ToME: the Tales of Maj'Eyal

Everything about ToME
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PostPosted: Mon Feb 27, 2017 10:46 pm 
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Higher

Joined: Tue Sep 20, 2016 1:28 am
Posts: 72
Location: Eyal
Interesting. Looking forward to whatever happens next.


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PostPosted: Mon Mar 20, 2017 12:33 am 
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Joined: Mon Mar 20, 2017 12:03 am
Posts: 1
Hey, I found a minor typo in the Fire Drake class quest. In "Reflections: The Dragons Within" it says 'litte' where it should be 'little'. I'm just a stickler for good spelling, so I'll post any typos I find in this addon/module. I'm really enjoying this so far. Great work on it! :)


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PostPosted: Tue Mar 21, 2017 8:24 am 
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Archmage

Joined: Tue Mar 01, 2016 9:50 pm
Posts: 382
@Lilith Dragmire
A MAJOR, all-inclusive update is coming somewhat soon for it. As I'm obsessed with spoilers and first impressions, I can't really say much about it yet other than that I'm honestly ashamed at how "lame" the current version is compared to what's coming soon. That said, look forward to A LOT of improvements regarding Fire Drake and Drakelings (and not just typos and spelling corrections lol)

To give you a bit of a teaser: The "Dragon Scales" tree is going to allow you and your drakelings to be "nourished" by elements other than just fire, so you'll be able to dabble with the idea of being something other than a fire dragon in the future (you'll still be forced to take Fire Drake Scales, however).

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PostPosted: Thu Mar 23, 2017 8:17 pm 
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Higher

Joined: Tue Sep 20, 2016 1:28 am
Posts: 72
Location: Eyal
I am really looking forward to whatever is next.


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PostPosted: Sun Mar 26, 2017 1:07 pm 
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Thalore

Joined: Sun Dec 18, 2011 1:41 pm
Posts: 120
I quite like this addon's story, though it does have its issues. Ritch's issues have already been discussed, but all the creatures share a common extremely severe disability (I cannot overestimate how severe it is): Not being able to use inscriptions. And the things they get, such as the talents in the Natural Combat tree, simply aren't enough. The only way to remove status effects is to either use the extremely unreliable talent that clears a random including 0 number of physical conditions or eat an wild infusion which consumes both a turn and the infusion itself. So you have extremely limited resources for removing conditions particularly mental or magical ones, and with the reusable talent you have a 20 turn cooldown which is longer than most wild infusions, plus you might not even clear any condition when you urgently need it.

And in actual practice, I found Hydra to be lacking in burst healing. Don't know about the other summons, but in order to get burst healing, you need to remove your primary source of passive healing, and then you're stuck without any healing for a good number of turns. Not to mention that depending on much regeneration you have left, the burst healing might not even be much at all.

...The lack of good escape options really hurts, too. The Natural Combat talent that grands you movespeed doesn't give a high effect and if you already popped another Natural Combat talent, odds are it's on cooldown.

Basically if the Natural Combat tree's to function as an inscription replacement, it needs major improvement. My suggestions are as follows:
  • Remove Consume's receiving of infusion effects upon eating it, but keep the other effects (max HP increase, etc.). ToME's philosophy deliberately eschews limited use resources, but Consume's design brings that back into the game, and I don't think that benefits the addon. This does mean you'll be munching on inscriptions as soon as you find them unless you want to keep them for corruption reduction, but I suppose that's okay.
  • Improve Natural Combat talents as needed to make the creatures viable without inscription.
  • Add stat based scaling to Natural Combat active effects where it make sense. That way you can have endgame worthy effects only when you have endgame worthy stats. Maybe also talent level based scaling, but I'd recommend changing the talents to 5 levels instead of 10 if you do that.
  • Do something about those talents putting each other on cooldown. Maybe remove that feature entirely.
  • Add methods of removing mental and magical effects. Replacing healing infusions isn't necessary, though, the creatures already have their own individual healing trees. Do improve said trees as necessary to accord for lack of infusion based healing.


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PostPosted: Sun Mar 26, 2017 3:58 pm 
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Archmage

Joined: Tue Mar 01, 2016 9:50 pm
Posts: 382
@Kaja Rainbow
This add-on is still VERY incomplete, despite how it may look-- Especially the current 6-month-old version lol

Rest assured-- Most of what you've described is (mostly) rectified-- But you'll just have to wait and see the improvements yourself when the update comes out. As I've said: I don't like spoilers, and I'm not going to tease anybody with the exact details when it's not really "around the corner" yet.

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Creator of the (rather large) "Odyssey of The Summoner" add-on pack


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PostPosted: Sun Mar 26, 2017 6:00 pm 
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Thalore

Joined: Sun Dec 18, 2011 1:41 pm
Posts: 120
Good to hear! As I said, I really like the story. It's a very interesting addon.


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PostPosted: Mon Mar 27, 2017 12:50 am 
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Archmage

Joined: Tue Mar 01, 2016 9:50 pm
Posts: 382
A quick PSA to any new players:

I have confirmed that the current version of OoTS has various incompatibilities with the newest version of ToME. I DO NOT recommend keeping the add-on active if you are NOT playing an Avatar-type run-- And even if you are, there is still some overloaded code that will subtly break some things under the lid, so I recommend steering clear for now.

If you DO wish to play it anyways, I can no longer promise 100% functionality-- Especially not with damage calculations... It seems those have changed a tad bit.


... That is all.

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Creator of the (rather large) "Odyssey of The Summoner" add-on pack


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PostPosted: Mon Mar 27, 2017 8:18 pm 
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Higher

Joined: Tue Sep 20, 2016 1:28 am
Posts: 72
Location: Eyal
Okay. Thanks for the warning.


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