ToME: the Tales of Maj'Eyal

Everything about ToME
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PostPosted: Thu Nov 05, 2015 5:15 pm 
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Joined: Tue Nov 03, 2015 5:45 pm
Posts: 3
I've been playing roguelikes for quite a while now, but I guess this is the first time I've joined a community for one. I started playing ToME recently and am loving it; the fact that the engine is FOSS and moddable is really quite exciting! I also think it really strikes a great balance between accessibility and complexity. It's so hard to get friends into roguelikes, but ToME is changing that for me.

To keep it short: I definitely intend to do some mod work on it (likely races > classes > campaigns). There are already loads of mods around, and I'm interested in making something that expands the gameplay or adds interesting options, all while keeping it balanced. I guess balance is quite the issue for addons. Since I'm not too experienced yet, I won't dive into it (let me get to nightmare at least), but I'd love to hear some of the community's ideas. Don't be afraid to spoil or what, it'd be great to get some general ideas of what I should be looking out for while I play (in case some areas of the game are ailing and tweaks or subsystems might provide some remedy).


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PostPosted: Thu Nov 05, 2015 7:57 pm 
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Sher'Tul

Joined: Mon Jun 23, 2014 11:50 am
Posts: 1439
you could make a jelly addon.
race: jelly
class: jelly
categories:
-jelly offence
-jelly deffence
-jelly power
...
i am sure you get the idea :lol:
only not sure what kind specifically...
jelly, ooze, mold, something else...

there is an oozymancer class, but its not quite the same.
btw, "class:jelly", would only be available if you also pick it as your race too... so you would have to make the race before the class anyway.

some other ideas i have written there...
-arcane technician (aka victor)
-collector: has a category for every single item item type, because bandages are useless (generic weapons may be merged into 1 cat)
-combat alchemist: replace bombs with a melee weapon and then every single talent does different effect and damage depending on the infusion... yeah not that one.
-host... fuse oozymancer with a summoner and then make it a corrupted class.
...
-squire: all your spells are either a puter cc or only affect the "knight" or something

you asked for suggestions, just pick one.
there were a few more, but they are not worth considering right now.


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PostPosted: Thu Nov 05, 2015 9:07 pm 
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Sher'Tul

Joined: Sun Jun 15, 2014 12:19 am
Posts: 1154
Location: Yeehaw, pardner
Radon26 wrote:
-arcane technician (aka victor)

You mean Viktor? League of Legends? That might be interesting.


I quite like the Host idea myself... Might have to file that one away for future reference. Falls kinda close to HousePet's Whitherer tree, Swarm, though. At least in the way I'm thinking of it.

Addons I haven't seen yet:
In general, there seems to be a distinct lack of psionics and afflicted addons made. Afflicted brawler is something I've been meaning to do... But never have. Also, perhaps a class with souls as its sole resource? A reaper class of some sorts.

A word of advice, you could probably poke around in the ideas forum for awhile.

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


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PostPosted: Thu Nov 05, 2015 9:11 pm 
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Uruivellas

Joined: Fri Oct 10, 2014 4:00 pm
Posts: 907
I'm currently working on a psionic unarmed class, but yes, in general there are not many psionic or afflicted classes.

One thing I always appreciate are quality of life addons. I tend to stick mostly with the vanilla content, but I really like using addons to remove tedious or annoying aspects of the vanilla gameplay. If you find something that you're not fond of in the vanilla game, consider making and addon to change it if there isn't one already.


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PostPosted: Thu Nov 05, 2015 9:31 pm 
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Sher'Tul

Joined: Mon Jun 23, 2014 11:50 am
Posts: 1439
yes, that victor. gems seem somewhat underused, and i really like him.
there is the "trench strider", so why not add another one.

as for the "host", i have 3 versions of him written down, the particular i described, i labeled as "zergmancer".
if you want i can dump it on you in the PM if you are interested.

souls...
i was thinking about a class that would use mana, hate and souls... that's not a pure souls, but at least some.
inspired by someone mentioning a spirit bow on another one of my suggestions.


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PostPosted: Fri Nov 06, 2015 3:52 am 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 715
I second the thing about a lack of psionic and afflicted classes.
I also feel that wilders are a little under-represented, although that might be because Werebeasts and Summoners don't get on with me.

I generally try to use under-represented damage types. Nature and Mind are found almost nowhere, only corrupted use blight, only archmages have much Arcane...

Sooo... what I'm saying is, make a psionic/afflicted character who uses mind/arcane/nature? :P


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PostPosted: Fri Nov 06, 2015 3:29 pm 
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Archmage

Joined: Fri Oct 09, 2015 2:27 pm
Posts: 311
I agree about Psionic. Only other addon Psionic class I know of outside the Nullpack is unfinished. I'd like to see an offshoot race for Ogres, no one's ever done that. To tell the truth, on addon races Dwarves and Halflings are also kind of small in representation.

