More Slime Achievements

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

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

More Slime Achievements

#1 Post by TheSlayer »

Mister Darkgod sir,
The slime pit is wonderful.
I've cleared about half the level without getting more achievements past 500 walls. Can we have more? I'm probably going to be fighting level 200 slimes soon with Vain Pursuit, my godlike vanilla Adventurer build, and I'd like to hold a record ;)

Going for clearing the entire level of course. Only died once, which is when I finally started engaging defensive abilities (shields, etc.) at slime level 112. Sorry everyone, but he's frozen online at the point where he fought Atamathon, due to a bug that is recorded and had to be addressed with "Cheat Mode" at Darkgod's instruction (or he'd be stuck on the Eidelon Plane forever).

Also, my other character to attempt the slime pit has Stone Alchemy and gets 500-700 AU per visit. Probably not intended. Not that it matters at all, as you get more/better rewards from the slimes than you do from the merchant (and the risk merits it by far).

Last, but not least, there needs to be an intentional unlock feature for accessing this arena. If I do build a character to intentionally visit the pit, it currently must be Thalore. It should at least be granted automatically on winning the game. I got very lucky with Vain Pursuit.

Thanks again for the epic mini-gamemode that is the slime level. Regards,
LP

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

Re: More Slime Achievements

#2 Post by Sirrocco »

I agree completely that winning the game should unlock all of the "maybe" dungeons.

If there isn't an achievement for clearing all the walls, there should be.

Also, I am totally stoked about this result to our little discussion on how to make the slime level non-grindable.

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

Re: More Slime Achievements

#3 Post by TheSlayer »

Sirrocco wrote:I agree completely that winning the game should unlock all of the "maybe" dungeons.

If there isn't an achievement for clearing all the walls, there should be.

Also, I am totally stoked about this result to our little discussion on how to make the slime level non-grindable.
Reading and contemplating your discussion prompted both my slime self-challenge and some serious thought on the topic. I thought it best for obvious reasons to get some experience amongst the slimes myself before voicing an opinion. Glad you think it's a good solution!

Note: Should race/class specific dungeons become available? I don't really see a compelling reason. However, for Lore's sake the [spoilers] should drop a "tome" or "book" detailing the "lost (places?) of Maj'Eyal" in addition to the Awakened [spoiler]. That makes the revelation of previously unknown zones a lore-friendly event.

Edit: Either the slimes have a diminishing gain as they level over time, or it just takes so much longer that it feels so. Halfway point has the slimes at level 156 up from 46 at start. Also, ALL walls in this level turn into slimes. That means that controlled grinding would be super easy with Ice Wall. I'm assuming dream walls would do the same, not sure about stone walls (off to test!)

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

Re: More Slime Achievements

#4 Post by TheSlayer »

Slimes are level 192 now. I'm kinda ticked about this character's profile never updating. It would be cool to let people see what the slimes drop, etc.
Here's the skill breakdown for anyone looking to play this kit:
http://te4.org/characters/73546/tome/f6 ... a9fd89263f

Bugs:
1) Stone Alchemy allows you to pretty much bypass loot price scaling in the Sludgenest.
2) ANY wall will become slimes, which is counter-intuitive and lorebreaking (though it's hilarious, challenging, and a big plus factor in slime battles). This includes Ice Walls, Forge Walls, and Stone Prison.
3) Loot scaling is not working properly. I'm no code diver, but the rewards were best at boss levels 110-150. It has become very noticeable that the random artifacts are not nearly as good as they were then. So much so that many of them are tier 4, which is happening frequently since about boss level 180.
4) It may be a bug that a character marked as a "cheater" is never properly updated to the new version, and so isn't found in the character vault. I've never used the developer mode ("cheat mode") before except to debug this character as advised by DG, so please advise if you have info.

Multiple icewall casters, spamming summons, using Evasion, with 20-30k HP, is no joke. Mainly because the Icewalls turn into more uberslimes, and you need around 120 Accuracy just to hit them semi-reliably before Evasion removes half your successful hits. Steamroller is of limited utility, mainly when you can target their summons and splits and build up +100% damage. But about 1/4 slimes use Juggernaut anyway, so you lose your bonus just as you think you're going to take them down. Got knocked to 600s twice in HP. Not a good sign. Having to use GWF and Perfect Strike now. I might pull points and max Perfect Strike to make this less of a headache.
Vain Pursuit: >1000.
Slimes: 1.

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