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MoRE--A ToME expansion
Posted: Sun May 22, 2011 1:20 am
by catwhowalksbyhimself
I have mentioned this in irc and other places, but this is my first official announcement.
Currently under development is MoRE, a module that adds unofficial additions to the base ToME game. Anyone that has new additions for the game is free to contact me and I will try to include them. I am also open to experimentery changes like fiddling with the critical hits formula, for the example.
Here is a list of things planned for the first release:
By Goblinz
New races--Goblin and Lich
New classes--Deathknight, Ranger,
New skill trees--Transmutation, unnamed Arcane specialty tree
By me
New class: Charlatan
By marvalis
New class: Sand Stalker
Plans for the future
More classes and possibly races
Cursed items
More skill trees.
I will have more specific information when we get close to release. And before anyone asks, it will be ready when it will be ready. Anyone asking about this will be ignored.
Re: MoRE--A ToME expansion
Posted: Sat Aug 06, 2011 11:47 pm
by catwhowalksbyhimself
I am very please to announce that MoRE 0.0.1 has been released for Beta 31. This is very much a beta and probably has a ton of balancing and other issues, but should be playable. You will have to start over again with unlocks, I am afraid, but categories containing new things have now been unlocked by default. The new content is unlocked for now, but will probably have it's own unlock in a later release.
To install, unzip in the main beta 31 T-engine directory, then use the installer batch file included. When it asks you for permission to over-ride files, hit the 'A' key.
And with no further ado, here's the link.
http://freedomforceforever.com/more0-0-1.zip
Now for the official "stufflog" as Nagyhal called on the irc channel.
New Races by Goblinz
* Goblin
* Lich
New Classes
* Charlatan by catwhowalksbyhimself
* Ranger by Goblinz
New Talent Trees
* Transmutation for Alchemists by Goblinz
* Arcane Power by Archmages by Goblinz
* Throwing Daggers for Rogues, by catwhowalksbyhimself
Please inform me of any bugs or issues you might here.
Re: MoRE--A ToME expansion
Posted: Sun Aug 07, 2011 12:17 am
by madmonk
bat files are useless when using Linux.
So just copy into a folder labelled more.
[I just edited this when I realised this is a completely separate module, idiot me!]
Re: MoRE--A ToME expansion
Posted: Sun Aug 07, 2011 12:22 am
by catwhowalksbyhimself
The bat file does exactly that, it creates a copy of the ToME folder under the name MoRE, then over-writes it with the new files.
I would never touch the default module.
If batch files won't work for you, you can do it manually. Copy the tome module folder and re-name it more, then take the contents of the moreinstaller folder and dump them in there, over-writing everything. The batch file just does it all for you.
Re: MoRE--A ToME expansion
Posted: Sun Aug 07, 2011 1:57 am
by catwhowalksbyhimself
MoRE 0.0.2 is now out. This removes some test code accidentally left in the Charlatan, as well as fixing a few spelling errors, and changes the Goblin start text slightly.
If you already have 0.0.1 installed, use the updatemore batch file if you system can do patch files. Use the moreinstall batch file if you have not downloaded 0.0.1. If your computer can't use batch files, copy and rename the tome module folder to more of you don't have a more folder, then dump the contents of the moreinstaller folder into the more one.
Enjoy!
http://freedomforceforever.com/more0-0-2.zip
Re: MoRE--A ToME expansion
Posted: Sun Aug 07, 2011 5:28 am
by Goblinz
Nice to see this released. Hopefully others can contribute and make this even better. In the next release or two the death knight class will probably make it in. Currently it has no unlock but I am thinking of coding an invasion of Maj'eyal by some large undead host (Tar'eyal?) to provide unlocks for the death knight and future classes. So any cool ideas for an invasion would be welcome.
Re: MoRE--A ToME expansion
Posted: Sun Aug 07, 2011 6:01 am
by catwhowalksbyhimself
Also note some nasty bugs have snuck in that are pretty much gamestoppers. I'll try to get them fixed soon.
Re: MoRE--A ToME expansion
Posted: Sun Aug 07, 2011 6:22 am
by edge2054
I said this on IRC but not sure if you where around Goblinz...
Downloaded it and the goblin and the ranger both look pretty interesting. The talents for the ranger could use a bit of polish as far as descriptions go but for the most part they where well done.
