ToME: the Tales of Maj'Eyal

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 Post subject: Isaacssv552's Addons
PostPosted: Wed Jan 25, 2017 12:08 am 
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Wayist

Joined: Thu Mar 12, 2015 11:12 pm
Posts: 17
Adjustable Levelup
http://te4.org/games/addons/tome/more_a ... vel_points
Allows the player to customize the leveling process greatly.
Covers:
Scalar multipliers for most stats.
Control of intervals between stat gains.
Control of both location and extent of respecing.
Control of both number and diversity of adventurer categories.
Control over use use of category points to enchance mastery.
Level and stat limits.

CON Buff for Undead
http://te4.org/games/addons/tome/undead_die_at
This addon gives undead die_at when they point points into constitution. It also multiplies the constitution bonus by 1.5 for ghouls. It seemed odd for necromancers to have easy die_at but not actual undead.

Improved Staff of Awakening
http://te4.org/games/addons/tome/caldizar
Makes the Staff of Awakening sentient and lets it upgrade itself with the power of absorbed bosses. I am planning to add additional sentient weapons in the future.
Also adds a quest to make the Sher'Tul fortress fly again and a Sher'Tul race. Both are currently beta. Flight is mostly working, but trying to land on planets other than Eyal may cause glitches. The race is mostly operation, but the final talent may cease to work for reasons unknown and the graphics aren't very good because I have no skill with GIMP.

Item Vault Tweak
http://te4.org/games/addons/tome/items_deleveled
Just removes restrictions on Item Vault storage. The Spire of Telos or Staff of Absorption will no longer be stuck in your inventory if you aren't using them on a pose-game character, you can pass them on.

Arcanum Tweak
http://te4.org/games/addons/tome/force
Arcanum classes with spell/force use spell/aegis instead.


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 Post subject: Re: Isaacssv552's Addons
PostPosted: Mon Jan 30, 2017 2:24 am 
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Wayist

Joined: Wed Mar 16, 2016 10:05 am
Posts: 23
The Sher'Tul stuff could be really interesting, but they're so overpowered you should probably give this the cheat tag.


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 Post subject: Re: Isaacssv552's Addons
PostPosted: Mon Jan 30, 2017 10:46 pm 
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Wayist

Joined: Thu Mar 12, 2015 11:12 pm
Posts: 17
Melac wrote:
The Sher'Tul stuff could be really interesting, but they're so overpowered you should probably give this the cheat tag.

They're very much intended to be optional at this point. I haven't even finished making the talents work 100% (the capstone doesn't always trigger properly) so no balancing at all yet. They also have a 100% experience penalty, so they're intended to have the best racial talents as compensation. If they show up as enemies then I'll fix that, and if you have advice on balance I'll take it into consideration.


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 Post subject: Re: Isaacssv552's Addons
PostPosted: Wed Jun 07, 2017 10:21 am 
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Wayist

Joined: Wed Aug 24, 2016 7:41 am
Posts: 22
Try as I might, I just cannot get this to work with the everything is unique addon. Is there anything I can do on my end to make it work? It seems like they both overload actor.lua, but I don't think I can take the machete to either of them.


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