Question is though, what could be added to Psi? A Mindslayer/Alchemist that revolves around gems and the elements maybe? No clue there.


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PostPosted: Fri Nov 06, 2015 9:51 pm 
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Sher'Tul Godslayer

Joined: Sat May 15, 2010 9:17 pm
Posts: 1517
If you're talking relatively low ambition, it'd be pretty nice to see a mount-based class finally get fleshed out and finished. Someone intent on making a psi-based class would have a pretty easy time fluffing that, as well (mind control/empathy, etc.). There's also a fair amount of class ideas floating around this subforum... know I've still got one from a ways back I'll probably never get around to coding, heh.

Personally, things I'd love to see is an AoS-style mode (or zone/event/vault) -- two or more sides on a large map, regular spawns of allied and enemy units, destruction of a stationary boss monsters/buildings/etc. as the win condition -- ala arena mode or some heavily modified methods of combat. What would be amazing would be something along the lines of the old Ogre Battle games, where the player directs a (or several) small group(s) of AI controlled units around, probably with the actual fights occurring in a small zone or sectioned off part of the playing window. Something that'd let you pretty easily turn the t-engine into a low-micro strategy/rpg game, ha.


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PostPosted: Fri Nov 06, 2015 10:59 pm 
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Wyrmic

Joined: Tue Apr 10, 2012 5:33 pm
Posts: 212
I'd love to see more prodigies and more ways to get a generic tree in the campaign.


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PostPosted: Sat Nov 07, 2015 5:59 pm 
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Joined: Tue Nov 03, 2015 5:45 pm
Posts: 3
Thanks for the replies, everyone! It seems like there are some under-represented types, and I don't think people will ever run out of ideas for classes. :D Reading the suggestions has given me some ideas! That bit about hanging out in the ideas forum seems to be rather important, though; maybe I should have looked around before posting.

More prodigies and ways to get general trees sounds really fun. Could open up choices for more boring classes.
Maybe I'll start out with Necromancer tweaks. Seems like a rather problematic class, but I do want to love it (when I finally get it unlocked, that is).


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PostPosted: Sat Nov 07, 2015 9:36 pm 
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Uruivellas

Joined: Mon Jan 27, 2014 10:40 am
Posts: 715
Necromancer has two different addons dedicated to it. :wink:

If you can, I'd recommend joining the #tome channel on rizon IRC. A lot of addon people hang on there, as well as His Dark Godliness himself


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PostPosted: Thu Nov 26, 2015 3:18 pm 
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Joined: Thu Nov 26, 2015 3:16 pm
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Honestly, the big thing I'd like to see is an addon to allow Mindstar Mastery to be automatically unlocked for Mindslayers, and possibly Staff Mastery for casters.

...then again, that seems simple enough that maybe I should learn just enough coding to do that myself. ;)


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PostPosted: Fri Nov 27, 2015 9:18 am 
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Uruivellas

Joined: Tue May 14, 2013 3:45 pm
Posts: 888
Necromancer addons are probably a bit oversaturated what with both Housepet and I having them, but there's nothing wrong with doing your own if you wanted.
I'd probably start with something simple like giving a class an extra tree or some tweaks - I jumped in with a massive Necromancer rework and that was definitely a mistake, as while I was capable of doing the code I didn't have the design knowledge to make something great.


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PostPosted: Tue Dec 15, 2015 12:37 pm 
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Joined: Tue Dec 15, 2015 12:26 pm
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First of all, am am pretty new to rouge-like games, no, i am not really afraid of ascii-like pseudo-graphics since i had zx-spectrum like pc in past(really like game about klingons :)). But it's take a (lot) time to learn such game, that's why i usually avoid them.

But this one is just a pearl, look pretty impressive with default tileset.

So there a question - game itself have only variety of items and sometimes of aviable zones. But all this zones (caves/maze/whatever it calls) is always similar. Tbh i don't think that i will have will to win this game for a few times because of this.

So finally there a question - is it hard to make mod/addon which randomly can add random locations with totally random boses/mobs? Or maybe which is able to change default cities/caves to something completely random? or there too much work?


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PostPosted: Wed Dec 16, 2015 4:08 am 
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Sher'Tul

Joined: Mon Jun 23, 2014 11:50 am
Posts: 1439
a few zones already have a chance to be generated in as an alternate version, however, the bosses are related to the lore.
for example:
the default korpul is is a dungeon filled with vermin molds and undead, and at the end of it, you find the shade.
however, it might have turned out, that it has been plundered by bandints.
while the it doesn't make much difference to the layout (except for the boss room), it will now be inhabited by rogues of all sorts, and critters. the slain shade also possess their leader.

when making your own, you can make a random boss that has no relation to the dungeon, but that just isn't the way of tome.

there is already a system, that allows random mobs, to be generated as "rare"(with a few class talents) or as a rand-boss, which always has a full class talent set (or 2) so you can just stick that on the end of your dungeon.


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