ToME: the Tales of Maj'Eyal

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PostPosted: Mon Sep 01, 2014 1:47 am 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
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rexorcorum wrote:
Still the case - you've made the copy of the playerdoll files by the time when there were just bunch of unique artefacts. The easiest fix is to copy-paste them again from the latest vanilla golem folder. It requires constant updating when new stuff is added in the maingame though and my suggestion was in lines of automating the transfer in some way.
Oh! Okay, I think I can do that.

Thank you!

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PostPosted: Thu Oct 23, 2014 11:36 pm 
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Higher

Joined: Tue Oct 21, 2014 4:52 am
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I guess this bug is related to this package? Maybe it's related to ToME itself. Anyway:

Summary: Prismatic Golems can see the town Zigur, but Ziguranth patrols are hostile

Personally I think it makes sense for Ziguranth patrols to be hostile (and Zigur to be hidden), however: "The way the game determines this is by checking for a Mana, Vim, Paradox, Positive or Negative resource bar the first time you enter the wilderness map. If you have one of these resources, or if you are Undead, the town will not be available. Otherwise, it will be.".
This explains why Zigur is visible, but not why Ziguranth patrols are hostile.

Link to screenshot, showing visibility of Zigur (top left) and hostility of Ziguranth patrols


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PostPosted: Fri Oct 24, 2014 5:17 am 
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Sher'Tul Godslayer

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Zigur patrols are hostile if you have one or more Runes on your body. You can also see this behavior with non-spellcasting Shalore characters.

But yeah, in general it doesn't make much sense for Prismatic guys to see Zigur. I'll see if I can make the map hide it, but this will be a low priority.

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PostPosted: Fri Oct 24, 2014 8:17 pm 
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Wyrmic

Joined: Sun Aug 24, 2014 11:37 pm
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Doctornull wrote:
Zigur patrols are hostile if you have one or more Runes on your body. You can also see this behavior with non-spellcasting Shalore characters.

But yeah, in general it doesn't make much sense for Prismatic guys to see Zigur. I'll see if I can make the map hide it, but this will be a low priority.


I guess you can do it for the sake of "making sense", but its hard to imagine a lower priority thing since all anyone has to do is not put points in any tree that has mana spending talents and exit their starter area to make zigur appear.

Since Zigur (not patrols) is based on the resource bar not the presence of isSpell talents, you would actually be making an inconsistent case. Unless of course a mana bar/ spender was added.


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PostPosted: Sat Oct 25, 2014 5:16 am 
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Higher

Joined: Tue Oct 21, 2014 4:52 am
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cctobias wrote:
Doctornull wrote:
Zigur patrols are hostile if you have one or more Runes on your body. You can also see this behavior with non-spellcasting Shalore characters.

But yeah, in general it doesn't make much sense for Prismatic guys to see Zigur. I'll see if I can make the map hide it, but this will be a low priority.


I guess you can do it for the sake of "making sense", but its hard to imagine a lower priority thing since all anyone has to do is not put points in any tree that has mana spending talents and exit their starter area to make zigur appear.

Since Zigur (not patrols) is based on the resource bar not the presence of isSpell talents, you would actually be making an inconsistent case. Unless of course a mana bar/ spender was added.


Well, I'm relatively new to ToME, but the above seems like a bug in ToME itself: The checks for Zigur visibility and Ziguranth Patrol hostility make sense individually, but when you put them together, sometimes they seem nonsensical. I mean, if I go into Zigur, I'll get flattened, right? At almost any character level, that should be true, considering the inhabitants. It's strange to offer a player something like that, especially with no direct indicator that there is any danger at all. Maybe towns should get faction/hostility indicators?


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PostPosted: Sat Oct 25, 2014 5:32 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
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The townsfolk of Zigur aren't hostile, just the patrols.

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PostPosted: Sat Oct 25, 2014 7:39 am 
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Higher

Joined: Tue Oct 21, 2014 4:52 am
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HousePet wrote:
The townsfolk of Zigur aren't hostile, just the patrols.

