ToME: the Tales of Maj'Eyal
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New Gems (fork) - 2019-02-24: Auto-Explore
http://forums.te4.org/viewtopic.php?f=50&t=39372
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Author:  Doctornull [ Mon Nov 25, 2013 9:07 am ]
Post subject:  New Gems (fork) - 2019-02-24: Auto-Explore

Rexorcorum was kind enough to create 'standing' and 'crawling' graphics for the Crystal race. I find them kind of gorgeous. WIth 1.2 released, they're even compatible with the game! :)

Get the new forked addon here: http://te4.org/games/addons/tome/nullnewgems New URL as of Jan 4, 2014

You can also subscribe via Steam:
http://steamcommunity.com/id/doctornull ... pid=259680

This is a thread for my fork of the New Gems mod, which makes the bonuses offered by gems more balanced, makes the effect-color match up to the graphical image color, makes all colors appear at each of the tiers, and adds a new race (sentient crystal) which features some unique mobility challenges.

I forked the addon because I liked it, and this thread is being forked from the original thread because my tinkering is looking like it's going beyond mere bug fixes. This will serve as my announcement thread for new releases.

---


Meet the New Gems:
- Gem types make more sense: every "color" gem appears once per tier.
- Gem bonuses more balanced: every gem, and every alchemical gem, should be interesting to several different character types.
- Gem damage types more sensible: now gems and their damage types ought to be useful to every Arcane caster, and many Psions, especially the Nullpack's Transcendent Fist (shameless self-promotion). Gems no longer have "nature" damage, since Mindstars cover that niche nicely.

New Sentient Crystal Race:
- You know those annoying teleporting crystal things in the Shaloren starting area? Now you can play one.
- Bipedal gem icon graphics by rexorcorum.
- Unique movement constraints: both more and less mobile than most other races.
- Able to imbue your crystal body with gemstones.

New Prismatic Golem Race:
- Start in the mysterious East.
- Able to imbue your crystal body with gemstones.
- Extra cat point on creation, so you're basically a gem-powered mechanical Cornac.

---

Original thread about original addon here: viewtopic.php?f=50&t=38747

Author:  grooog [ Tue Nov 26, 2013 2:30 am ]
Post subject:  Re: New Gems (fork) v11 - Crystal Racial Hacking

Second-best or maybe best race in the game! (jury is still out on whether the changes make it cooler than skeleton yet or not)

Author:  Doctornull [ Mon Dec 02, 2013 11:29 am ]
Post subject:  Re: New Gems (fork) v12 - Hard Edges

New Gems v12 - minor tuning
- Crystal race talent levels (0,4,8,12) and power re-balanced using Skeleton as the base.
- Racial talent icons recolored to more uniform color scheme

Author:  Doctornull [ Sun Dec 08, 2013 8:19 pm ]
Post subject:  Re: New Gems (fork) v12 - Tight Edges

Right now, turning Crystal Crawl on or off will cancel Stealth. That's kind of a big deal for stealthy classes, and I'm going to fix it next release.

I'm working on making Rush and Ground Contraction work better with Crystal Crawl, so I'm planning on releasing both fixes at once, but if someone is having a hard time with the current Stealth issue, I'll do an early release. Please let me know!

Author:  Doctornull [ Wed Dec 25, 2013 4:53 am ]
Post subject:  Re: New Gems (fork) v12 - Tight Edges

Crystal Stasis now imposes a 6-turn cooldown on Crystal Crawl and all 'teleport' talents, but it clears Runic Saturation (previously it imposed more Runic Saturation).

Author:  tokariew [ Fri Dec 27, 2013 12:32 am ]
Post subject:  Re: New Gems (fork) v13 - Solidarity

the first lvl of first racial talent don't give the mana regen bonus.

Author:  Doctornull [ Fri Dec 27, 2013 2:51 am ]
Post subject:  Re: New Gems (fork) v13 - Solidarity

tokariew wrote:
the first lvl of first racial talent don't give the mana regen bonus.
On ToME 1.0.5 the talent seems to work correctly. Hopefully soon I'll be able to test on 1.1.3 and debug this issue. I'll post again when I can reproduce the error and fix it.