Cat, the charlatan descriptions could use some love. Without looking at the code there's no way I'd be able to know how any of this scaled. I realize it's a very early release and while I commend you for having the ambition to do what your doing I urge you to put a bit more effort into your talent descriptions. While debugging and whatnot is important, keep in mind what the player sees. Anyone who downloads this and fires up the charlatan class is going to see that it's unpolished and will assume the rest of the module is as well.
Re: MoRE--A ToME expansion
Posted: Sun Aug 07, 2011 5:28 pm
by catwhowalksbyhimself
I'll go through the descriptions and will fix them up for 0.0.3.
Re: MoRE--A ToME expansion
Posted: Sun Aug 07, 2011 8:02 pm
by lukep
Great job with the additions, they certainly add variety to the game. Now for some comments (I haven't played them much, mostly just looking it over, so take it with a grain of salt):
Goblins
Bleeding Strike has range of 0.
I couldn't get any of their activated talents to work, they would try to index local "t" and fail.
Lich
Call of the Lich doesn't seem to be working, others are good, and very thematic.
Charlatan
Break Free: Did you change Time Prison to not skip time? If not then you cannot activate it while imprisoned.
As others have said, it needs more documentation.
Ranger
No out of combat way to regain Equilibrium makes them unique from other Wilders, not sure if this was intended or not.
Hit and Run: Range info and description are inconsistent
12/15 trees unlocked is more than any other class. For example Fighters (5/13), Arcane Blades (8/13), and Archmages (9/16 with unlocks), to name the classes with the next to most trees all have less. Maybe Dual Wielding/Archer/Slinger/Rogue/Wilder is too broad of a hybrid to give that many distinct talent trees for each aspect.
Wild Gift/Hunting is extremely powerful, Fast shot is basically multishot, but twice the damage and half the cooldown, and reducing shot gets to be like piercing arrow, but more powerful, recovering equilibrium, less cost, and a chance to blind.
Lethality changes dagger combat significantly with a one point investment. I would consider removing the tree, as it is currently not practical for bow rangers to use at all.
Transmutation
Looks good once I code dove to find information on it, Alchemists need more class trees to diversify.
Arcane Power
Effect switching could have some odd effects, such as gaining Shell Shield, or worse, Borrowed Time.
I didn't look too closely at the last talent, but if it makes the damage be 80% unaffected, and 20% arcane (for example) it would double the effectiveness of "10% chance to use talent on hit (spell)" artifacts, as well as resource leech. The same strategies that work for that would also work to leverage the effect switching.
Throwing Daggers
Not breaking stealth makes them very powerful, especially combined with elemental daggers that don't suffer the damage penalties to the same extent. Also, ranged attacks for melee classes are very good utility against archers and the like.
Re: MoRE--A ToME expansion
Posted: Sun Aug 07, 2011 9:04 pm
by Frumple
Possible weird bug. Dunno if it's in regular T4 or not, but I encountered it for the first time trying out a lich. Basically, I started up an alchemist, and one of the initial gems they start with was the crystal focus. Starting with an artifact gem in your inventory probably isn't intended behavior.
Re: MoRE--A ToME expansion
Posted: Sun Aug 07, 2011 11:27 pm
by catwhowalksbyhimself
Nothing was modified for the alchemist except for adding a new tree, so I don't see how that's related, but it's certainly not desired behavior.
Re: MoRE--A ToME expansion
Posted: Sun Aug 07, 2011 11:32 pm
by Frumple
Aye, I rather doubt it's MoRE's fault, it's just that the first time I encountered it was playing MoRE
Probably will cross post over in bugs in a bit.
Re: MoRE--A ToME expansion
Posted: Mon Aug 08, 2011 1:26 am
by catwhowalksbyhimself
MoRE is built directly over ToME, so any ToME bugs will almost certainly show up in MoRE as well.
Re: MoRE--A ToME expansion
Posted: Mon Aug 08, 2011 7:57 am
by Sradac
question on unlocks in MoRE...
I know you say we have to start over, but, are they completely broken as well? I have seen several summons get summoned from both orc summoners and honey trees, no summoner unlock.
Also completed the arena, no arena unlock.
Anyone else experience this? This is with a fresh install of 0.0.2