ToME: the Tales of Maj'Eyal

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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Sun Jul 15, 2018 5:11 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5752
Looks like this will need an update, so please speak up if you know of any bugs, have balance suggestions or minor talent changes.
No major changes please, or I'll get snowballed into attempting to totally rewrite Anorithil, and I don't have time for that at the moment.

Current change list:
Starlight no longer gives unlimited see invis.
No longer makes Forbidden Tomes unusable.
Mana Flare and Shadow Swell won't get their celestial regens wiped by Twilight flipping anymore.
Starlight now gives a bigger Infravision bonus and the See Stealth/Invis is comparable to Hieghtened Senses.
Racial talents can't get to 0 cooldown anymore.

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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Sun Jul 15, 2018 11:19 am 
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Wayist

Joined: Thu Jul 12, 2018 1:43 am
Posts: 16
Reports:
1. Starslinger uses the old Field Control tree
2. Starslinger has three talents with ? image in Archery Excellence tree
3. Moon Paladin uses the old Dual Weapons tree


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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Mon Jul 16, 2018 4:28 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5752
Ah yes, those categories need changing.

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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Sun Jul 22, 2018 4:38 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5752
Updated:
Starlight no longer gives unlimited see invis.
No longer makes Forbidden Tomes unusable.
Mana Flare and Shadow Swell won't get their celestial regens wiped by Twilight flipping anymore.
Starlight now gives a bigger Infravision bonus and the See Stealth/Invis is comparable to Hieghtened Senses.
Racial talents can't get to 0 cooldown anymore.
Star Slinger has lost Archery Excellence, Archery Utility and Field Control.
Star Slinger has gained Called Shots and Mobility. Star Fury now starts unlocked.
Moon Paladins now get Duelist instead of Dual Weapon Training and can unlock Dual Techiniques.

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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Sat Aug 11, 2018 3:27 am 
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Wayist

Joined: Sat May 12, 2018 5:43 am
Posts: 24
HousePet, two things peeving me on this one

No indication when starting to choose that there is only one set of weapons available for either players, even though OffSet is still visable in Inventory.
Nothing added in it's place such as extra Rings, a second Amulet, or even an extra Miscellaneous 'slot' may be better as that hasn't been done yet.

I also expected to have to go to Angolwen and see Linanill after being transported west for 'Instructions and guidance' for the Serpentine Invaders Quest for some reason. But apparently i'm on my own now.

I'm playing Mardrop / Shadowblade at present, but not sure I'll continue as my feeling is that this addon mix seems incomplete, sorry.

And yeah, I don't play online as I'm on satellite and delays and costs make it impossible.


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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Sat Aug 11, 2018 8:38 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5752
scsijon wrote:
No indication when starting to choose that there is only one set of weapons available for either players, even though OffSet is still visable in Inventory.
Nothing added in it's place such as extra Rings, a second Amulet, or even an extra Miscellaneous 'slot' may be better as that hasn't been done yet.

I have no idea what this bit means at all.
Is it something about not being given extra equipment choices? Because that is all done by class, not race and race is the only part of this addon you are playing.

For the second part: I'm not sure about why you have to go see Linanill, I didn't code anything like that. But being on your own after the Serpentine Invaders quest, that is how the vanilla game does it.
This is just a couple of new races and classes, not a complete campaign expansion. What are you expecting to be there?

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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Sat Aug 11, 2018 9:39 am 
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Wayist

Joined: Sat May 12, 2018 5:43 am
Posts: 24
HousePet wrote:
scsijon wrote:
No indication when starting to choose that there is only one set of weapons available for either players, even though OffSet is still visable in Inventory.
Nothing added in it's place such as extra Rings, a second Amulet, or even an extra Miscellaneous 'slot' may be better as that hasn't been done yet.

I have no idea what this bit means at all.
Is it something about not being given extra equipment choices? Because that is all done by class, not race and race is the only part of this addon you are playing.

For the second part: I'm not sure about why you have to go see Linanill, I didn't code anything like that. But being on your own after the Serpentine Invaders quest, that is how the vanilla game does it.
This is just a couple of new races and classes, not a complete campaign expansion. What are you expecting to be there?


Sorry, I missunderstood your Addon.

I'm in my 40's of possible unusual mixed race / class combinations, some have been suprisingly good, while others haven't got past the opening quest and the number has been reused.

Playing as a Mardrop / Shadowblade, I have only one useable set of weapon slots, I can't equip or change to the "offset" set, somehow it's been disabled without anything in the game start to tell me it's not there. I shall have a look and try with another class and see what happens, maybe it's the class or the two in combination. I thought it was something your addon had set it and I like the idea as a complication, but was looking for some form of compensation to not having that extra set of weapons. It would certainly do well for a party player where players can specialise, but not for us single players.

For some reason to me the quest doesn't seem to be complete, it's like it's 3/4 done against the other 'extra' quests, without no step to go on or end, maybe it's just me.


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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Sat Aug 11, 2018 11:21 pm 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5752
I have no idea how to disable the quick swap slots, so hopefully I haven't done that.
You could give it a quick test with other addons disabled to check it.

I think there are a couple of quests that don't get marked as fully complete, even though there isn't anything else to do.
In most cases, the quest journal is cosmetic only and doesn't affect your progress in the game at all, so I wouldn't worry about it.

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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Sun Aug 12, 2018 12:03 am 
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Wayist

Joined: Sat May 12, 2018 5:43 am
Posts: 24
It looks like the problem is with the xorn addon rather than yours, my apologies again, it was just that yours was the last one added.

I shall notify them, as one addon should not be allowed to affect other players.

EDIT: and isaacssv552 doesn't have a forum page for xornModded or anything since 2017 and it's 2015 for this https://te4.org/games/addons/tome/xornModded
So i'll just leave it disabled and go on from that.


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 Post subject: Re: Midnight (v1.12.1)
PostPosted: Sun Aug 12, 2018 4:31 pm 
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Joined: Sun Aug 12, 2018 1:13 pm
Posts: 1
Hi =)

First, sorry for my english, is pretty bad...

*********SPOILER ALERT*******

Ok, i´ll try to explain... I start a Mardrop Necromancer and go to the "vermin" dungeon, when i reach the boss, i was teleported to rhaloren camp, but never give me new quest, i killed de naga boss and do several dungeon (rhaloren Trollmire etc), but the only "main" quest i still have is the inicial of sunwall...

***** END OF SPOILERS*******

I Hope you can understand and answer me, because i really like this caracther and i dont wanna get stuck if i keep playing.

Greetings from Argentina!


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