ToME: the Tales of Maj'Eyal

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PostPosted: Tue Dec 09, 2014 6:26 am 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
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Location: Ambush!
Senteth wrote:
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.
Yeah it's very suitable to certain classes (especially Celestial ones I hope), much more of a challenge for other classes. The lack of Infusions hopefully means it's not strictly Cornac+ because I want it to feel different -- like, if you go for a Prismatic Golem Cursed, you'll have different problems than a Cornac Cursed even if both of you unlock Rampage at level 1, and both of you say yes to Cursed Aura.

Another hope of mine is that your embedded gemstone selection works with your class. So, if you're playing a class which uses Mana and Stamina, you may want a Geode; if you're going for a Meta + Aether Archmage, you may prefer one of the Violet gems.

Thanks!

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PostPosted: Mon Jan 12, 2015 3:05 am 
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Wyrmic

Joined: Sun Nov 30, 2014 9:06 pm
Posts: 279
Just started messing around with this today and I'm having a lot of fun with the sentient crystal so far. Two things I've noticed, and I'm not sure if they're known already: 1) The racial teleport works inside vaults. This makes a lot of sense from a usability/sanity perspective, but obviously raises some questions from a consistency perspective. :P Does it also work in the Charred Scar, or are crystals just in a lot of trouble there? 2) Looking at this thread, it looks like the current negative damage mod on the crawl is temporary. Cool! Either working automatically for autoexplore, or breaking like step up, I really like both approaches. However, the current version on Steam says it breaks during a non-crawl action, but actually still applies the negative damage modifier. This is especially annoying since the damage modifier doesn't show up in the character sheet, which made the first few levels very confusing.

Thanks for your work on this. I'm going to play around with some of your other tweaky add-ons in a bit.


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PostPosted: Thu Jan 15, 2015 4:39 pm 
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Higher

Joined: Sun Dec 08, 2013 9:16 pm
Posts: 62
alchemist golem of crystal golem, have very high strenghth at beggining at start with negative attributes points, is it possible to fix??


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PostPosted: Fri Mar 06, 2015 7:59 pm 
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Uruivellas

Joined: Fri Apr 15, 2011 6:58 am
Posts: 725
Location: GMT+1
Sadly, Tirakai's Maul doesn't work with geodes yet. Well it does get the stats and damage type physical, but nothing special on crit. And it says "something has gone wrong".

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PostPosted: Sat Mar 07, 2015 7:36 pm 
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Archmage

Joined: Sun Jul 13, 2014 4:09 pm
Posts: 386
Kinda neat as an addon. Thanks for making.

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PostPosted: Thu Jan 07, 2016 11:17 pm 
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Wayist

Joined: Wed Jan 01, 2014 12:55 pm
Posts: 22
Hey Doc! What are the chances of getting the previously mentioned fixes to crawl and autoexplore worked in? I'd like to play some crystals again but damn, getting around is aggravating. Really, I just want to keep my crystal alchemist mobile in crawl and let my golem do the damage.


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PostPosted: Fri Jan 08, 2016 1:33 pm 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
Posts: 2402
Location: Ambush!
tokariew wrote:
alchemist golem of crystal golem, have very high strenghth at beggining at start with negative attributes points, is it possible to fix??

Only by changing the starting zone's equipment tier, and that would affect all NPCs in the zone. Or maybe 1.4 will and some kind of golem generation hook which makes it less horrible.

jotwebe wrote:
Sadly, Tirakai's Maul doesn't work with geodes yet. Well it does get the stats and damage type physical, but nothing special on crit. And it says "something has gone wrong".
It seems like Tirakai's Maul treats every New Gems gem as an unknown Unique, which isn't horrible but also isn't good. Basically, the person who coded Tirakai's Maul hard-coded all the core gem names which was really stupid.

I'll try pestering DarkGod about fixing it to be data-driven.

xyzzy99 wrote:
Hey Doc! What are the chances of getting the previously mentioned fixes to crawl and autoexplore worked in? I'd like to play some crystals again but damn, getting around is aggravating. Really, I just want to keep my crystal alchemist mobile in crawl and let my golem do the damage.

I couldn't figure out a way in 1.2, but 1.4 has a lot of fixes so maybe I'll be able to do it soon. (If I ever get time, which is NOT easy to get.)

Basically, what I want is to inject some code between the auto-explore checks -- after "are there monsters?" but before the "am I pinned?", and then if the character is a Crystal, start to sustain Crystal Crawl before moving on into the auto-explore movement code.

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PostPosted: Fri Jan 08, 2016 3:45 pm 
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Higher

Joined: Mon Feb 17, 2014 8:59 pm
Posts: 51
xyzzy99 wrote:
Hey Doc! What are the chances of getting the previously mentioned fixes to crawl and autoexplore worked in? I'd like to play some crystals again but damn, getting around is aggravating. Really, I just want to keep my crystal alchemist mobile in crawl and let my golem do the damage.

