The 1.00 Tweaks Topic

All new ideas for the upcoming releases of ToME 4.x.x should be discussed here

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yabluchko
Wayist
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Joined: Thu May 10, 2012 7:48 pm

Re: The 1.00 Tweaks Topic

#106 Post by yabluchko »

Crafty hands prodigy requires 50 dex, but dex is useless for alchemists now. so, requirements should be changed.

phantomglider
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Joined: Fri Jan 20, 2012 12:13 am

Re: The 1.00 Tweaks Topic

#107 Post by phantomglider »

Crafty hands is fine as is. It's not like Magic is a core stat for Summoners (Blighted Summoning) or Rogues (the magic trap-and-poison prodigy). It's an alternate build option.
<Ferret> The Spellblaze was like a nuclear disaster apparently: ammo became the "real" currency.

Dekar
Spiderkin
Posts: 559
Joined: Wed Jan 26, 2011 3:47 pm

Re: The 1.00 Tweaks Topic

#108 Post by Dekar »

Tutorial adjustments, very quick writeup:

Basic Tutorial:

-Remove "Welcome (name)" from first dialog.

Movement: Add autoexplore?

melee combat: replace attack with accuracy. rightclick char AND THEN INSPECT. change armour to armor

objects: rightlick yourself AND THEN INVENTORY. add: inscriptions have unlimited uses once inscribed

talents: stun does not render it unable to harm you for a few turns anymore. shield wall reduces accuracy, not attack. block talent is not mentioned

experience and levels: category point can open inscription slot ( dont remember what uses for cat point were mentioned ). prodigy points are missing. maybe add the levels where cat and prodigy are gained. rightclick on yourself AND SELECT Levelup!

[do not get surrounded: add shove info? there appears to be no shove in tutorial, so meh]

ranged combat: no more infinite arrows, add reload info

final wolf drops rod of return x_X

Dekar
Spiderkin
Posts: 559
Joined: Wed Jan 26, 2011 3:47 pm

Re: The 1.00 Tweaks Topic

#109 Post by Dekar »

advanced tutorial:

combat stats are not displayed on the left under minimap anymore, either charscreen or tooltip

dodging orcs: accuracy now works in range of 20 instead of 10, making them less likely to dodge?

combat stat calculations info after shoving: "difference of ten is the magic number that maximizes success", is now 20? mentioned multiple times in that dialog

bleeding duration: guys often just shrug it off now! isnt mentioned anywhere

confusion vs gale: confusion is now hardcapped to 50%, gale often blows you back -> frustrating. middle guy can blow you past the next shield to the top. maybe reduce mana gale cast range for the mages by 1

shield references the important 10 point rule as it "usually results in mere two-turn reduction of timed effect durations". also lacks the shrugging off change with medium saves


orcs dont apply off balance on you (was removed on normal attack crits?)

last shield could mention to save and exit



post v1:
do not hand out the transmo chest in both tutorials
all kinds of tutorial talents have the default icon in the advanced tutorial

yabluchko
Wayist
Posts: 24
Joined: Thu May 10, 2012 7:48 pm

Re: The 1.00 Tweaks Topic

#110 Post by yabluchko »

phantomglider wrote:Crafty hands is fine as is. It's not like Magic is a core stat for Summoners (Blighted Summoning) or Rogues (the magic trap-and-poison prodigy). It's an alternate build option.
necromancers can take Blighted Summoning as they use magic, but alchemists have zero dex skills, and no other class have imbue item. prodigy that nobody can use is bad prodigy.

supermini
Uruivellas
Posts: 800
Joined: Tue May 15, 2012 11:44 pm

Re: The 1.00 Tweaks Topic

#111 Post by supermini »

yabluchko wrote: necromancers can take Blighted Summoning as they use magic, but alchemists have zero dex skills, and no other class have imbue item. prodigy that nobody can use is bad prodigy.
Use +dex items to qualify.
<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers

wobbly
Archmage
Posts: 400
Joined: Tue Jul 03, 2012 8:35 am

Re: The 1.00 Tweaks Topic

#112 Post by wobbly »

I'd be happy with item swapping for talent requirements finally gone but I may well be in a minority there.

phantomglider
Archmage
Posts: 372
Joined: Fri Jan 20, 2012 12:13 am

Re: The 1.00 Tweaks Topic

#113 Post by phantomglider »

yabluchko wrote: necromancers can take Blighted Summoning as they use magic, but alchemists have zero dex skills, and no other class have imbue item. prodigy that nobody can use is bad prodigy.
First off, there's still the magic traps-and-poisons prodigy. Second, any class can have Imbue Item if they pick up Stone Alchemy from an escort. The purpose of prodigies like that is to provide alternate build options. You can make an alchemist with nothing but mag, con, and cun and completely ignore Crafty Hands...or you can sacrifice some of a stat and get Crafty Hands. It's a choice!
<Ferret> The Spellblaze was like a nuclear disaster apparently: ammo became the "real" currency.

supermini
Uruivellas
Posts: 800
Joined: Tue May 15, 2012 11:44 pm

Re: The 1.00 Tweaks Topic

#114 Post by supermini »

phantomglider wrote:he magic traps-and-poisons prodigy. Second, any class can have Imbue Item if they pick up Stone Alchemy from an escort. The purpose of prodigies like that is to provide alternate build options. You can make an alchemist with nothing but mag, con, and cun and completely ignore Crafty Hands...or you can sacrifice some of a stat and get Crafty Hands. It's a choice!
You don't need to sacrifice a stat. It's perfectly plausible to get to 50 dex with +dex items. I've qualified for voratun plate armor with a corruptor using only +str items.

Alternate build is 50 mag for blighted summoning on summoners as you kinda need that stat if your summons are going to have any spellpower. Alternate build there is to dump con and boost mag. Imbuing works just fine without dex.
<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers

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