Infinite 500: Gameplay Beyond Level 50

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Doctornull
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Re: Infinite 500: Gameplay Beyond Level 50

#136 Post by Doctornull »

Using the newest version, Arcane Vortex is working incorrectly (no longer causes an explosion on premature termination of target), and I think the Higher's Arcane resistance talent (Born Into Magic) is also incorrect in that it caps at 24%, rather than the expected 25%, and therefore doesn't allow them to take the Aether Permeation prodigy (without outside help).
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Cervance
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Re: Infinite 500: Gameplay Beyond Level 50

#137 Post by Cervance »

I'm here to complain about the automatic miss mechanic.

While I understand the need for automatic hits in fights against a boss which has absurd defense, I don't see any reason to punish physical classes with an automatic miss rate. It's extremely frustrating, to the point where I don't want to play a physical class with I500 anymore. I'm tired of my 80+ accuracy Archer missing chumps with 5 Defense, it just doesn't make any sense.

That's all.

Hachem_Muche
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Re: Infinite 500: Gameplay Beyond Level 50

#138 Post by Hachem_Muche »

Cervance wrote:I'm here to complain about the automatic miss mechanic.

While I understand the need for automatic hits in fights against a boss which has absurd defense, I don't see any reason to punish physical classes with an automatic miss rate. It's extremely frustrating, to the point where I don't want to play a physical class with I500 anymore. I'm tired of my 80+ accuracy Archer missing chumps with 5 Defense, it just doesn't make any sense.

That's all.
There is no automatic miss (or hit) rate in I500. Just the opposite, the new hit calculations are designed to eliminate automatic hits and misses, which can result in completely impossible to hit bosses in melee. With this system, your 80 accuracy Archer has > 94% chance to hit 5 defense, so misses should be pretty rare.

I wrote up a fairly extensive explanation of the revised game mechanics here http://forums.te4.org/viewtopic.php?f=36&t=35229. This, plus the change to way the evasion works, (incorporated for version 1.0.5) is designed to make sure that melee classes always have a chance to hit. To make things fair, this also means that there is always a chance to miss.

If you want to play with I500 using the normal hit chances I have created an addon (http://www.te4.org/games/addons/tome/al ... anics-tome) that lets you turn it on and off from the main game menu during play. It works either with or without I500.
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

Hachem_Muche
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Re: Infinite 500: Gameplay Beyond Level 50

#139 Post by Hachem_Muche »

@Doctornull I've found and fixed the Arcane Vortex problem and will release an update once I've finished testing a fix for the superloading problem that was creating incompatibility with some other addons.
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

Hachem_Muche
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Re: Infinite 500: Gameplay Beyond Level 50

#140 Post by Hachem_Muche »

I've uploaded a new version at http://te4.org/sites/default/files/game ... 1.10e.teaa

This should fix the compatibility problems with other addons that add or modify talents, and corrects the bug with Arcane Vortex not exploding.
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

Doctornull
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Re: Infinite 500: Gameplay Beyond Level 50

#141 Post by Doctornull »

Awesome, thanks!

Will a Higher also gain +25% Arcane resist now?
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Hachem_Muche
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Re: Infinite 500: Gameplay Beyond Level 50

#142 Post by Hachem_Muche »

Was that broken?
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

StarKeep
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Re: Infinite 500: Gameplay Beyond Level 50

#143 Post by StarKeep »

Afraid the latest version didn't validate for me.
<mex> have you heard the good word about archmage?
<mex> I'm here to tell you about your lord and savior shalore archmage
<mex> have you repented your bulwark sins yet?
<mex> cornac shall inherit the Eyal

Doctornull
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Re: Infinite 500: Gameplay Beyond Level 50

#144 Post by Doctornull »

Hachem_Muche wrote:Was that broken?
The Higher racial talent "Born Into Magic" at 5/5 ought to give the character 25% Arcane resistance. Under the previous version of i500, it topped out at 24%, which was insufficient to allow the Aether Permeation prodigy.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Hachem_Muche
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Re: Infinite 500: Gameplay Beyond Level 50

#145 Post by Hachem_Muche »

The validator is so finicky! Reuploaded 1.10e (with tiny buff to Born into Magic).
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

grooog
Higher
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Re: Infinite 500: Gameplay Beyond Level 50

#146 Post by grooog »

This all sounds amazing. I want the whole thing!

Now that most of it is included in the core game, I'll be hoping to download an addon with the stuff that didn't get included.

Hachem_Muche
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Re: Infinite 500: Gameplay Beyond Level 50

#147 Post by Hachem_Muche »

I have uploaded the new slimmed down version of I500 for 1.0.5 at http://te4.org/games/addons/tome/infini ... evel-50-17.

Mostly, this just removes the things that were incorporated into the main game, though I did fix a bug with Defiling Touch that was causing it to ignore mastery when determining what items can be cursed.

Please let me know if there are any other bugs.

Also, I should have the new Vulcus addon ready in the next day or two. (This adds an epic Dwarf-themed event to the I.D. and certain Maj'Eyal zones that serves as an alternative to the Limmir and Lost Merchant quests.)
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

Hachem_Muche
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Re: Infinite 500: Gameplay Beyond Level 50

#148 Post by Hachem_Muche »

Version 2.0a for ToME 1.0.5 is available at http://te4.org/sites/default/files/game ... v2.0a.teaa

This is a small content update that adds random (but otherwise ordinary) shops to the Infinite Dungeon. Level 1 is guaranteed to have a shop, but lower levels have a decreasing chance to have one.

Also, undead characters that start in the I.D. are now born with an artifact cloak. This is similar to the Cloak of Deception, but it's stats scale with character level. This is to enable friendly encounters later.
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

Hachem_Muche
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Re: Infinite 500: Gameplay Beyond Level 50

#149 Post by Hachem_Muche »

I have pushed a new version 2.0b to te4.org (http://te4.org/node/3066) and to steam. This fixes some problems with npc generation at higher difficulty levels and slightly changes the way npc levels are determined in the I.D. (The numbers are nearly the same in most cases.)
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

Hachem_Muche
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Re: Infinite 500: Gameplay Beyond Level 50

#150 Post by Hachem_Muche »

I have pushed version 2.0c to te4.org (http://te4.org/sites/default/files/game ... 500_1.teaa) and steam. This tweaks npc levels generated in the I.D. to be smoother for low level characters.
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

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