Extra Dungeons 0.5

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Waladil
Halfling
Posts: 103
Joined: Tue Jan 10, 2012 10:40 pm

Extra Dungeons 0.5

#1 Post by Waladil »

I'm releasing a mod! For completionists!

It does the following things:
A.) Changes the chance of Sludgenest and Caldera to 100% for all characters.
B.) Makes Irkk and Iron Throne accessible to all characters for their shops and dungeons.
C.) Raises the level cap to 75 because of the extra XP. (Possibly will be lowered to 60-ish)
D.) Raises certain dungeon levels to compensate for extra XP. (Mostly uncomplete)

For us completionists that like to do everything. The problem with doing most of this stuff myself is that I simply don't understand ToME's modding architecture, so the things I learned were incredibly ham-fisted. I say that I'm using a battle-axe to open a can of tuna, here. So right now it's a safe assumption that all other mods that do even remotely similar things are incompatible. Hopefully I'll be able to revisit it as I get better at lua code to increase compatibility.

Waladil
Halfling
Posts: 103
Joined: Tue Jan 10, 2012 10:40 pm

Re: Extra Dungeons 0.5

#2 Post by Waladil »

Realized that I ought to release multiple small addons rather than trying to force a lot of my ideas down peoples' throats. Which would also ruin compatibility.

So new version uploaded! All this one does is enable Iron Throne/Irkkk access, and make sludgenest and caldera 100%. Oh, and also increase the levels of the Irkkk dungeons to 25, because non-Yeeks can't do them until after Halfling ruins.

spiralrazor
Thalore
Posts: 151
Joined: Mon Oct 24, 2011 8:05 pm

Re: Extra Dungeons 0.5

#3 Post by spiralrazor »

Thanks for this; some race/class combinations really need an extra t1 or so.

Waladil
Halfling
Posts: 103
Joined: Tue Jan 10, 2012 10:40 pm

Re: Extra Dungeons 0.5

#4 Post by Waladil »

Also released is a bugfix update. Turns out you could take any character with a normal start (non-undead, yeek, archmagi... you get the idea), proceed directly to Escape from Reknor 3 and level up to 3. Fixed that by adding a check so that only Dwarves get free levels in Escape from Reknor. (Which, ironically, used code I essentially removed from the Ancient Halfling Complex.)

Doctornull
Sher'Tul Godslayer
Posts: 2402
Joined: Tue Jun 18, 2013 10:46 pm
Location: Ambush!

Re: Extra Dungeons 0.5

#5 Post by Doctornull »

Thanks for this!

I can't tell you how often I've been frustrated in the Brotherhood of Alchemists quest when I have all the ingredients for an elixer except for a Ritch stinger or a Naga tongue.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Waladil
Halfling
Posts: 103
Joined: Tue Jan 10, 2012 10:40 pm

Re: Extra Dungeons 0.5

#6 Post by Waladil »

Updated for compatibility with my new race.

Robsoie
Wyrmic
Posts: 256
Joined: Sat Sep 24, 2011 12:15 am

Re: Extra Dungeons 0.5

#7 Post by Robsoie »

Thank you for this, it's very helpfull for some race/classes combo that would benefit a lot from the additional experience. And able to visit 2 more towns is very nice for access to more shops

Would you consider adding those bonus dungeons Bearscape, Forest and Santascape that sadly never appear when playing offline, and only sometime when playing online ?

In case all of them at once would somehow be too much for the balance you may want to keep for the game progression, maybe have a random check at first to only allow the generation of 1 of those bonus zones ?

darkgod
Master of Eyal
Posts: 10750
Joined: Wed Jul 24, 2002 9:26 pm
Location: Angolwen
Contact:

Re: Extra Dungeons 0.5

#8 Post by darkgod »

The events are not in the game code
[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 ;)

ProfessorCirno
Cornac
Posts: 32
Joined: Tue Apr 23, 2013 2:18 pm

Re: Extra Dungeons 0.5

#9 Post by ProfessorCirno »

Dunno if you're still around, but the mod causes both the apprentice and the hermit to no longer appear in the 1.5 beta.

Xandor Tik'Roth
Keeper
Posts: 1548
Joined: Tue Aug 12, 2003 3:08 pm
Location: The edge of the Abyss

Re: Extra Dungeons 0.5

#10 Post by Xandor Tik'Roth »

This problem is persisting into the full release. In mine, there were several optional dungeons that didn't show up either, such as Spellblaze, Golem Graveyard and Ancient Elven Ruins.
And it was such a good idea...

ProfessorCirno
Cornac
Posts: 32
Joined: Tue Apr 23, 2013 2:18 pm

Re: Extra Dungeons 0.5

#11 Post by ProfessorCirno »

While it was updated a bit ago, it has been broken once more by the most recent update - I assume due to the Cat Dungeon. The bandit hideout / merchant rescue quest no longer triggers if this mod is active (though you can turn off the mod, reload, do it, save and quit, then turn the mod right back on if you really want to keep this mod going)

Gunthar
Wayist
Posts: 28
Joined: Tue Feb 19, 2013 11:13 am

Re: Extra Dungeons 0.5

#12 Post by Gunthar »

It seems that 1.2.5 requires a new version of this addon. it is not even shown in the add ons in the game.

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