ToME: the Tales of Maj'Eyal

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PostPosted: Sat Jan 23, 2016 9:57 pm 
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Wayist

Joined: Tue Feb 24, 2015 5:25 am
Posts: 16
Also, looks as if player level keeps advancing past 50 even if the cap hasn't been changed from 50. As expected, haven't seen new cat points since 36.


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PostPosted: Sat Jan 23, 2016 10:09 pm 
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Sher'Tul

Joined: Mon Jun 23, 2014 11:50 am
Posts: 1439
have you actually reached lvl 51?
i once had experienced past lvl 50, in vanilla. but it got to a 100% and never ticked to lvl 51.


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PostPosted: Sat Jan 23, 2016 10:43 pm 
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Wayist

Joined: Tue Feb 24, 2015 5:25 am
Posts: 16
Currently sitting at 52. Haven't gotten to the sandworm backup guardian yet, so I'll have a dump for 20 more class points, but beyond that I don't think there'll be anywhere to put them. :) Four stats maxed out, one more almost there.


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PostPosted: Mon Jan 25, 2016 2:49 am 
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Uruivellas

Joined: Sun Feb 03, 2013 12:29 am
Posts: 703
Location: Turtlemire
Version 1.1.1 Released
---
Fixed a bug that resulted in an infinite max level if one didn't set it in Game Options.

Shadow Crypt (minus the boss) has now been completely disallowed from getting classes.
I wanted to do better, but I can't actually find where Shades are made.
Scary really.

_________________
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal


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PostPosted: Wed Jan 27, 2016 6:51 am 
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Wayist

Joined: Tue Feb 24, 2015 5:25 am
Posts: 16
Start an alchemist, switch to the golem, and turn on the challenge. The golem gets the new class! Not as utterly cool as it first appears - all of the class and generic points other than the initial set still go to the alchemist, so it's a challenge to choose a class that the golem can do effectively.


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PostPosted: Wed Jan 27, 2016 7:18 pm 
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Sher'Tul

Joined: Mon Jun 23, 2014 11:50 am
Posts: 1439
i just had a try with arcane zerker on v1.4.1 newest M-CC.
the mobs never turned into rand bosses.

in case it's also important, i did not change the minimum lvl during that game, and i might have jumped over the triggering lvl (another mod set to 1000% xp).
i did activate the second class, and bosses did seem to have an extra class as well.

(he got to lvl 19 before the inevitable crash)


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PostPosted: Thu Jan 28, 2016 7:53 am 
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Wayist

Joined: Tue Feb 24, 2015 5:25 am
Posts: 16
Seeing same behavior as Radon26 - no randbosses in 1.4.1 or 1.4.2, and I did set the level cap.


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PostPosted: Thu Jan 28, 2016 4:51 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 672
milo wrote:
Start an alchemist, switch to the golem, and turn on the challenge. The golem gets the new class! Not as utterly cool as it first appears - all of the class and generic points other than the initial set still go to the alchemist, so it's a challenge to choose a class that the golem can do effectively.

...if I remember right, my Mighty Level Up Cheat mod gave Golems extra points. While that's technically a bug, combining these two together could make for an interesting run.


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PostPosted: Sat Jan 30, 2016 10:59 pm 
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Higher

Joined: Fri Dec 21, 2012 12:33 pm
Posts: 51
Yeah, I imagine until StarKeep can take the time to update it for 1.4.x, rand bosses aren't going to show up.


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PostPosted: Sun Jan 31, 2016 2:08 am 
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Wayist

Joined: Tue Feb 24, 2015 5:25 am
Posts: 16
Actually, just roll back to the older 1.1.0 version; looks as if it works fine with 1.4.2 as long as you stay out of the shadow crypt. Remember (unlike me) to turn off auto-update.

StarKeep: think there's a couple of logic bugs in 1.1.1 in Random.lua in lines 60 and 72, and OnSpots.lua in lines 55 and 62. Agree shades are kinda cryptic (sorry). Thanks for the new toy!


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PostPosted: Sun Jan 31, 2016 2:44 am 
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Uruivellas

Joined: Sun Feb 03, 2013 12:29 am
Posts: 703
Location: Turtlemire
Let there be Challenge! Released
---
Shades have classes again.

Enemies have classes again.

Shadow Crypt Boss and Player Clone don't have classes.

Cause they're really ugly.

_________________
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal


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PostPosted: Sun Jan 31, 2016 10:29 pm 
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Sher'Tul

Joined: Mon Jun 23, 2014 11:50 am
Posts: 1439
shades? what about undead minoins and other summons?
what about slimes?


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PostPosted: Sun Jan 31, 2016 11:11 pm 
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Sher'Tul

Joined: Sun Jun 15, 2014 12:19 am
Posts: 1056
Location: Yeehaw, pardner
Those are summons. I think he means shades from the dark crypt in the Far East.

_________________
A little bit of a starters guide written by yours truly here.


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PostPosted: Sun Jan 31, 2016 11:32 pm 
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Uruivellas

Joined: Sun Feb 03, 2013 12:29 am
Posts: 703
Location: Turtlemire
Micbran wrote:
Those are summons. I think he means shades from the dark crypt in the Far East.


Correct.

_________________
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal


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PostPosted: Sun Feb 07, 2016 7:21 am 
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Thalore

Joined: Mon Mar 25, 2013 9:39 am
Posts: 146
I noticed something remarkable - town inhabitants also get new talents, so when I unlocked Angolwen, some of the inhabitants had some sort of Shadow-spawning talent. This caused other inhabitants to attack them, which caused them to attack me as well.....


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