Is there any mod that makes unique monsters to follow rules?

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synek
Cornac
Posts: 33
Joined: Tue Mar 04, 2014 2:10 pm

Is there any mod that makes unique monsters to follow rules?

#1 Post by synek »

Hi,

I really like this game yet lately i hate more and more to play it as u can meet uniques that are cheating so hard that it is impossible to beat them.

Examples:

1. Uniques on lvl 6 having lvl 22 req. skills
2. uniques with multiple class skills which should never be put togehter
3. Uniques with armor over 100 (I cant even find a way how to do it with my chars)

Getting killed on lvl 5 in norgos lair by berserking snake which deliver 228 dmg without you even having chance to react (see. this thread http://forums.te4.org/viewtopic.php?f=38&t=44071) is extremly anoying as there is nothing you can do to prep yourself. Even in oldest arcades the floor twitched for second before trap door opened so you had a chance to dodge.

MAKE GAME HARDER BUT KEEP IT FAIR and at least not completely waste of time :D

Roguelikes are hard but there is hard in way you have to pay attantion and find the way how to play not 'hard' in sense - now i will kill you to make the game look harder (the game is otherwise pretty easy even on nightmare dif.).

xnd
Archmage
Posts: 307
Joined: Sat Mar 21, 2015 7:33 pm

Re: Is there any mod that makes unique monsters to follow ru

#2 Post by xnd »

I found the game unplayable due to this unless I totally cheat and so what i do is use the uniques addon to make them all unique and then cheat myself up to kinda where it seems right (though now I have managed to somehow get too powerful but there are various things to make enemies stringer and balance it).

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Is there any mod that makes unique monsters to follow ru

#3 Post by HousePet »

1 is a problem, but I didn't think it happened anymore.
2 is meant to happen. Usually they don't work well together anyway. You can get them back by playing Adventurer class and combining every class if you want.
3 is not generally an issue. They may have 100 armour but they usually don't have much armour hardiness and you still have armour penetration.
My feedback meter decays into coding. Give me feedback and I make mods.

synek
Cornac
Posts: 33
Joined: Tue Mar 04, 2014 2:10 pm

Re: Is there any mod that makes unique monsters to follow ru

#4 Post by synek »

1. Still happens
2. Well, why not put skills just from one class to make sure it will not produce atrocities like antimagic mages
3. It is issue on lvl 3

For example, why not take list of dead characters from web and create template for uniques according to them, players usualy pick the right skills so it should work fine and you will be able to produce equvalently difficult oponent instead of randomly generated monster which can be in 90% of time ignored and in 10% absolutely insane.

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Is there any mod that makes unique monsters to follow ru

#5 Post by HousePet »

How are you facing random uniques at level 3?
My feedback meter decays into coding. Give me feedback and I make mods.

Micbran
Sher'Tul
Posts: 1154
Joined: Sun Jun 15, 2014 12:19 am
Location: Yeehaw, pardner

Re: Is there any mod that makes unique monsters to follow ru

#6 Post by Micbran »

On normal, I never really had a problem with rates, or at least, the ones that drop salmon items. The ones that drop orange items didn't really give me trouble until high peak. Quite frankly, giving the rares access to just one class seems more dangerous. Generally, classes blend together and synergize with themselves, at least a multitude of classes means things like an anti magic archmage will show up, which is a blessing. And if you hate uniques that much, don't run the uniques addon at all. You'd probably have a heart attack on "all unique" mode.
A little bit of a starters guide written by yours truly here.

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