Search found 1262 matches
- Tue Apr 16, 2013 2:32 am
- Forum: Ideas
- Topic: Concise proposals
- Replies: 38
- Views: 13477
Re: Concise proposals
No need to be snarky, Guevara-chan. I wasn't attacking you.
- Thu Apr 11, 2013 6:32 pm
- Forum: Ideas
- Topic: Concise proposals
- Replies: 38
- Views: 13477
Re: Concise proposals
[*][/b] With Zigur being secretive citiy of secretive brotherhood it's actually a little strange to see their patrols being so easily discernible from ordinary adventurers pack. Could they just stop wearing those T-Shirts "I'm classified magehunter" while on such missions ? I really wonde...
- Sun Apr 07, 2013 6:17 pm
- Forum: Ideas
- Topic: Please, can we have SLOW immunity?
- Replies: 8
- Views: 2504
Re: Please, can we have SLOW immunity?
Differential actions speeds are probably the most difficult effects to balance since they translate a continuous value into a heavily discretized variable. Apart from complete removal, which would require redesigning large fractions of the game, there could be a secondary effect to speed changes. Sa...
- Sun Apr 07, 2013 6:08 pm
- Forum: General Discussion
- Topic: Late game dreariness
- Replies: 32
- Views: 9958
Re: Late game dreariness
Yeah, not a fan of the Prides. Repetitive, and extremely stressful. Bad combo.
- Thu Mar 21, 2013 3:27 pm
- Forum: Ideas
- Topic: Sanguisuge/Drain should mention range increase
- Replies: 10
- Views: 3105
Re: Sanguisuge/Drain should mention range increase
I'm pretty sure it's just talent level, but it would be worth a mention.
- Wed Mar 13, 2013 8:06 am
- Forum: General Discussion
- Topic: multi tile enemies
- Replies: 10
- Views: 23855
Re: multi tile enemies
Actually, I think movement is the most trivial issue when it comes to multi-tile creatures. It's the graphical depiction, AI, and special effects (knockback or AoE, for example) that are most difficult to reason about. There certainly are solutions to these problems, but in general I'm not sure it's...
- Fri Mar 08, 2013 3:52 am
- Forum: General Discussion
- Topic: [Discussion] DarkGod needs idea on how to unlock Oozemancer
- Replies: 25
- Views: 7088
Re: [Discussion] DarkGod needs idea on how to unlock Oozeman
Hell, just provide a few conditions, and require some, all, or one. Kill a unique slime boss, traverse the slime tunnels, kill X slimes/molds/oozes, drink a "bottle of viscous green liquid."
- Thu Mar 07, 2013 6:06 pm
- Forum: General Discussion
- Topic: Orcs Campaign: How, When , Why, What! [important]
- Replies: 130
- Views: 117235
Re: Orcs Campaign: How, When , Why, What! [important]
It's not like "Humans, elves, and halflings team up to travel across the world and defeat an unknown ancient threat and their horde of orcs" sounds like the most original plot, but look at how things turn out. ToME's orcs are already pretty far removed from Tolkien's, and I think they'll m...
- Fri Mar 01, 2013 2:50 am
- Forum: General Discussion
- Topic: Orcs Campaign: How, When , Why, What! [important]
- Replies: 130
- Views: 117235
Re: Orcs Campaign: How, When , Why, What! [important]
I was about to say that Kickstarter was a bad idea, but then I realized that the reason I dislike Kickstarter is because it's all flash and no substance (while ToME is already quite substantial). I'm still not sure how I'd vote. If you go the Kickstarter route, might I suggest a low main target with...
- Tue Feb 26, 2013 12:42 am
- Forum: Development
- Topic: No escorts on boss levels?
- Replies: 2
- Views: 2067
Re: No escorts on boss levels?
I'd rather see an intentional placement of the bosses away from the stairs, so it'd still be a possibility (just more unlikely). Getting jumped by the Master right as you come up the stairs is a little anticlimactic anyway.
- Tue Feb 26, 2013 12:38 am
- Forum: Ideas
- Topic: Small Hurricane boost
- Replies: 13
- Views: 4653
Re: Small Hurricane boost
The tying of Hurricane procs to daze seems like the greater issue. I'd rather the check be applied on lightning damage, or for stun immunity to be ignored for the purposes of applying Hurricane. Trading damage for crowd control seems reasonable without adding a confusing immunity check. Of course, t...
- Sun Feb 24, 2013 8:31 pm
- Forum: Ideas
- Topic: [1.0] Remove teleport traps from Vor Armoury
- Replies: 19
- Views: 6454
Re: [1.0] Remove teleport traps from Vor Armoury
bricks: Most traps are faction-based and monsters won't trigger them. Er, did I imply otherwise somewhere? My "tactical" comment was more in regards to using short-range teleport traps to reposition yourself, not to lure enemies onto the traps (which could also be cool, but I'd assume tha...
- Fri Feb 22, 2013 4:30 am
- Forum: Ideas
- Topic: [1.0] Remove teleport traps from Vor Armoury
- Replies: 19
- Views: 6454
Re: [1.0] Remove teleport traps from Vor Armoury
In that case, the game might as well roll a dice when you enter the zone and kill you based on the outcome. If Vor Armoury must have teleport traps, they should be changed to something interesting. Traps are pretty dull anyway.
- Thu Feb 21, 2013 12:20 am
- Forum: Ideas
- Topic: continuous aoe ground effects
- Replies: 10
- Views: 3666
Re: continuous aoe ground effects
I think there are subtle ways to indicate which tiles are affected. Scanning over every tile with the mouse is absurd, and despite the heavy graphical treatment, ToME should not try to pretend it isn't on a grid. We might as well have projectile paths drawn as pixel-perfect lines instead of showing ...
- Tue Feb 19, 2013 8:19 pm
- Forum: Spoilers
- Topic: Reset unlocks and Pyromancer?
- Replies: 2
- Views: 3130
Re: Reset unlocks and Pyromancer?
I'm pretty sure you can change that number manually, though I don't recall where. Pyro/cryo have always been handled a little differently. Same might be true of the Reaver unlock.