ToME: the Tales of Maj'Eyal

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PostPosted: Wed Apr 03, 2013 4:33 am 
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Archmage

Joined: Tue Nov 09, 2010 7:43 pm
Posts: 356
Suggest of a fix:the honeytrees summons do not seem to grant the player any exp on kills or follow him. If possible player should instead get a clone of the ability for player use that at least lets the player get exp for kills. Seems you get exp for killing the summons to. Another thing is you get exp for killing the summons and they are based on zone/area instead of player level.


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PostPosted: Wed Apr 03, 2013 5:58 am 
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Cornac

Joined: Sun Jan 20, 2013 8:49 am
Posts: 33
Hellcommander wrote:
If possible player should instead get a clone of the ability for player use
This would be quite difficult/tedious to implement for every enemy-only skill. I will probably do it at some point, though.

Race/class idea:
Maybe. I'd prefer to stick with the idea of a normal person cursed with insatiable hunger, though.

Diminishing returns:
I don't like it. I'd rather give the player immediate results when they eat something.

Total talent number/level cap:
I think this is a great idea. I might implement it if the current cap system doesn't work well.

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PostPosted: Wed Apr 03, 2013 10:24 am 
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Sher'Tul

Joined: Sat May 15, 2010 9:17 pm
Posts: 1457
Eeee hahahaha!

You can eat shadows, kay? One of the things digested shadows can give you is blindside! A costless, 0 CD blindside! And don't forget the 10 range, heeeee. At least it's not instant, heh.

Also arcane reconstruction (which is fine, I guess) and a costless, CD-less phase door. The PD is broken, though, and trying to use it when not-a-shadow pops a LUA error and doesn't do anything.

Anyway, pac-manning everything is amusing, as is a skeleton glutton in general. I can't wait until I can comfortably farm advn parties and become an omnomnomiventurer. Which is like an omniventurer but hungry. An omniventurer is just someone playing an adventurer that hacked in infinite talent and cat points :lol:


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PostPosted: Wed Apr 03, 2013 4:19 pm 
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Sher'Tul

Joined: Fri Sep 21, 2007 3:18 am
Posts: 1081
Location: Angolwen
Im not sure if this is a bug or intended, but until you reach level 4 you can not learn any new talents for when you get gastric acid.

Started a ghoul, ate both the necromancer and a skeleton mage, got the same message:

"Soul rot is already at its maximum level"
"Flame is already at its maximum level"

Which kinda gimps me.

The odd thing is other players say it was working just fine for them with the gastric acid requirements, they were still able to learn level 1 of the talent?

EDIT--
Also, Pica dosent seem to work. At tlvl1 it says it satiates 1 hunger per wall eaten but its not. My hunger dosent go down at all.


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PostPosted: Wed Apr 03, 2013 4:36 pm 
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Sher'Tul

Joined: Sat May 15, 2010 9:17 pm
Posts: 1457
Current skelglut definitely couldn't learn anything in the BR. Couldn't learn anything at all via digest until that first level of gastric rolled in, which was after the ruins were cleared.

In related news, coming out of the Trapped! quest looking like a late early/early mid game rogue is kinda' hilarious. Tlvl 3 lethality, stealth, tlvl 2 vile poisons, level of ambuscade... some other stuff too, I guess. It's pretty ballin'. Thinking on it, the crypt is probably going to be great. Poor corruptors, going through all that effort to get ungodly dakka. Glutton just eats a bunch of elves and gets the same effect :lol:

Nabbing shielding off the troll hedgewizard was nice, too. 30% boost to my shields? Yesplease! Finally got around to eating a couple advn parties. Looking forward to eating more. Delicious talenttsssss. Though getting stuff like wyrmic breaths on a skeleton is a little depressing :?


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PostPosted: Wed Apr 03, 2013 5:23 pm 
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Sher'Tul

Joined: Fri Sep 21, 2007 3:18 am
Posts: 1081
Location: Angolwen
My next goal is to eat all the escorts. You want to enter a portal? Sure, step into my jaws...


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PostPosted: Wed Apr 03, 2013 6:06 pm 
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Sher'Tul

Joined: Fri Sep 21, 2007 3:18 am
Posts: 1081
Location: Angolwen
also, eat something and learn the Summon talent. I want to see if as a ghoul it will summon ghouls :twisted:


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PostPosted: Wed Apr 03, 2013 6:07 pm 
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Sher'Tul

Joined: Sat May 15, 2010 9:17 pm
Posts: 1457
Yeah... I considered it pretty heavy. Until I checked the poor buggers talent lists and found it empty :(

Rogue's, anyway. They get to live, since they're talentless normal buggers, y'know? No reason but amusement to eat them. Not that that isn't reason enough, but still.

Summon being an equilibrium talent made skelglut sad :P Ghoul likewise won't be able to use it, bleh.


