Alchemists will now be able to fully control their Golem's O

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darkgod
Master of Eyal
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Alchemists will now be able to fully control their Golem's O

#1 Post by darkgod »

In a bold move, the Alchemist's Guild of Maj'Eyal has finally hacked the control crystals, derived from Sher'tul tech, that power all their golems!
Every alchemist has been given an usage manual and should now be able to have root access to their golem.
No more dying because your golem was too dumb, you can now program them exactly as you desire. In C !

https://www.youtube.com/watch?v=zT-RKAi0vTA

This update to golems should be available Very Soon (tm) to all Alchemists of Maj'Eyal!

PS: The Alchemist's Guild wishes to thank http://jslinux.org/ and Fabrice Bellard for their amazing work!
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

grobblewobble
Archmage
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Re: Alchemists will now be able to fully control their Golem

#2 Post by grobblewobble »

darkgod wrote:No more dying because your golem was too dumb, you can now program them exactly as you desire. In C !
With me being the programmer, I am not too sure about the golem behaving less dumb. ;)

Very awesome!

GlassGo
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Re: Alchemists will now be able to fully control their Golem

#3 Post by GlassGo »

Cool!
English isn't my native language.

Reidan
Higher
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Re: Alchemists will now be able to fully control their Golem

#4 Post by Reidan »

Awesome, thanks!

Morikal
Cornac
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Re: Alchemists will now be able to fully control their Golem

#5 Post by Morikal »

Emacs is better. :twisted:

stormbringer
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Re: Alchemists will now be able to fully control their Golem

#6 Post by stormbringer »

I realize the OP was posted on April fool's day but i have some foolish questions so:

i want to alter the alchemist's golem (as well as add some golem related talents for thier masters later.)

but so far i have only been able to do so by cheating with the lua console using an existing character and that character's golem.

i can give the golem talents but i have no idea how to alter the golem's equipment slots.

i want to evolve the golem so that it's hands, neck and feet so they can use rings, and what ever.

Also; my outline of an idea is to add extra golemancy trees which do things like extend the golem control range, allow the golem's master or mistress to deactivate the golem peacefully, grant equipment slots, educate the golem for a broader but still restricted list of talents, give the golem supplemental AI routines (some useful and others just for immersion.) There are some talents that don't harm friendlies that the golem's limited ai could not mess up. like the illusion, distortion and explosives talent groups.

immersion would mean stuff like the golem commenting about things you are doing or seeing or doing or having happen to you or it. commenting on upgrades. for example asking for an upgrade, saying it would be useful if i could ________, or "oh hey! i just thought about how i could equip an extra gem!" or maybe idle behaviors when not in combat, in town, while the main character rests, or in the fortress.

i do not yet know whether these can just be bought using the players talent points or if golem/alchemy lore must be uncovered by quests or incidental to the regular quests.

i think expanded golems could include closer anthropomorphic conformation of the regular golem to speciation into homononculi, similacrums, tulpas and possibly tulku.

but i guess the first step is to learn about the standard template and i want to start by learning how to grant additional equipment slots to the standard golem.

so anyhow; where is the default golem template and how do you view and edit it?

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