gameplay Beyond Level 50

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Doctornull
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Re: Infinite 500: Gameplay Beyond Level 50

#166 Post by Doctornull »

Hachem_Muche wrote: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).
The non-consensual cursing was removed from the game, presumably due to complaints like mine. It can be a cool tree but it's very, very niche... unless you wanna add an event which grants ~10 Generic points? ;)
Hachem_Muche wrote: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.
Maybe there was a path around, I don't recall that. I've seen a grave in a 1-wide corridor but maybe it was at an intersection. I'll look again with that in mind. The path I was trying to take was the most direct, because I was being chased, so using a way around would have meant sucking it up for an attack or two.

The NPC who came out of a grave could not path around a line of graves, and I was able to kill it trivially in ~5 turns with ranged attacks. There was literally 1 tile between us the whole time. That's not good.

I do wish they worked like core game graves in terms of who can walk on what. That seems more intuitive to me. Also IIRC the last hope graveyard coffins NEVER allow you to walk on them, contrary to your graves which allow me to walk on them with one dialog choice but not the other.

Cheers!
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

StarKeep
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Re: Infinite 500: Gameplay Beyond Level 50

#167 Post by StarKeep »

Tiler didn't agree with a shop being put here, heh.
It can still be opened up and browsed, funnily enough.
Thought it was worth a post, just for comedic value.
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Hachem_Muche
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Re: Infinite 500: Gameplay Beyond Level 50

#168 Post by Hachem_Muche »

The graves are totally optional, of course.

The auto curse effect from the Last Hope Graveyard was removed because of bugs with the Cursed Aura tree, which should all be fixed now. If there are any bugs still in there, I'll fix them. (Anyone who's looked at that talent code can appreciate how complicated it is.)
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

Hachem_Muche
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Re: Infinite 500: Gameplay Beyond Level 50

#169 Post by Hachem_Muche »

StarKeep wrote:Tiler didn't agree with a shop being put here, heh.
Clearly this merchant doesn't know how to design a proper kiosk!
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

Crim, The Red Thunder
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Re: Infinite 500: Gameplay Beyond Level 50

#170 Post by Crim, The Red Thunder »

Suggestion. Make the extra traps (the one in the maze, and the flashbang you can buy) available in the ID in some fashion.
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overtrix
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Re: Infinite 500: Gameplay Beyond Level 50

#171 Post by overtrix »

Halfway there ... two lives plus spell and ring left :)

http://te4.org/characters/64024/tome/de ... 21b1a89a75

Hachem_Muche
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Re: Infinite 500: Gameplay Beyond Level 50

#172 Post by Hachem_Muche »

Very nice overtrix!

I noticed that you've invested pretty heavily in the Cursed Aura tree. How has it worked out? Any bugs or other problems?
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

Hachem_Muche
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Re: Infinite 500: Gameplay Beyond Level 50

#173 Post by Hachem_Muche »

I've uploaded version 2.3 for ToME 1.2.0 to Steam and to te4.org (http://te4.org/sites/default/files/game ... 500_4.teaa).

This updates things for the most recent changes and fixes a few minor bugs (that you probably didn't even notice were there.)
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

Hachem_Muche
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Re: Infinite 500: Gameplay Beyond Level 50

#174 Post by Hachem_Muche »

Version 2.3a is up at http://te4.org/sites/default/files/game ... 500_5.teaa

This fixes a bug that causes the Actor tooltip to not display temporary effects.
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

Darkgobbo
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Re: Infinite 500: Gameplay Beyond Level 50

#175 Post by Darkgobbo »

So when i play infinite dungeon with Alchemist the Golem levels up with the same points as my character 3 stat points 1 class point and 1 generic point is this a bug or just really awesome?

Hachem_Muche
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Re: Infinite 500: Gameplay Beyond Level 50

#176 Post by Hachem_Muche »

Are you seeing this with I500 installed? It has been fixed for a long time.
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

Hachem_Muche
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Re: Infinite 500: Gameplay Beyond Level 50

#177 Post by Hachem_Muche »

I've uploaded version 2.3b for ToME 1.2.1 at http://te4.org/sites/default/files/game ... 500_6.teaa and to Steam.

This updates things for 1.2.1 and fixes a bug that causes most NPC's in the I.D. to be poison immune.
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

Darkgobbo
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Re: Infinite 500: Gameplay Beyond Level 50

#178 Post by Darkgobbo »

Yes but i have been using the Drolem so maybe because it isn't the base golem it is reverting the fix?
i will have to try with a normal golem

grayswandir
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Re: Infinite 500: Gameplay Beyond Level 50

#179 Post by grayswandir »

This overrides DamageType:newDamageType, but did not update how damage types are added:
Relevant Patch wrote:- table.insert(self.dam_def, t)
- self[t.type] = #self.dam_def
+ self.dam_def[t.type] = t
+ self[t.type] = t.type
As such, any addons will still define damage types in the old way.
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Currently working on Elementals. It's a big project, so any help would be appreciated. :)

Reidan
Higher
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Re: Infinite 500: Gameplay Beyond Level 50

#180 Post by Reidan »

I'm getting almost 100% tier 3 drops from lvl 80-110 enemies on floor 20 insane mode currently

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