ToME: the Tales of Maj'Eyal

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PostPosted: Sat Feb 16, 2013 9:26 pm 
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Higher

Joined: Sat Oct 20, 2012 7:47 pm
Posts: 77
that's about as specific as I can be, the bug is not exclusive to stone warden however


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PostPosted: Fri Mar 15, 2013 6:46 am 
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Uruivellas

Joined: Thu Nov 18, 2010 6:42 pm
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Version 1.8 for ToME 1.0.1, including the new Oozemaster talents can be downloaded at

http://te4.org/sites/default/files/game ... 0v1.8.teaa

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PostPosted: Tue Apr 02, 2013 4:30 pm 
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Uruivellas

Joined: Thu Nov 18, 2010 6:42 pm
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ajfluffy wrote:
I ran into a new timed event where I had to defend a fort for 200 turns.... It does not look like it was finished and is a HUGE death trap. Just a caution to anyone else that finds it heh. Waves of unique mobs that don't seem to stop even after the timer ends O_o

Just a fair warning: In version 1.8 you may see a new portal in tempest-peak. This is a new event that is not finished yet (In particular, it has not been play balanced.) It's generally safe to enter for a few turns, but staying for the timed event is likely to get your character killed.

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PostPosted: Tue Apr 02, 2013 5:45 pm 
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Sher'Tul Godslayer

Joined: Fri May 07, 2004 8:26 pm
Posts: 2000
Location: Nahgharash
Does the 1.8 version include new potions for mindstar mastery and staff mastery, now that those are available in shops? If not, can we get those included? (With appropriate rarity levels, of course.)

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SadistSquirrel wrote:
DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.


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PostPosted: Tue Apr 02, 2013 11:00 pm 
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Spiderkin

Joined: Sat Feb 11, 2012 1:12 am
Posts: 543
Those trees were just tacked onto the potion that gives you Combat Training and shoot, not a new item.


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PostPosted: Wed Apr 03, 2013 1:40 am 
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Uruivellas

Joined: Thu Nov 18, 2010 6:42 pm
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That's correct. the potion of martial prowess teaches four talent trees.

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PostPosted: Wed Apr 03, 2013 2:16 am 
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Thalore

Joined: Thu Jan 17, 2013 2:49 pm
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Hachem_Muche wrote:
ajfluffy wrote:
I ran into a new timed event where I had to defend a fort for 200 turns.... It does not look like it was finished and is a HUGE death trap. Just a caution to anyone else that finds it heh. Waves of unique mobs that don't seem to stop even after the timer ends O_o

Just a fair warning: In version 1.8 you may see a new portal in tempest-peak. This is a new event that is not finished yet (In particular, it has not been play balanced.) It's generally safe to enter for a few turns, but staying for the timed event is likely to get your character killed.


It was super scary! Tons of unique corruptor orcs and xorns


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PostPosted: Wed Apr 03, 2013 4:26 am 
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Sher'Tul Godslayer

Joined: Fri May 07, 2004 8:26 pm
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Location: Nahgharash
How is this connected to infinite 500? Do I see an 'end level' for infinite 500 coming?

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Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:
DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.


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PostPosted: Wed Apr 03, 2013 4:37 pm 
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Uruivellas

Joined: Thu Nov 18, 2010 6:42 pm
Posts: 744
It's a new event (like the drake cave) that I've developed to appear periodically in the I.D. to provide access to shops and a challenging (and hopefully fun) scenario. The Tempest-Peak portal is just an artifact of testing -- I thought I had removed it before releasing version 1.8.

This event is now ready for play-testing except for some performance issues, which I am working with darkgod to correct.

I have no plans to include an "end-level" in Infinite500.

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PostPosted: Thu Apr 04, 2013 12:46 am 
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Sher'Tul Godslayer

Joined: Fri May 07, 2004 8:26 pm
Posts: 2000
Location: Nahgharash
Finally! A use for cash in the Infinite Dungeon again!

As for end level, Awwwww.... Was hoping for a titantic duel with a god on some obscenely deep level. (5000 perhaps?) Perhaps an additional (even bigger) fight with a Sher'tul afterwards, but oh well. Shops are nice too.

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Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:
DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.


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PostPosted: Thu Apr 04, 2013 3:44 pm 
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Uruivellas

Joined: Thu Nov 18, 2010 6:42 pm
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Something special at level 500 would be appropriate, wouldn't it?

The priority now is to make sure that it's possible to get to level 500 first. From looking through the character vault, I see very few characters making much past 50-60 in the I.D. though.

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PostPosted: Sun Apr 07, 2013 1:11 am 
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Sher'Tul Godslayer

Joined: Fri May 07, 2004 8:26 pm
Posts: 2000
Location: Nahgharash
Interesting idea from a different topic, crossposting here...

Coolthulhu wrote:
Supporting and bumping.

Also, I'd love incompatible events not to trigger. I play a bit of ID and there's no way I'm gonna go do bearscape from there (unless somehow a rod of recall spawns - I have already got Orb of Many Ways).


From: http://forums.te4.org/viewtopic.php?f=39&t=37456

Discussion relates to allowing/disallowing the special events (bearscape/poosh/etc) to appear by a toggle, with support so we didn't receive them in ID. Rather, I'd wonder if infinite500 can pick up on the event pushes, and randomly place a portal to the relevant area, which returns us to the next floor. (You're beginning on this path with your new special area anyhow, you just need to tie in the event pushes as well.) Would love to be able to nab the Axe of Fluffy Evil when it gets pushed for my ID characters, and poosh could be quite useful to wilders. If the idea (or part of it.) is to give ID characters all the advantages that a main-game character would have, it seems appropriate to give them the event push bonuses as well.

Wouldn't even necessarily have to spawn portal immediately after event push, just randomly generate it on a later floor, maybe the next one, maybe 10 floors on, etc... Seems like this wouldn't be too hard to do... But then again, I don't know a ton about how the event pushes work.

Any hope for this?

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Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:
DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.


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PostPosted: Sun Apr 07, 2013 5:11 pm 
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Uruivellas

Joined: Thu Nov 18, 2010 6:42 pm
Posts: 744
It could be possible in the future, but the pushed events are not present in the main game files and so an addon would need to detect and modify the zone definition before it's loaded.

The special events are designed to be encountered on the worldmap, so, among other things, the event would need to loaded on appropriate levels, be set to disallow the rod of recall within (and exit back to the I.D.), and have appropriate item drops.

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PostPosted: Thu Apr 18, 2013 11:24 pm 
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Cornac

Joined: Fri Feb 17, 2012 2:16 pm
Posts: 41
This mod breaks summoners a little. The usual Cunning-based summon limit seems to have been removed, letting a lvl 1 summoner with 13 cunning summon all of their pets at once when they should only be able to send 1 out at a time.


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PostPosted: Fri Apr 19, 2013 5:35 pm 
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Uruivellas

Joined: Thu Nov 18, 2010 6:42 pm
Posts: 744
Good catch. The summoning limit was a little bit too generous at low cunning levels. Fixed for the next version.

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