fixes that NEED to happen

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

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rage12345
Posts: 1
Joined: Tue Dec 17, 2013 5:19 am

fixes that NEED to happen

#1 Post by rage12345 »

Paid for this on Steam.

Need to change this subject Z fight...it is ridiculous..the stupid animal you need to save has few hit points, and the boss starts hitting him too many blocks away from you to save...foolish and frustrating

Sandworm level is annoying and pointless in a perma death game

Zero random levels makes for a rather dull game when you restart over and over again..looking at the same starting areas time and time again, same villages, same everything is lackluster to say the least

classes and abilities are great, just not a fan of some of the features of the game, and think they need tweeking for the commercial market

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: fixes that NEED to happen

#2 Post by SageAcrin »

Areas within zones, and many tier 1/2 zones currently have an entirely different alternate version. Towns probably could use an alternate version at some point, though.

Saving the Yeek is pretty hard, but I'm rather surprised that "something is hard" is a fix that needs to happen. Surely the game's killed you a few times by now. :)

A good trick for saving him is using defensive abilities on him. A popular way to save him is to use Teleport on him, from Conveyance.

Sandworm is... Or, at least, was, a pretty debated zone, and IIRC there at least used to be an addon to simplify it, if people wanted. I don't remember the last time people really hated it, before this, though... has been a while, I think it's since suffocation stopped being instant death. That's the main risk there, as the damage from tunnels collapsing on you can't be fatal.

TheSlayer
Cornac
Posts: 44
Joined: Thu Nov 14, 2013 7:55 am

Re: fixes that NEED to happen

#3 Post by TheSlayer »

SageAcrin wrote:That's the main risk there, as the damage from tunnels collapsing on you can't be fatal.
Actually, it can. But not the first collapse; it takes a few turns in a row (say, trying to outrun the tunnels)

I agree with you on everything else though.

Subject Z is supposed to be hard. Unlocks only have to be completed once, and you eventually get two classes from this one. The Master feels pretty hard too the first time, but not once you've learned your stuff. Same thing, 2 permanent unlocks from him.

There are plenty of random levels. There could be more, but the rarity of finding a giant [spoiler] in the middle of Old Forest is what makes it so thrilling when it happens.

Sandworm level is annoying, no doubt. The problem is that it's not bad if you know the ways around it. Why not ask for help instead of complaining? Admittedly, we need a better wiki so you can look things up. It's in progress. Tips, in order of relative importance, effectiveness, and reasonable availability, as per my own judgement:
1) Bring a teleport.
2) Bring a method of becoming Undead (belts, lamps, and a few other things) so you don't need to breathe and you can wait out being trapped in comfort. Or be undead.
3) Bring a Wild Speed infusion, which lets you outrun most "trapped" situations.
4) Some classes have abilities to tunnel instantly. Ineffective if it's on cooldown. Bad AI pathing can cause havoc when relying on this method. Take care.
5) Use a Line-of-Sight teleportation or swapping ability, which lets you outrun the remaining "trapped" situations.
6) Learn the way the sand works and you'll face this problem seldom, if ever. But always bring backup in case you screw up.
7) When certain bugs occur, a forced crash may be in order to prevent you from losing your character entirely to shenanigans. I don't recommend this as a way of getting around genuine game mechanics.

Final and most important tip: Don't try to play through such a complex game on the Roguelike setting your first try. You need the forgiveness of Adventure Mode to learn the game. I just beat it in 0 deaths for my third win, but I was on Adventure Mode anyway. Not Exploration Mode, obviously. Infinite lives is just silly.

Sianist
Halfling
Posts: 106
Joined: Fri May 10, 2013 2:10 pm

Re: fixes that NEED to happen

#4 Post by Sianist »

TheSlayer wrote: Final and most important tip: Don't try to play through such a complex game on the Roguelike setting your first try. You need the forgiveness of Adventure Mode to learn the game. I just beat it in 0 deaths for my third win, but I was on Adventure Mode anyway. Not Exploration Mode, obviously. Infinite lives is just silly.
That is ... unless you migrate from other roguelikes, were death is par the course

Robsoie
Wyrmic
Posts: 256
Joined: Sat Sep 24, 2011 12:15 am

Re: fixes that NEED to happen

#5 Post by Robsoie »

Some races/classes combo simply can't save the yeek from Subject Z, they do not have a skill that would prevent the yeek to be killed in a couple of turn.

That said, there are some races/classes that can actually save the yeek very easily.
By example the mages classes have access to the Conveyance tree that features the teleport/phase door spell, and when the spell are improved to level 4 they can target a creature (the yeek or the Subject Z) to send them away, not just you, and at level 5 you can even design the location you want the targeted creature to be teleported.

So to get the unlock related to saving that yeek with a yeek, be sure to use such class, as it's then very easy to save the yeek.
Last edited by Robsoie on Tue Dec 17, 2013 9:43 am, edited 1 time in total.

cttw
Archmage
Posts: 394
Joined: Sat Oct 22, 2011 10:31 am

Re: fixes that NEED to happen

#6 Post by cttw »

You cant complain about repetitive dungeons and then complain about the sandworm level. I find it hard, creative, fun and refreshing. You can explore all of it or go down as soon as you find the exit. And with an awesome reward that is significantly better than the reward you get from the other same tier dungeons (Old Forest, Daikara and The Maze)

catwhowalksbyhimself
Wyrmic
Posts: 249
Joined: Sun Aug 15, 2004 1:19 am
Location: Plainville, CT

Re: fixes that NEED to happen

#7 Post by catwhowalksbyhimself »

Subject Z is optional, as is saving the Yeek. It's not a big deal if you can't, and it won't mess up your current game.