Author:  Doctornull [ Fri Dec 27, 2013 10:43 pm ]
Post subject:  Re: New Gems (fork) v13 - Solidarity

tokariew wrote:
the first lvl of first racial talent don't give the mana regen bonus.
Fixed.

The racial talent worked correctly for classes which don't provide mana regen (like Adventurer which I was using to test), but classes which do provide mana regen were over-writing the talent regen for the first talent point only.

v14 fixes that by updating mana regen on the game tick after you increment the talent rather than during the birth phase.

Thanks for noticing, that had totally slipped past me!

Author:  Taelzen [ Mon Dec 30, 2013 9:30 pm ]
Post subject:  Re: New Gems (fork) v14 - Birth of a Nodule

I assume the problem to be because of the new gems addon, but may be jumping to conclusions due to frustration.

But I cannot seem to socket gems into my golem.

Author:  Doctornull [ Mon Dec 30, 2013 10:03 pm ]
Post subject:  Re: New Gems (fork) v14 - Birth of a Nodule

Taelzen wrote:
I assume the problem to be because of the new gems addon, but may be jumping to conclusions due to frustration.

But I cannot seem to socket gems into my golem.
Yep, looks like gem base statistics changed in 1.1.3 and I need to update New Gems.

Sorry about the frustration, I'll post a fix soon!

Author:  Doctornull [ Tue Dec 31, 2013 12:58 am ]
Post subject:  Re: New Gems (fork) v14 - Birth of a Nodule

Taelzen wrote:
I cannot seem to socket gems into my golem.

Doctornull wrote:
Sorry about the frustration, I'll post a fix soon!

Fixed and update posted, thanks for finding this!

---

New Gems v15 - Frakking Golems

Bugfix: golems couldn't equip gems, this was fixed by updating the gem definition to use the 1.1.3 gem definition.

1.1.3 did change how gems were internally named, so this may break compatibility with old games!

Start a new game if you update this addon.
Sorry for the inconvenience.

Author:  Doctornull [ Tue Dec 31, 2013 3:35 am ]
Post subject:  Re: New Gems (fork) v15 - Frakking Golems

Aargh! I neglected to bump the internal version number, that's now fixed.

If your newgems_15 does not validate, please re-download, the version which is up now does validate correctly.

Author:  Doctornull [ Sun Jan 05, 2014 3:10 am ]
Post subject:  Re: New Gems (fork) v15 - Frakking Golems

Due to some kind of limitation in ToME's name registry, the previous addon name was not able to be uploaded from the in-game addon interface.

I've made a new addon name and all updates will be for that addon name going forward.

The new addon's most recent update is still v15 and contains no changes from the previous release.

Finish any games you are playing with the old one, then please update.

Sorry for the inconvenience!

Author:  Doctornull [ Mon Jan 06, 2014 10:28 am ]
Post subject:  Re: New Gems (fork) v15 - Frakking Golems

I've uploaded the latest version of this addon to Steam. It's not appearing in the main ToME workshop yet, but you can subscribe to it using the links in my personal workshop area here:

http://steamcommunity.com/id/doctornull ... pid=259680

Author:  xyzzy99 [ Sun Feb 02, 2014 11:24 pm ]
Post subject:  missing crystal crawl and phase?

Making new crystal characters with the tome-nullnewgems_3 or tome-nullnewgems_2, I find they don't have crystal crawl or phase, and thus no way to move. I can make new crystal characters with the tome-nullnewgems and tome-nullnewgems_1, and they have crystal crawl and phase.

I tried putting all four versions in at once, thinking maybe they were incremental addons, but that gave me four separate crystal race entries, each with multiple crystal entries, so that doesn't seem right.

I then emptied my addon folder of everything but tome-nullnewgems_3, and made a new crystal character with the same result, no crystal crawl or phase, so it doesn't seem like addon interaction.

I am at Tome version 1.1.5.

Is there something I could somehow have screwed up on my end?

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