I just put it on auto use when no enemies are visible. Occasionally messes up but makes getting around a lot easier.


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PostPosted: Fri Feb 12, 2016 10:19 pm 
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Halfling

Joined: Thu Jan 14, 2016 11:10 am
Posts: 114
High, first off, I just wanted to say I greatly enjoy your mod both for the races and the gems, and I just had my first win ever (wohoo!) - as a prismatic golem paladin. I will say though, that I think the prismatic golem is very strong as a race, maybe even a tad bit too strong; while it's true that you can't have infusions, 10% exp penalty is small enough to hardly notice and the benefits compared to a cornac are quite huge. Early-game it was 20% physical resist from the starting gem (as well as regen and darkness resist), late game it was an easily switchable +20% resist-whatever, each carrying a huge other bonus too (like +5% res all or +10% combat/spell/mental speed). This is apart from the quite notable early- and midgame bonuses of being unliving; immunity to poison and bleeding, as well as not breathing, is very useful. I do think it could be warranted to "nerf" them a little bit; mainly increasing their exp penalty slightly and have them start with a tier 1 or tier 2 gem rather than a tier 4.


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PostPosted: Sun Feb 14, 2016 1:57 am 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
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Location: Ambush!
Congrats on the win!

Regarding the Prismatic Golem strength... they really ought to be starting out with a t1 gemstone. The zone tries to give t4 gear, but I thought I'd over-ridden that aspect in the race. Maybe something changed in 1.4, I'll look.

You might not notice the pain on Normal, but losing access to Movement and Heroism hurts a lot. Those infusions are incredibly strong.

My hope and intent is that they are balanced against a Cornac, and thus somewhere below an Ogre or Shalore. Do you have much experience with those other races? If not, would you mind giving one of them a try, and letting me know how they compare? (E.g. if the Prismatic Golem Paladin is better than an Ogre Paladin, then clearly I've done something wrong...)

Thanks for the feedback!

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PostPosted: Sat Apr 23, 2016 2:04 am 
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Sher'Tul Godslayer

Joined: Fri May 07, 2004 8:26 pm
Posts: 2000
Location: Nahgharash
I'm not sure how or why, but this addon is breaking the respawn dialog with the Eidolon. Specifically, when you die in the infinite dungeon with this addon enabled, there is no option to 'respawn elsewhere on the floor'. This is really quite annoying since one death frequently turns into all your deaths. A fix would be appreciated very much if you can puzzle out how or why it would be doing this.

Thanks in advance.

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PostPosted: Fri Jun 03, 2016 1:10 pm 
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Archmage

Joined: Tue Nov 09, 2010 7:43 pm
Posts: 356
can you please enable the crystal to be able to use its 2 (crystal crawl and crystal phase) movement skills while using Aether Avatar.


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PostPosted: Tue Jan 22, 2019 8:01 pm 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
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Location: Ambush!
Crim, The Red Thunder wrote:
I'm not sure how or why, but this addon is breaking the respawn dialog with the Eidolon. Specifically, when you die in the infinite dungeon with this addon enabled, there is no option to 'respawn elsewhere on the floor'. This is really quite annoying since one death frequently turns into all your deaths. A fix would be appreciated very much if you can puzzle out how or why it would be doing this.

It looks like the original mod overwrote the Eidolon plane, and then new versions of the game advanced the Eidolon plane.

I'm going to poke around with removing the over-write and see what happens.


Hellcommander wrote:
can you please enable the crystal to be able to use its 2 (crystal crawl and crystal phase) movement skills while using Aether Avatar.

Done.

Also the Crystal Stasis talent is treated as if in Aegis (you can use it in Aether Avatar at Pure Aether 5).

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PostPosted: Tue Jan 22, 2019 8:49 pm 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
Posts: 2402
Location: Ambush!
Doctornull wrote:
Crim, The Red Thunder wrote:
I'm not sure how or why, but this addon is breaking the respawn dialog with the Eidolon. Specifically, when you die in the infinite dungeon with this addon enabled, there is no option to 'respawn elsewhere on the floor'. This is really quite annoying since one death frequently turns into all your deaths. A fix would be appreciated very much if you can puzzle out how or why it would be doing this.

It looks like the original mod overwrote the Eidolon plane, and then new versions of the game advanced the Eidolon plane.

I'm going to poke around with removing the over-write and see what happens.


Removing the custom Chat and using the base game Eidolon Chat seemed to work fine.

I've uploaded that change.

Please let me know if that's working for you, too.

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PostPosted: Sun Feb 24, 2019 8:53 pm 
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Sher'Tul Godslayer

Joined: Tue Jun 18, 2013 10:46 pm
Posts: 2402
Location: Ambush!
Figured out how to enable movement activation before auto-explore.

Callbacks are good.

Also did some updates to better match the 1.5 inventory / doll layout -- inventory for both Sentient Crystal and Prismatic Golem should be a bit more legible now.

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