ToME: the Tales of Maj'Eyal

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 Post subject: New race - Demons
PostPosted: Sat Feb 12, 2011 8:09 pm 
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Low Yeek

Joined: Sun May 04, 2008 5:23 pm
Posts: 5
I am currently building a new category of races, demons, which start extremely weak, but can collect souls from fallen humanoids which they can use to permanently increase stats/abilities, or even gain new demonic-themed powers. They have limited class selection, being denied divine, afflicted, or corrupted; and certain sub-classes are restricted even further from there.

Some questions:
1- I remember it used to be possible to put any altered files in there own module and then require the ToME module for the sub module to run, the altered files would overwrite the orriginal tome files, and otherwise everything worked as per normal. I assume this still works, but don't know how to do it, and the instructions are no longer working in the wiki; if someone would tell me how to do that it will make it much easier for me to keep track of my changes.
2- I would like demons to get less stat points at level up compared to 'normal' races (They will eventually bridge this gap and possibly even exceed it as they spend souls)- is there any way to identify reduced stat points at level up?
3- Killing humanoids for souls works fine, but I might want to expand that to 'living things'- is there are simple 'was the thing I just killed living' command I can use. I also am currently just going 1 death = 1 Soulforce (modified by demonic race; some are better at collecting souls), however I potentially might want to make it 1 = basic enemy, 2= elite, 5=boss; or something similar- is there a good way to track that? Also how do I add the 'kill humanoids' tracker, I could make an achievement that can never be met (much like the reaver achievement) but there must be a better loop to put this inside.

Basic Outline
All demons will have low stats and hit points compared to equivalent other races-however there soulforge ability will make up that difference, possibly and then some; making them very hard to get started, but also giving them the potential to gain much more potency compared to there mortal brethren. There are currently three demonic sub-races:
imp- lowest overall stats, 6 hp/level, 1:2 soul processing, -25% EXP bonus, fireball power, fire immunity
succubus - combat stats equal to imp 4hp/level, 1:4 soul processing, 50% exp penalty, dominate power
Balrog- average stats, 8hp/level, 1:1 soul processing, 100% exp penalty, Balrog power tree

Things you can do with souls (in rough order of value)
souls required:bonus
->increase hit points 50:10
->Get stat point 100:1 (remember I want to ultimately make demons gain less stat points on level up, combined with there low HP it should always be difficult decision to get stats or hit points or save up for more impressive abilities)
->get generic point 200:1
->Get class point 250:1
->increase manna/equilibrium/stamina/psi 400:10
->gain water breathing 500
->gain flight 600
->increase resistances 750
->Gain an extra life 1000
->Increase MAX resistances 1000
->gain immunities (bleeding, poison, etc) 1250
->Get an extra category point 1500
->get an extra jewellery slot 2000


Concept of play
The Balrog is the 'baseline'- a Balrog fighter compared to a human fighter, assuming all souls are spent on hit and stat points, should be 25-50% superior to a human fighter at the same level (excepting the first few levels), but due to the EXP factor will take twice as long to get there. IE a human may make level 15 without any grind by the time they are done tol-fas, a demon may not get there until they are done either the maze or the old woods; but they will have 25-50% better stats/hit points then the human did at level 15. With that in mind- do the sub-races seem balanced, any ideas on how many souls each of the soul purchased abilities should cost? Upon consideration to prevent the imp from being 'be useless in exchange for an EXP bonus' they get the 1:2 soul processing and balrogs get 1:1, combined with innate fire immunity more class selections, and the innate throw fireball power they should prove useful in there own right.


Last edited by Starslayer on Mon Feb 14, 2011 6:08 am, edited 2 times in total.

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 Post subject: Re: New race - Demons
PostPosted: Sun Feb 13, 2011 12:28 am 
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Uruivellas

Joined: Sun Sep 05, 2010 5:11 am
Posts: 683
I think elites give more hate than normal monster for cursed. Try looking at that code.


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 Post subject: Re: New race - Demons
PostPosted: Tue Feb 22, 2011 8:52 am 
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Halfling

Joined: Fri Jan 07, 2011 8:49 am
Posts: 95
I love the idea but I worried it might take to long to be useful. I normally get the exterminator achievement (1000 kills) about level 12+. That is only 10 stats which if you give less stat per level than that is a net lose. Perhaps the higher level the enemy the more souls it gives and elite gives times 2 multiplier and bosses give a 5 multiplier


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 Post subject: Re: New race - Demons
PostPosted: Fri Sep 06, 2013 12:51 am 
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Uruivellas

Joined: Sat Aug 24, 2013 5:55 am
Posts: 801
I wonder what happened to this... did it ever come out?

I like the idea of essentially having to buy strength with kills. I'd like to endorse the scaling for bosses, elites, etc.

More so, I really like the customizable elements idea.


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 Post subject: Re: New race - Demons
PostPosted: Fri Sep 06, 2013 7:30 am 
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Archmage

Joined: Tue Jun 18, 2013 7:24 pm
Posts: 449
Delmuir wrote:
I wonder what happened to this... did it ever come out?

I like the idea of essentially having to buy strength with kills. I'd like to endorse the scaling for bosses, elites, etc.

More so, I really like the customizable elements idea.


Probably not, given that you rezzed a 2-year-old thread.

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 Post subject: Re: New race - Demons
PostPosted: Fri Sep 06, 2013 5:23 pm 
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Uruivellas

Joined: Sat Aug 24, 2013 5:55 am
Posts: 801
Yeah, I know but I figured I'd ask just in case...


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