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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darkgod
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Re: The 1.00 Tweaks Topic

#61 Post by darkgod »

fixed
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

SageAcrin
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Re: The 1.00 Tweaks Topic

#62 Post by SageAcrin »

A few more random skill tweak ideas, since I feel unlazy enough to skim the lists.

-Curse of Defenslessness is sorta low on most people's priority list. It's a save lowerer that requires a save check.

It does, however, have a draw for Reavers, since it lowers Defense by checking Spell Save.

Enhancing that draw for them seems the most logical way to improve it. Movement Speed down would be a bit of a stretch, but it's the best idea I've had. Maybe half as much Movement Speed ( power=self:combatTalentSpellDamage(t, 15, 30) ) loss as their save/defense loss? It makes it fairly interesting for Reaver, which has fairly low mobility options, without actually being a strong mobility replacement(Reavers probably need to not be too mobile, or they'll get out of hand).

-Empathic Hex still is kinda iffy. A quick glance at the last five clearing Corruptors actually shows someone leveling it, this time, but I'm still not entirely sure why-at L3, for them, it was returning 18% of the damage enemies dealt to the player.

I think making it a straight up Martyrdom clone is boring, though-and, after dealing with enough Martyrdom near-death experiences, I don't think we really need more strong damage reflection.

Here's a neat idea-have it grant you power=self:combatTalentSpellDamage(t, 8, 40) (twice the amount of the damage reflection) percent of their own heals, in healing to you. That is, you heal 20-40% of the amount they heal, whenever they heal, while it's on.

This makes it fit the term "Empathic" better-they feel the bad you feel, and you feel the good they feel. (Of course, it's all beneficial for you, but that's why it's a hex.)

-Sunburst is still one of the least leveled damage spells for an Anorithil, and with Circles and Glyphs getting an excellent buff, I suspect it's going to degrade some in use.

But, just raising damage, like I suggested before, strikes me as boring this time. Why not have it heal self and friendlies for the same amount of damage it deals?

That's not a lot of heal, but it makes it something that, oddly, neither relevant class has-a skill that actually does direct healing values, as opposed to slow regeneration-to allies. And healing 100-200 damage along with your damage hit is nice, if not major. It makes it more interesting.

-Lightning Breath's average damage is 2/3rds of ("str", 30, 500). This makes it average out the worst of the breaths-it isn't majorly worse, it's just worse. 40, 600 seems like it would average out in the same general damage range as the others.

If the potential for spike damage is too high of a risk for PCs, though(It could be-that's a lot of damage if it goes for both the high end of the range, and critically hits.), another alternative is to up the daze rate for that particular skill-with the SVN change to Daze, that would be safe enough to PCs. It could reasonably be a scaling bonus with leveling, even. It would make it interesting while changing its role from "just another breath".

-I suggested this in passing in another topic, but adding a 0.5xtalent level Life modifier bonus to Augmentation, that would come into effect while you have a mindslot-equipped melee weapon(Anything that is not "is_focus", that is), would help out both extremely low life Mindslayers(Making the Yeek Mindslayer a bit less of a joke) and melee builds of Mindslayers.

Edit:

Small suggestion after poring over Dreaming Horror stats: Have Dreamscape scale normally for them, instead of being fixed at L10.

Level 10 Dreamscape apparently gives them an 80~% damage bonus even relatively early in the game, some 30% higher than L4(the baseline for most of their skills) would, and a duration capable of killing you reliably(that is, they have enough time to get 10 projections and kill them). This means that if you blindside around a corner into one, with a build that's poor at fighting them, the fight apparently seems to degenerate into "Does the Dreaming Horror Maelstrom you or does it do something else". And with the buffs to Distortion, the loss of Restless Night didn't actually hit them as hard as it would have, since "something else" is more competent now.

Considering that they, on close inspection, also have an insane tanking skillset including a fixed Regeneration infusion and Feedback at TL4-8, maybe they don't need a reliable kill button until higher levels. With a 4-10 scaling Dreamscape, they'd only be able to rip off a good chunk of your life in the Dreamscape earlier on, which might help with some problems people have had with them.

(As a disclaimer: I have yet to have this happen yet. I've had Dreamscape kill me much the way I described, but off a much higher power elite, though, and I've been trying to pore over common descriptions of wiping to them frustratingly, to find out what exactly is making people die so hard. This is my best guess.)

SageAcrin
Sher'Tul Godslayer
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Re: The 1.00 Tweaks Topic

#63 Post by SageAcrin »

Ak'gishil's Animated Swords are still "h"'s, rather than having a proper tile, in b43.

If this got fixed in trunk, I missed it.

bricks
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Re: The 1.00 Tweaks Topic

#64 Post by bricks »

More tweaks:

-Remove any dexterity scaling from Alchemist talents.
-Allow golem talent/stat investment from the player's talent screen (even if it's just a button that takes you to the golem's talent screen).
-Share inventory between alchemist and golem.
-Maybe remove or consolidate some Reaver trees? It's kind of a mess right now.
-Show alchemist gem effects on uncut gems.
-Fortune's Eye has an incredibly long description, making it really awkward to inspect.
-Get rid of Eliza and item ID'ing. The long-distance relationship isn't working.
-It'd be nice if the alchemist gem quiver meter showed the type of gem (both graphically and on hover) instead of a generic red gem.
Last edited by bricks on Tue Dec 11, 2012 8:39 pm, edited 1 time in total.
Sorry about all the parentheses (sometimes I like to clarify things).

