Two small QoL fixes?

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Stormfox
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Two small QoL fixes?

#1 Post by Stormfox »

I posted the first one over on steam, but since its more likely to be read here and I wanted to post a second one anyways, here the copy:

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The following has been bugging me for a few years now:

When you walk on a chest, open it, and it drops an item, wether you get ambushed or not the autoxeplore will not pick up that item, likely because it rightfully thinks you already were on that space before. So if you forget to step aside and back on the chest before you hit the button, off you zoom through the level.

Oh, and autoexplore runs right past actually interesting stuff like demon statues or portals, but stops at completely unneccessary stuff like fonts of life.

Darkgod, if you ever were to revisit the autoexplore code, it would be great if these issues could be worked out.

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Then there is the relatively new attune mindstar power. Right now it swaps elements of whatever you have in your hand(s). The problem with that is in 99% of all cases, you would want use it to swap the element of the star you just found so it matches the other. Which the current skill can not do without equipping *just* the one you need to change, but not the other. A simple fix could be that the mainhand always gets swapped but the offhand always gets attuned to the same element that the mainhand just got. That way you would at worst have to click the skill in your bar twice, but not have the hassle of having to un-equip one, hit the button, then re-equip.

PseudoLoneWolf
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Re: Two small QoL fixes?

#2 Post by PseudoLoneWolf »

I'm gonna officially support both of these ideas, and I wish I had them first. I've been playing ToME so long that I've sort of developed some highway blindness towards its idiosyncrasies, like autoexplore's weirdness.

While we're addressing this, I'd also like to know why resting will automatically wait until my Rod of Recall is at completely full charge even though I have a second charge in it available to use, but won't wait until racial talents or even Rush has cooled down completely. I often find myself holding down the 5 key to rest an extra 20-30 turns after resting is "done" cause half my shit is still on CD. (That's an exaggeration - not really half. Literally I only remember seeing this on racial talents and Rush. But why those...?)

Similarly, resting usually stops a few turns before the Rod of Recall fires off, and you have to rest a second time to wait out the rest of the timer. But upon an extra press of R, instead of "stopped: all health/resources full" like you get in the other case, it actually kicks off another proper rest-until-reset that waits out the rest of the recall timer. I'm not actually sure if this is intended or not, as having that break there would give you the option to cancel the recall before it fires off but I can say with certainty that I have never once rested with the recall timer ticking if I intended to cancel said recall.

For full clarity it should be noted that I always use the zOmnibus Lite addon set by zizzo but none of that should be impacting either of these issues. I have paid special attention to make sure my weird resting issues aren't caused by misuse of Timed Rest. On a separate note all of these fixes (and some in the main zOmnibus fat pack) are brilliant and should be considered for inclusion into the base game if zizzo approves. Seriously massive increase in quality of life (mostly) without affecting balance.
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Zizzo
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Re: Two small QoL fixes?

#3 Post by Zizzo »

PseudoLoneWolf wrote:On a separate note all of these fixes (and some in the main zOmnibus fat pack) are brilliant and should be considered for inclusion into the base game if zizzo approves. Seriously massive increase in quality of life (mostly) without affecting balance.
*blush* (bows) :wink:
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GlassGo
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Re: Two small QoL fixes?

#4 Post by GlassGo »

Third quality of life feature for alz-gamer people:
Add an ability to write down notes in game.
Or to make map marks.
Better both.
Text notes I need cause sometimes I plan a build, gather info for it what to do when, then I coud stop to play it for some time, and completely forgot all the details. So it would be neat to have some simple small journal in game.
Also - it's hard to track all the special zones that spawned, like intimidating/dump cave, lich rat crypt, tentacle trees etc.
So map marks, that could be read somewhere without loading zone.
English isn't my native language.

Cathbald
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Re: Two small QoL fixes?

#5 Post by Cathbald »

GlassGo wrote:Third quality of life feature for alz-gamer people:
Add an ability to write down notes in game.
Or to make map marks.
Better both.
Text notes I need cause sometimes I plan a build, gather info for it what to do when, then I coud stop to play it for some time, and completely forgot all the details. So it would be neat to have some simple small journal in game.
Also - it's hard to track all the special zones that spawned, like intimidating/dump cave, lich rat crypt, tentacle trees etc.
So map marks, that could be read somewhere without loading zone.
those are things zomnibus already do
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You can go here for a compilation of everything I wrote, plus some other important stuff!

Includes general guides (inscriptions, zone, prodigies), and class guides (Demo, Anorithil, Bulwark, Zerker, Sblade)

Zizzo
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Re: Two small QoL fixes?

