Infinite dungeon, design 'features'

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PeterW
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Joined: Tue Jan 23, 2007 6:56 am
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Infinite dungeon, design 'features'

#1 Post by PeterW »

Just a comment, around level 120 it becomes unplayable, I did make it to L127, just for giggles.

O.K. the NPC's with 100% resist everything you can lure away from the stairs, run down - not great, because in doing that you lose the XP you desparately need to level but ... that's a choice you can make.

Eternal bone giant with 100% resist everything regen and fearscape ?. Please :evil:

Easiest fix, cap the resistance on the NPC's to 90 maybe 95%, if the player resistances are capped, NPC's should be as well.

It was challenging up to that point, which I didn't mind, but that, excessive :)

Pete

Theyleon
Thalore
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Joined: Fri Mar 15, 2013 9:58 am

Re: Infinite dungeon, design 'features'

#2 Post by Theyleon »

This is why the infinite 500 mod exists, to try and fix these problems.

Pretty sure the some of the changes in the mod are being merged into the main game.

darkgod
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Re: Infinite dungeon, design 'features'

#3 Post by darkgod »

The player can find ways to penetrate resistances. :)
And you are supposed to die in the ID ;)
[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 ;)

Hachem_Muche
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Re: Infinite dungeon, design 'features'

#4 Post by Hachem_Muche »

These are exactly why I started the Infinite500 addon. See http://forums.te4.org/viewtopic.php?f=50&t=35016

This has been a large effort involving changes to approximately 500 talents and other game mechanics, but it's now possible to get to at least character level 250 without playability issues.
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

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