Extra Dungeons 0.5
Moderator: Moderator
Extra Dungeons 0.5
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.
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.
Re: Extra Dungeons 0.5
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.
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.
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- Thalore
- Posts: 151
- Joined: Mon Oct 24, 2011 8:05 pm
Re: Extra Dungeons 0.5
Thanks for this; some race/class combinations really need an extra t1 or so.
Re: Extra Dungeons 0.5
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.)
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- Sher'Tul Godslayer
- Posts: 2402
- Joined: Tue Jun 18, 2013 10:46 pm
- Location: Ambush!
Re: Extra Dungeons 0.5
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.
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.
Re: Extra Dungeons 0.5
Updated for compatibility with my new race.
Re: Extra Dungeons 0.5
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 ?
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 ?
Re: Extra Dungeons 0.5
The events are not in the game code
[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
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

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- Cornac
- Posts: 32
- Joined: Tue Apr 23, 2013 2:18 pm
Re: Extra Dungeons 0.5
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.
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- Keeper
- Posts: 1548
- Joined: Tue Aug 12, 2003 3:08 pm
- Location: The edge of the Abyss
Re: Extra Dungeons 0.5
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...
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- Cornac
- Posts: 32
- Joined: Tue Apr 23, 2013 2:18 pm
Re: Extra Dungeons 0.5
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)
Re: Extra Dungeons 0.5
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.