#6 Post by Zizzo »

Cathbald wrote:
GlassGo wrote:Third quality of life feature for alz-gamer people:
Add an ability to write down notes in game.
Or to make map marks.
Better both.
Text notes I need cause sometimes I plan a build, gather info for it what to do when, then I coud stop to play it for some time, and completely forgot all the details. So it would be neat to have some simple small journal in game.
Also - it's hard to track all the special zones that spawned, like intimidating/dump cave, lich rat crypt, tentacle trees etc.
So map marks, that could be read somewhere without loading zone.
those are things zomnibus already do
Specifically, you'd want Go to Landmark and Notes to Self, which, as Cathbald notes, are also available as part of ZOmnibus or ZOmnibus Lite. In fact, what you describe is more or less exactly what I use those addons for — I might make a note, for instance, that there's a damp cave entrance on level 2 of Old Forest, and then when I return to that level to do the damp cave, the landmark list helps me find the entrance. The landmark list also covers things like golden chests and tentacle trees; for vaults or Dreadfell's undead pits, you can also set your own landmarks to return to them.
"Blessed are the yeeks, for they shall inherit Arda..."

ZeroAffex
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Re: Two small QoL fixes?

#7 Post by ZeroAffex »

Cathbald wrote:
GlassGo wrote:Third quality of life feature for alz-gamer people:
Add an ability to write down notes in game.
Or to make map marks.
Better both.
Text notes I need cause sometimes I plan a build, gather info for it what to do when, then I coud stop to play it for some time, and completely forgot all the details. So it would be neat to have some simple small journal in game.
Also - it's hard to track all the special zones that spawned, like intimidating/dump cave, lich rat crypt, tentacle trees etc.
So map marks, that could be read somewhere without loading zone.
those are things zomnibus already do
I hear you, it's great that we have it as an addon but it would be BETTER if it were added to the game. Mods become obsolete all the time due to patches and stuff leaving their functionality up to the mod's creator to keep their mods up to date. While I love that we have such mods like Zomnibus, I'd rather see DarkGod & Co. just add it to the base game so that whatever happens, it's there.

@DarkGod My vote is YES.. to everything in this thread. Please spruce up the autoexplore as the OP said. I also want to say I like the idea to add the ability to write notes too--especially on weapons/armor, that's one of my favorite things about the Zomnibus mod :D Think it would be very useful to have in the base game.

And to add some flavor of my own though not really so much a QoL fix. I'd like to see more stats!

I know I know. We have a lot already and I should be grateful. We also have te4.org that logs runs. I still would LOVE to see a 'stats' page that can be accessed from the in-game menu that offers various goodies without the need to leave the game or even use internet.

For starters and to be more specific--stat tracking. It'd be awesome if the game logged how many monsters we've killed per run & every run, along with the random elites/bosses killed and how many times they've killed you. Other fun stats like 'distance travelled', total deaths, escorts saved/failed to save, escorts murdered and money earned would also be welcomed!

EDIT: Forgot to mention, I'd also like to see a section in the 'stats' page that is basically a morgue or cemetery; listing all our dead toons names, level and who killed them. Doesn't need to be more than that but any more you want to give (like the ability to click on them and see basically what we see when we visit te4.org showing equipment/skills/ect.) is welcomed. And then another page, that is super sexy looking, maybe bordered in gold and gems listing our winners. Like the morgue/cemetery, can be as simple as their name, race/class, difficulty and score though again, if you want to add more to it, that would be badass!

We already have a similar setup with the 'achievements' where it shows you the unlocks for your current game and then another tab for ALL your games. If you guys went about making a 'stats' page, i'd recommend just placing 'achievements' inside that as a selectable tab--that way everything concerning stats is located in a single location :D

Oh and a Bestiary.. Pleaseeeeeeeee. I want to nerd out on all the monsters/elites/bosses this game has to offer. Would be fun to see base line characteristics and of course their bio's to read. Might also be cool to show how many times you've killed a monster, times they've killed you and where they typically are encountered. The Bestiary might fit nicely inside the 'stats' page too now that I think of it should one get created.

Lastly and maybe most importantly (to me since I am a lore nerd) is allow us to read lore we've found without having to log in to a character to view it. Sometimes, I just want to read through all the lore I've amassed but that's only possible if I've unlocked the Fortress and accessed the library within it. I'd be super stoked if we could simply have a page in the game menu that is "lore" or "lore collection", something like that, that has inside it all the lore we've ever come across. I don't think it should just show all the lore the game has, only what you've unlocked. It would also send me over the moon if in the same 'lore collection' page, it had another tab that shows you all the artwork you've ever come across like from Halls of Agony, Yeti Caves, ect. That would be amazing!!!

tl;dr my own suggestions

1. stats page/stat tracking -- that can be viewed in-game through the main menu showing stats for current run and all runs ie. times you've died, winners, monsters killed, ect.

2. bestiary -- that can be viewed in-game through the main menu that has every monster/boss you've encountered with brief stats, bio, times you've killed them and times they've killed you.

3. lore collection -- that can be viewed from the game's main menu (without logging into a character) for us to view and read at our leisure. Including another tab for 'artworks' we've found to view and goggle over would be awesome too!

Anyways. Just throwing my 2C in. Hope everyone is doing good. Take care!!!

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