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PostPosted: Wed Apr 03, 2013 6:47 pm 
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Halfling

Joined: Tue Oct 30, 2012 7:37 pm
Posts: 92
I'm hoping the TL cap will be affixed to Digest next round, but in the meantime, I eat everything starting out, but don't digest anything until after a get L4, doesn't help with not having real stuff until 4, but you don't loose anything you find until then. It takes me quite a while to get through everything, but it works.


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PostPosted: Wed Apr 03, 2013 8:02 pm 
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Cornac

Joined: Sun Jan 20, 2013 8:49 am
Posts: 33
random417 wrote:
I'm hoping the TL cap will be affixed to Digest next round
I have released 0.0.6b, which does exactly this. Unfortunately, this means Gastric Acid is out of place again, but I'll add functionality to it in 0.0.7.

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PostPosted: Thu Apr 04, 2013 10:09 am 
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Archmage

Joined: Tue Nov 11, 2003 10:54 am
Posts: 379
Location: Wroclaw/Poland
Hey Desophos,

First of all, grats for this great class.
Its funny, its totally broken, but lets be honest, its not about balance when you can use the skills of mobs you are normally fighting.
I love it!

One think keeps from me not killing every mob in sight in a turn or two (im lev 12 btw). My melee often one-shots rare mobs. I had to turn of the telekinetic wielded weapon just to be able to devour the mobs in time. Its always a pity, when a rare monster is simply killed and not devoured.
Maybe You could add a channeled skill like a mark or something. When the marked mob dies, you automatically devour it.
This way, you could fight strong monsters normally and still being able to harvest their stats/skills. The

Cheers :)


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PostPosted: Thu Apr 04, 2013 12:14 pm 
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Sher'Tul

Joined: Sat May 15, 2010 9:17 pm
Posts: 1457
Okay, so in regards to Pica... does it only satiate hunger with stone walls or something? I'm on the version before *.6b, and both the sandworm lair walls and slime walls in a farportal aren't reducing hunger. It'll still dig through the walls, fortunately, but no resource gain.

Actually... let me pop into Kor'Pul and check. Anndd... nope. No hunger reduction. Pica digs, but the hunger aspect seems broken. Uh. Unless by moving through walls it means literally, via wrathform or something?

E: Oh, oh! And question: Does permanently unlearning a talent prevent you from relearning it? I'd love to pare down my 'm' menu (it's getting a titch laggy >_>), but I'm worried that'll make it more annoying to learn useful new stuff later on. If it doesn't, is that a functionality that can be implemented? Or, uh. Maybe some kind of "hide" feature or somethin'? So you don't have to see the talents you're not interested in using. And hopefully they can stop making it take so longer to open the bloody menu, ha.


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PostPosted: Thu Apr 04, 2013 1:03 pm 
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Halfling

Joined: Sun Jun 17, 2012 1:15 pm
Posts: 86
Frumple: if you right-click an icon of a skill you'll see an option 'unbind'. This will remove the skill shortcut from the skillbar, but you can still use/rebind the skill via the skill menu (default 'm')


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PostPosted: Thu Apr 04, 2013 1:10 pm 
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Sher'Tul

Joined: Sat May 15, 2010 9:17 pm
Posts: 1457
I'm well aware, ha. Also don't play with icons but that's neither here nor there. I was talking about paring down the skill menu specifically (as stated, the 'm' menu) as it gets kinda' long after a while and a notable delay starts developing. It doesn't take much at all for a glutton to fill up all 36 of the toolbar visible (there's still the alt-numbers after that, but for whatever reason those don't show.) skill slots and still have stuff left over they might want to use, so the 'm' menu has been getting some work.

And sometimes you want to check on passives or whatev'. My skill menu had ran out of letters before I finished off OF/Nur.


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PostPosted: Thu Apr 04, 2013 8:59 pm 
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Cornac

Joined: Sun Jan 20, 2013 8:49 am
Posts: 33
MisiuPysiu wrote:
Maybe You could add a channeled skill like a mark or something. When the marked mob dies, you automatically devour it.
This way, you could fight strong monsters normally and still being able to harvest their stats/skills.
How about a sustain that increases Hunger quickly but lets you automatically Devour enemies as they die?

Frumple wrote:
Pica digs, but the hunger aspect seems broken.
Fixed in 0.0.7.

Frumple wrote:
Does permanently unlearning a talent prevent you from relearning it?
If you mean relearning from Digesting enemies, then no; you can relearn it from Digest in the future. If you mean "remembering" it, then yes, there is currently no such feature.

Frumple wrote:
If it doesn't, is that a functionality that can be implemented? Or, uh. Maybe some kind of "hide" feature or somethin'? So you don't have to see the talents you're not interested in using.
You mean a "remembering" functionality? That might be possible. I'll see what I can do.

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