eliotn
Wyrmic
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Re: The 1.00 Tweaks Topic

#65 Post by eliotn »

bricks wrote:
-Remove any dexterity scaling from Alchemist talents.
-Allow golem talent/stat investment from the player's talent screen (even if it's just a button that takes you to the golem's talent screen).
-Share inventory between alchemist and golem.
-Maybe remove or consolidate some Reaver trees? It's kind of a mess right now.
-Show alchemist gem effects on uncut gems.
-Fortune's Eye has an incredibly long description, making it really awkward to inspect.
-Get rid of Eliza and item ID'ing. The long-distance relationship isn't working.
1.Agree about the dexterity scaling thing. Might be good to have another way to increase range.
2.Agree to this too. Also it might be interesting to allow the alchemist to improve the golem's talents.
3.Just consolidate everything into one inventory, adding a button to switch between Alchemist and Golem.
4.I don't think its a mess.
5.Good idea.
6.Can't comment on this.
7.Yeah it isn't working. I like the item ID'ing aspect but perhaps a more appropriate flavor is in order?

bricks
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Re: The 1.00 Tweaks Topic

#66 Post by bricks »

Item ID'ing has a few weird cases too, namely when playing as the slave in the Ring of Blood and when looking at the alchemist golem's starting equipment. It's needlessly confusing.

Also: The Ring of the Dead still doesn't say what it does, just more confusing flowery lore (sorry Grey :P). It should clearly state what it does.
Sorry about all the parentheses (sometimes I like to clarify things).

Dwindlehop
Halfling
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Re: The 1.00 Tweaks Topic

#67 Post by Dwindlehop »

There is no quest for the tier 1 dungeons. A new player who completes Trollmire or whatever will see Into The Darkness and try to find the Maze or something.

Dwindlehop
Halfling
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Re: The 1.00 Tweaks Topic

#68 Post by Dwindlehop »

Ben Cruthdar's quest should trigger in a larger area. I do not believe I have ever triggered him when he was an actual challenge except on purpose, after I knew he was there and wanted the xp.

Zonk
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Re: The 1.00 Tweaks Topic

#69 Post by Zonk »

Dwindlehop wrote:Ben Cruthdar's quest should trigger in a larger area. I do not believe I have ever triggered him when he was an actual challenge except on purpose, after I knew he was there and wanted the xp.
Also, why actually have the choice to accept or refuse since there's no downside to starting the quest and you can go and do it anytime? It just adds a chance of replying 'no'by mistake..unless some people somehow hate that quest and don't want a cluttered quest log.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

greycat
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Re: The 1.00 Tweaks Topic

#70 Post by greycat »

Fungal Growth (in wild-gift/fungus) gives a 6-turn weak regeneration effect when you get a heal applied to you. Free regen, yay? No. Not yay, because a weak regen blocks you from using a stronger regen. It basically puts your regen infusions on cooldown for 6 turns.

Possible solutions:
  • Make all regeneration effects stack, always.
  • Make regeneration effects from different sources stack (no using 2 regen infusions at the same time).
  • Allow the player to remove a regen effect at any time.
  • Allow one regeneration effect to replace another one.
  • The above, but only if the new one is stronger than the old one.
  • Allow Fungal Growth's effect to stack with regen, but no other combinations. That would make Fungal Growth similar to Cursed's "Unnatural Body" which, I think, stacks with normal regen...?

SageAcrin
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Re: The 1.00 Tweaks Topic

#71 Post by SageAcrin »

The solution to Fungal Growth is that you can turn off temporary effects-like regens-by (rightclicking, I think it was?) on the effect icon. So basically, #3's already in.

Dex scaling on Alchemist feels fine to me. Weird, but they can get by without boosting Dex at all, and it fits thematically, so not a huge problem.

Reavers have cluttered skills? They have 11 categories. Corruptor has 11.

Berserker, for reference, has 14. Archer, one of the simplest playstyles in the game, has 10. I'm not really seeing this, what am I missing here?
Last edited by SageAcrin on Tue Dec 11, 2012 11:55 pm, edited 1 time in total.

bricks
Sher'Tul
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Re: The 1.00 Tweaks Topic

#72 Post by bricks »

It'd be dandy if that was noted on talents that were disabled due to effect overlap like life/mana regen.
Sorry about all the parentheses (sometimes I like to clarify things).

greycat
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Re: The 1.00 Tweaks Topic

#73 Post by greycat »

When you die, a user interface dialog box pops up and prevents you from doing anything. You're cut off from all of the tactical information you had access to before your death. If you're lucky, you can maybe reverse engineer the log (either the in-game one, or more often, the one you redirected to a file on disk, because the in-game one does not go far enough back) and try to guess what happened.

It would be very useful if you could see the thing that killed you. If it's an NPC, then you want to see its effects, its stats, etc. Maybe you'd be able to figure out how/why it killed you, and avoid making the same mistake again.

Dwindlehop
Halfling
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Re: The 1.00 Tweaks Topic

#74 Post by Dwindlehop »

Zonk wrote: Also, why actually have the choice to accept or refuse since there's no downside to starting the quest and you can go and do it anytime? It just adds a chance of replying 'no'by mistake..unless some people somehow hate that quest and don't want a cluttered quest log.
You know, it is probably more change than a 1.0 tweak, but this might be a good low-risk place to introduce the count down mechanic.

darkgod
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Re: The 1.00 Tweaks Topic

#75 Post by darkgod »

Done
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

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