Oh. Good to know :) (and kind of funny)


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PostPosted: Sat Oct 25, 2014 7:34 pm 
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Sher'Tul Godslayer

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tilkau wrote:
HousePet wrote:
The townsfolk of Zigur aren't hostile, just the patrols.

Oh. Good to know :) (and kind of funny)
Zigur patrol farming (to get nice early Mindstars) is very effective. Just put on a Rune, and rake in the purple gear.

Not sure if it's a bug or what, but it's certainly not my fault. :)

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PostPosted: Sat Nov 08, 2014 11:25 pm 
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Sher'Tul Godslayer

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Some tweaks to Alechemical effects of gemstones:

- Removed the knockback effect

- Added back the ability to light up tiles

- Swapped colors of Diamonds (now blue) and Pearls (now white)

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PostPosted: Mon Dec 08, 2014 11:20 pm 
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Cornac

Joined: Fri Feb 17, 2012 2:16 pm
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You know, it'd save a lot of tedium if Sentient Crystals could autoexplore. :)

Just have their crawl talent automatically activate when starting autoexplore, and auto-disable it when you run into an enemy or stop exploring. I tried doing that with the improved auto-use addon, but just got a screen-full of LUA errors. :(


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PostPosted: Tue Dec 09, 2014 12:02 am 
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Wayist

Joined: Wed Nov 12, 2014 2:42 am
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it'd be better if the damage modifier of crawl wasn't 'you can't fight at all when you've got this turned on'. a 50% reduction like Meditate does for wilders would still encourage people to turn it off to fight, but they could still manage to get past critters and low level stuff without too much annoyance.

As it is, i simply don't play the race, just have the game installed for the extra type of gems.


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PostPosted: Tue Dec 09, 2014 12:26 am 
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Sher'Tul Godslayer

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Senteth wrote:
You know, it'd save a lot of tedium if Sentient Crystals could autoexplore. :)

Just have their crawl talent automatically activate when starting autoexplore, and auto-disable it when you run into an enemy or stop exploring. I tried doing that with the improved auto-use addon, but just got a screen-full of LUA errors. :(
When 1.3 drops, I think it will have the features that I need to automatically turn Crawl on and off at appropriate times.

Turning it on when you hit autoexplore (and when you're not prevented by the presence of an enemy) should be possible at some point. Maybe next version, maybe the one after that.

mkire wrote:
it'd be better if the damage modifier of crawl wasn't 'you can't fight at all when you've got this turned on'. a 50% reduction like Meditate does for wilders would still encourage people to turn it off to fight, but they could still manage to get past critters and low level stuff without too much annoyance.

As it is, i simply don't play the race, just have the game installed for the extra type of gems.
In the future, it'll work like Step Up and Movement Infusions: it will turn off when you attack or cast a spell, but otherwise damage won't be impacted.

BTW, have you tried the other race (Prismatic Golem)?

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PostPosted: Tue Dec 09, 2014 2:23 am 
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Uruivellas

Joined: Sat Oct 04, 2014 8:03 pm
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I've recently been playing as a Prismatic Golem, and I've gotta say I don't feel it's worth it. Crystal is really cool and different, Golem just feels like a faster leveling undead without any interesting racials. I don't plan on using it again unless there are changes to it.

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PostPosted: Tue Dec 09, 2014 2:47 am 
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Cornac

Joined: Fri Feb 17, 2012 2:16 pm
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I like the golem well enough. It's basically a Cornac+ with a slight emphasis on spellcasting due to the increased mana regen and elemental damage you get from gems. Slightly generic, but allows you to focus more on your core class features.

I wouldn't mind changes to make it more unique, but its fine as it is too.


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PostPosted: Tue Dec 09, 2014 2:50 am 
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Uruivellas

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My main issue is that it cuts you off from Infusions and Wildgifts. I feel like the penalties from that outweight the benefits, removing too many options without providing new ones.

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