ToME: the Tales of Maj'Eyal

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PostPosted: Thu Jul 05, 2018 3:49 am 
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Uruivellas

Joined: Mon Sep 21, 2015 8:45 pm
Posts: 666
Location: Middle of Nowhere
If only there were some way to modify the normal behavior of the game... :roll:

I'm sure there would be more than one way to work around it. Add a field to your chrono talents and superload the appropriate function to check for 'if not [field]' before granting space time tuning seems like it ought to work, off the top of my head.

It was just a suggestion though, no need to go out of your way if it's not something you're interested in doing.


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PostPosted: Thu Jul 05, 2018 7:47 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5768
Seems way overkill for a single category. Though I was a bit annoyed when the code was changed to make Spacetime Tuning automatic. I think its because I didn't want Anarchist to have a simple way to reset paradox levels. Being able to make different resources work in different ways is one of the great things in this game.

With the requirement of already costing a category point to unlock, and if I change them to require Magic and scale with spellpower, I think that pretty much covers the fact that your talents are basically free.
Okay, Undead/Scourge Drake talents use the higher of mindpower or spellpower. I might go with that.

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PostPosted: Sat Jul 07, 2018 7:49 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5768
Updated finally:

Antimagic Balance mechanic removed.
Create Natural Gems now gives 20% more alchemist gems (however, I do think you could just go to a shop and buy some if you really are running out of Prism uses...)
Cooldown on Prism-Nature reduced to 6.
Slightly reduced the power of Invoke Weather: Mist Cloak and Rainfall.
Suppress Magic's spellpower reduction now scales with spellpower.
Thorns description tweaked.
Corrected the description of Focus Weather: Rainfall, as it had the duration and slow strength backwards.
Prism-Light and Prism-Nature now state that they won't hurt your friends.
Cooldown/cost on plant summons tweaked.
Description for Fertilize clarified.
Growth and Decay: Now removes less effects but heals/damages more.
Tweaked scaling on basic Weather sustain effects.
Avatar of Seasons description improved.
Non metal clarified.
Pitcher Plants now resist acid.
Updated description on Rainfall.
Reduced the cooldown on Pitcher Plant's Acidic Spray by 1.
Tangle Vines now have their own attack talent which does damage over time as well as pinning and possibly silencing.
Alter Weather and Seasons now have numbers in their descriptions to show how much the sub talents do.
Aurora, Whirlpool, Earthshaker, Noxious Gasses and Typhoon now only increase your Equilibrium by 1 per turn at any talent level.
Individual Season and Weather talents are now bound to their master category's mastery level, so enjoy a free boost in power.
Waterspout and Sandstorm can no longer crit twice.
Various tweaks to talent numbers and descriptions.
Fixed Elfwood Shield.
Fixed Inverted Manasurge icon.
Lightning Chains on a Shadow should no longer CTD.
Loads of temp effects have better icons.
Flaming trail from Ember Scales should now only hurt hostiles.
Tagged the Wild Drake category as Antimagic. This is purely cosmetic though, as you can't get it without going with Zigur anyway. Possibly it stops randoms from having it with spell talents, but I can't see anything in the code that stops that.
Woodsman now uses the new Marksman category.
Druids should no longer be able to claim to be in the Ziguranth to Derth residents if they have done the test.
Claw Block coded. Its ugly and makes me sad. (I could use the same trick to make the Antimagic Balance code safe, but I'm not sure that mechanic is worth keeping.)
Avatar of Seasons now has a vfx for each version. But I spent too long on the Autumn one, so the others are just copies of other vfx.
Damage on Sanguine Breath fixed.
The blood pool from Blood Gush should now heal you.
Blink and Blood Drake talents now use Magic as the requirement stat, are no longer mind powers and use the highest of your mind and spell power.
Blink Drake talents now cost Paradox.
Blood Drake talents now cost Vim. These costs are very low at the moment, but you will discover that using them will greatly increase your Equilibrium, and you have no special Vim recovery mechanic anyway.
Sanguine Breath now scales with Magic instead of Strength.
Temporal and Antimagic Breath now scale with Willpower instead of Strength.

Thanks to everyone for feedback about what to fix and change.

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My feedback meter decays into coding. Give me feedback and I make mods.


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PostPosted: Sun Jul 08, 2018 6:44 am 
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Low Yeek

Joined: Tue Dec 24, 2013 3:02 pm
Posts: 6
Very nice. I hope you go back and update the Arcanum Class Pack as well.


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PostPosted: Sun Jul 08, 2018 9:00 am 
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Perspiring Physicist

Joined: Sun Sep 09, 2012 7:43 am
Posts: 5768
Is it actually broken? (I have too many things to manage at the moment.)

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My feedback meter decays into coding. Give me feedback and I make mods.


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