The Sand Tunnels aren't that bad once your used to them. Move quickly through the tunnels, following the worms, then wait it out in the safe areas.
"I am the cat that walks by himself. All ways are alike to me."
--Rudyard Kipling, "The Cat That Walked By Himself"

jenx
Sher'Tul Godslayer
Posts: 2263
Joined: Mon Feb 14, 2011 11:16 pm

Re: fixes that NEED to happen

#8 Post by jenx »

Robsoie wrote:Some races/classes combo simply can't save the yeek from Subject Z, they do not have a skill that would prevent the yeek to be killed in a couple of turn.
??? I can't think of any. I am pretty sure I have saved him with every class. All you need is a way to disable/stun/isolate/sleep him and then kill him quickly.

And the simplest solution is simply to do this dungeon after the East, so you are level 40 or over. No need to tackle him early on.
MADNESS rocks

Robsoie
Wyrmic
Posts: 256
Joined: Sat Sep 24, 2011 12:15 am

Re: fixes that NEED to happen

#9 Post by Robsoie »

Robsoie wrote:Some races/classes combo simply can't save reliably the yeek from Subject Z, they do not have a skill that would prevent the yeek to be killed in a couple of turn.
that's what i should have wrote, because if the creature resist your disable/stun/sleep skill, that's a turn just lost and the skill on cooldown, the yeek has then been hit (as Subject Z prioritize it over you) and is now near dead, and next turn he will be dead.

while some other classes like the mage classes have a 100% reliable way to save the yeek by teleporting him out of reach, the summoners can have the summoned turtle to distract the Subject Z long enough (as it taunt it to attack it instead of the yeek) , similarly to the necromancer "bunnies" from the curse of the meek skill that will attract the attention from the yeek long enough too.

tylor
Wyrmic
Posts: 285
Joined: Thu Mar 07, 2013 5:18 am

Re: fixes that NEED to happen

#10 Post by tylor »

I'm more annoyed with escort-related randomness. Having or not Paladin and Anorithil as int-based class, or seer as Shadowblade makes a lot of difference.

Yeek saving is hard, but his bonus is not substantial.

As for sandworm tunnels, it is only problematic for AM classes, that can't use teleport rune. Easy fix for it would be to guarantee teleport torq in Zigur shop.

Mewtarthio
Uruivellas
Posts: 717
Joined: Mon Jul 16, 2012 6:03 pm

Re: fixes that NEED to happen

#11 Post by Mewtarthio »

Sandworm Lair is optional anyway (as is every zone on the main Western continent except Dreadfell and Reknor). You'll want to do it eventually, since it yields some very good rewards, but you certainly don't have to go there as soon as you get the quest. At least get a teleport rune before diving in.

SageAcrin
Sher'Tul Godslayer
Posts: 1884
Joined: Tue Apr 10, 2012 6:52 pm

Re: fixes that NEED to happen

#12 Post by SageAcrin »

That's the main risk there, as the damage from tunnels collapsing on you can't be fatal.
Actually, it can. But not the first collapse; it takes a few turns in a row (say, trying to outrun the tunnels)
Actually, it does 50% of your current HP to have a tunnel collapse on you.

Admittedly, I've never thought to ask which way that rounds, because the only way you could kill yourself doing that is getting a tunnel collapsed on you a few dozen times and being a Skeleton/having airlessness gear, and by definition, if you have those, staying in the wall and letting another Tunneler come by is safer than trying to rush out of a tunnel that's already hitting you.

So maybe it can kill you alone, but realistically it takes the air loss or an extra enemy to do it.

Tharsonius
Halfling
Posts: 103
Joined: Wed Dec 04, 2013 11:49 pm

Re: fixes that NEED to happen

#13 Post by Tharsonius »

tylor wrote:I'm more annoyed with escort-related randomness. Having or not Paladin and Anorithil as int-based class, or seer as Shadowblade makes a lot of difference.
theres an addon solving this issue, succor and easement. its only for tome 1.01 but i didnt have problems using it on 1.04-1.10. lets u choose the type of escort when it spawns.

sure its easement - but on some weaker classes or if u want to make a build were u just need a specific escort tree reliably, why not.


about subject z, most classes can just open door, use a movement infusion and walk between the yeek and subject Z - this way u can make it even as a melee with low control skills.

undead characters without any teleport/movement buff and low dmg output would have the hardest time to save him imo but i think theres no need to change it.

the mouse dream is far more inbalanced imo, but already has been reworked i think for the current version

Sirrocco
Sher'Tul
Posts: 1059
Joined: Fri Apr 23, 2010 4:56 am

Re: fixes that NEED to happen

#14 Post by Sirrocco »

...and the real answer to the mouse dream is to just let yourself die. As long as you were keeping your HP up before that, it's not that big a deal. Still, I would agree with some of the earlier posters. It sounds like you are mostly feelign frustrated at the game. Try Adventurer mode. It reduces that feeling of frustration significantly. Also, have a teleport when you head into the sandworm lair - a rune if nothing else. Being able to teleport out when you get stuck in a wall helps a *lot*.

The Revanchist
Uruivellas
Posts: 762
Joined: Sun Nov 03, 2013 12:14 am

Re: fixes that NEED to happen

#15 Post by The Revanchist »

I lost three of my first characters in the Sandworm lair. Most of which had already killed the queen. Of course, I had gone antimagic, so no teleports for me... They all managed to suffocate to death.

I think after that I took the entire game seriously. Dying against tough enemies is fun, but against your own stupidity... Not so much. I think everyone can expect to grow out of the second one sooner or later, though, which is good.

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