It's lame when cat points etc don't do anything or after a point two levels are identical. Also using continuous functions is cooler.
So for instance, oozewalk can have energy = 1 / (1 + 4 * (self:getTalentLevel() - 1) ^ 2 / 49) which mostly lines up for all but the last few values, and also prevents bugs when a level 93 oozemancer worm that walks has over 13 oozewalk. Necromancer minions could also serve to get this. I can probably get a formula for them too, or any skill at all for that matter.
More continuous talent scaling (and avoided crashes)
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More continuous talent scaling (and avoided crashes)
Last edited by Umbrall on Sun Apr 28, 2013 5:47 am, edited 3 times in total.
Re: More continuous talent scaling (and avoided crashes)
I'm assuming you mean Oozewalk, in which case a cat point should have an effect.
A bit sloppy that it doesn't return a value after level 12 though.
A bit sloppy that it doesn't return a value after level 12 though.

My feedback meter decays into coding. Give me feedback and I make mods.
Re: More continuous talent scaling (and avoided crashes)
Well a cat point has some effect, but it's awkward.
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- Uruivellas
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Re: More continuous talent scaling (and avoided crashes)
Most of these issues, including the issues with oozewalk and necromatic minions are handled in the Infinite500 addon, which allows talents and core game mechanics to scale up smoothly past level 50.
I'm working with Darkgod now to incorporate most of these changes into the main game after ToME 1.02 is released.
See http://forums.te4.org/viewtopic.php?f=39&t=36408 for an example of the effects.
I'm working with Darkgod now to incorporate most of these changes into the main game after ToME 1.02 is released.
See http://forums.te4.org/viewtopic.php?f=39&t=36408 for an example of the effects.