The 1.00 Tweaks Topic
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Re: The 1.00 Tweaks Topic
Give Equilibrium regen on rest, like is done for manasurge runes.
EDIT 2: so that classes without Meditation can recover Equilibruim without the tedium of needing to use Resolve, on-hit effects, healing nexus, or the Fungus tree.
EDIT: change the description of Impending doom to mention that killing the caster ends the effect.
EDIT 2: so that classes without Meditation can recover Equilibruim without the tedium of needing to use Resolve, on-hit effects, healing nexus, or the Fungus tree.
EDIT: change the description of Impending doom to mention that killing the caster ends the effect.
Last edited by lukep on Fri Dec 14, 2012 7:07 am, edited 2 times in total.
Re: The 1.00 Tweaks Topic
I thought this already happened when you have meditation.lukep wrote:Give Equilibrium regen on rest, like is done for manasurge runes.
<darkgod> all this fine balancing talk is boring
<darkgod> brb buffing boulder throwers
<darkgod> brb buffing boulder throwers
Re: The 1.00 Tweaks Topic
Nerf rare/unique bladed horrors, give them combat.physspeed, instead of combat_physspeed. This would make them about as powerful as others, instead of 4x as deadly.
Re: The 1.00 Tweaks Topic
Sradac: That would be me that looked. I don't mind it not working with all spells, but it would be nice to have the friendly fire status of talents mentioned in the description/tooltip. Melinda would agree after she got accidently hit be an Echos from the Past.
Curse of Death/Impending Doom: Could change the heal block to healing mod reduction. Something like -50 to -100 of the base.

Curse of Death/Impending Doom: Could change the heal block to healing mod reduction. Something like -50 to -100 of the base.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: The 1.00 Tweaks Topic
Change Reshape Weapon and Reshape Armour into passive effects, they are just tedious to use, currently.
Re: The 1.00 Tweaks Topic
On the web site's characters pages (e.g. http://te4.org/user/36/characters), color-code the lines (or something) to show which ones are dead, alive, or winners.
Re: The 1.00 Tweaks Topic
Make Luck a visible stat. With a tooltip explaining it too please.
My feedback meter decays into coding. Give me feedback and I make mods.
Re: The 1.00 Tweaks Topic
In the levelup dialog, the tooltip for stats (Str, Dex, etc.), under "Stat gives:", the game only shows the differences due to the stats that you've changed in the current instance of the dialog.
I think it would be useful to show the effect of the stat's current value, as well as the effect of the additional points assigned in the current dialog instance. Currently, if you open up the dialog and mouse over "Dexterity" for example, you just see:
Stat gives:
Defense: 0.00
Ranged defense: 0.00
Accuracy: 0.00
Something like this would be nicer:
Stat gives:
Defense: 3.50 +0.70
Ranged defense: 3.50 +0.70
Accuracy: 10.00 +2.00
(Of course you can choose other colors/layouts... I was going to demo it with yellow but it looks horrible on the light background of the forum.)
I think it would be useful to show the effect of the stat's current value, as well as the effect of the additional points assigned in the current dialog instance. Currently, if you open up the dialog and mouse over "Dexterity" for example, you just see:
Stat gives:
Defense: 0.00
Ranged defense: 0.00
Accuracy: 0.00
Something like this would be nicer:
Stat gives:
Defense: 3.50 +0.70
Ranged defense: 3.50 +0.70
Accuracy: 10.00 +2.00
(Of course you can choose other colors/layouts... I was going to demo it with yellow but it looks horrible on the light background of the forum.)
Re: The 1.00 Tweaks Topic
Allow arrows and shot to be made/bought in the merchant shop.
Re: The 1.00 Tweaks Topic
The in-game tombstone for "Annei Caffrey" could use a bit of... something. I'm not quite sure what. The lady was still alive when ToME development started, and probably when the tombstone was added. Now with her passing, I feel that the in-game monument should be more special somehow.
Maybe put the real birth and death years, minus 1900. The birth year (26) is already in this format; the death year could be changed to 111. But that doesn't seem to be enough by itself.
Maybe some artwork? One of the tomestones has a rose on it. Maybe have Shockbolt draw a nice little dragon?
Maybe put the real birth and death years, minus 1900. The birth year (26) is already in this format; the death year could be changed to 111. But that doesn't seem to be enough by itself.
Maybe some artwork? One of the tomestones has a rose on it. Maybe have Shockbolt draw a nice little dragon?
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- Spiderkin
- Posts: 543
- Joined: Sat Feb 11, 2012 1:12 am
Re: The 1.00 Tweaks Topic
I'd like it if, when wearing something with multiple possible slots, (rings, mindstars and daggers when dual-wielding, one-handers with corrupted strength, maybe refitting gems on a golem) the game would ask which item I want to replace, rather than having to do a remove-equip dance.
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- Posts: 1
- Joined: Wed Dec 19, 2012 9:27 pm
Re: The 1.00 Tweaks Topic
stinkstink: +1
I also like the idea of a way to differentiate item comparison when dual wielding. Unless I'm missing some function that does just that I tend to shy away from the hassle DW any weapons.
I also like the idea of a way to differentiate item comparison when dual wielding. Unless I'm missing some function that does just that I tend to shy away from the hassle DW any weapons.
Re: The 1.00 Tweaks Topic
Make some sort of visible status indicator that tells us when the game has fully connected to the server. Somewhere on the main menu page. So we can wait on hitting "new game" or "load game" until it has connected. So we don't get "Online profile disabled due to (made up reason that really means didn't connect to the server)" and then have to repeat the process over and over and over.
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- Wyrmic
- Posts: 212
- Joined: Tue Apr 10, 2012 5:33 pm
Re: The 1.00 Tweaks Topic
Very +1.Armour Training: I hate this talent. Why have shields that require 12 str, when you need 21 str to take the talent to let you equip them. I'd be much happier if you didn't need a talent to say whether you can equip something, just have the stat requirement on the item.
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Once again. I want to say that staffs deserve some boost in bashing things with it. Non-artifact staffs should be more viable main weapon choice.
I think staffs should give on hit effect (preferably scaled with spellpower and\or tier) . The effect should be based on the type of damage selected. This will make damage type switching more fun and will not boost casters or staff channelers in any way
Another, simpler option is to boost existing brands with on hit effects. Again it will not help pure casters in an way, but may make staffs (especially purple ones) more viable to other characters.
I want high magic barbarians that will be at least partially viable

Re: The 1.00 Tweaks Topic
In the character vault, there's no indication of which campaign was played (unless you open the character sheet). There's a "Game" column with the word "tome" in it, which I guess is a T-Engine with 3rd party modules thing. Would be nice to have the campaign there instead, or in addition.