Infinite 500: Gameplay Beyond Level 50

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Hachem_Muche
Uruivellas
Posts: 744
Joined: Thu Nov 18, 2010 6:42 pm

Re: Infinite 500: Gameplay Beyond Level 50

#211 Post by Hachem_Muche »

Well, I've just uploaded the new version 2.5 for ToME 1.3.0 at (http://te4.org/download-addon/3160/tome-Infinite500) and on steam. This should be compatible with the latest version of the game.

Main updates (besides compatibility) include:

The elixir of corrupted essence now grants the vile-life tree.
The abandoned graves event has had a small tweak.
Isolated shops are more common and more than one can appear at lower levels in the I.D., and some stores can provide extra services, like training and jewelry making.
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

breadsmith
Thalore
Posts: 169
Joined: Fri May 17, 2013 6:15 am

Re: Infinite 500: Gameplay Beyond Level 50

#212 Post by breadsmith »

Nice! That was fast.

stinkstink
Spiderkin
Posts: 543
Joined: Sat Feb 11, 2012 1:12 am

Re: Infinite 500: Gameplay Beyond Level 50

#213 Post by stinkstink »

Angolwen is still broken for me with the latest version of the addon.

Code: Select all

Static generator using file     /data/maps/towns/angolwen.lua
Lua Error: ...ns/Infinite500/superload/engine/generator/map/Static.lua:35: cannot open /data/maps/towns/angolwen.lua: No error
        At [C]:-1
        At [C]:-1 error
        At ...ns/Infinite500/superload/engine/generator/map/Static.lua:35 loadMap
        At /engine/generator/map/Static.lua:44 init
        At /engine/class.lua:104 getGenerator
        At /engine/Zone.lua:965 newLevel
        At /engine/Zone.lua:896 getLevel
        At /mod/class/Game.lua:928 changeLevelReal
        At /mod/class/Game.lua:807 changeLevel
        At /mod/class/Game.lua:1831
        At /engine/KeyBind.lua:241
stack traceback:

Hachem_Muche
Uruivellas
Posts: 744
Joined: Thu Nov 18, 2010 6:42 pm

Re: Infinite 500: Gameplay Beyond Level 50

#214 Post by Hachem_Muche »

@stinkstink thanks for the report. I'm working on this issue now.

Edit: Uploaded version 2.5a here (http://te4.org/download-addon/3176/tome-Infinite500).

This should fix the problem of certain zones loading improperly.
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

thaagi
Posts: 2
Joined: Thu Feb 05, 2015 12:27 pm

Re: Infinite 500: Gameplay Beyond Level 50

#215 Post by thaagi »

Was using 2.5a and it caused the novice mage, the patrols, Agrimely, to just not spawn. No error pop-up or anything, they just didn't spawn at all, along with the spellblaze, elven ruins, golem graveyard just not spawning.

2.5 doesn't seem to have the problem. I was playing paradox mage if that would have had any impact on it.

JymyDan
Wayist
Posts: 17
Joined: Fri Feb 06, 2015 9:14 pm

Re: Infinite 500: Gameplay Beyond Level 50

#216 Post by JymyDan »

I have same problem as thaagi. I´m using 2.5a and many areas aren´t spawning.

Hachem_Muche
Uruivellas
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Joined: Thu Nov 18, 2010 6:42 pm

Re: Infinite 500: Gameplay Beyond Level 50

#217 Post by Hachem_Muche »

@thaagi and @JymyDan, thanks for the reports.

My last fix needed it's own fix.

I've uploaded version 2.5.b here (http://te4.org/download-addon/3187/tome-Infinite500) and on steam.

This should fix the problem of encounters not loading properly on the world map.
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

Reidan
Higher
Posts: 77
Joined: Sat Oct 20, 2012 7:47 pm

Re: Infinite 500: Gameplay Beyond Level 50

#218 Post by Reidan »

portals seem to be spawning way too early again, got a fearscape portal on level 1 with a lvl 35 wretch titan lol

Hachem_Muche
Uruivellas
Posts: 744
Joined: Thu Nov 18, 2010 6:42 pm

Re: Infinite 500: Gameplay Beyond Level 50

#219 Post by Hachem_Muche »

Reidan, thanks for the report.

I've uploaded version 2.5c (ToME 1.3.1) to http://te4.org/download-addon/3251/tome-Infinite500 and to steam.

This fixes out of level event spawning and allows random escorts that may have been missed at lower levels to be generated after level 30 (since you can't go back to force them to spawn).
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

pyroflare77
Wayist
Posts: 17
Joined: Tue Apr 01, 2014 10:34 pm

Re: Infinite 500: Gameplay Beyond Level 50

#220 Post by pyroflare77 »

I'm getting an infinite lua error revolving around the damage types. I can't really read the whole thing since I have a much tinier lua error box blocking most of the details. Something about some value being nil? Line 44 it referenced.

I see some of grayswandir's mods referenced in the errors, but they're not the main culprit, since disabling this fixes the issue. I also know that a prior version of the game and this mod was working fine with those mods.

dragonsdemesne
Wayist
Posts: 19
Joined: Mon Nov 18, 2013 12:11 am

Re: Infinite 500: Gameplay Beyond Level 50

#221 Post by dragonsdemesne »

stuntofthelitter said I should post my error log here.

http://pastebin.com/kDHq9uSD

I had just entered poosh, left my computer for awhile, and when I came back, every action I took spammed LUA errors. Walking, attacking, anything that used a turn. I could still do things like chat, look at inventory, etc.

Ogre Paradox mage, using i500, and ashes/donation stuff.

overtrix
Archmage
Posts: 412
Joined: Fri Jan 17, 2003 9:33 am
Location: Les Corbières sauvages

Re: Infinite 500: Gameplay Beyond Level 50

#222 Post by overtrix »

Yessss, endlich, enfin ... and diving :)

Gave up a completionist tendency at about dl420 - you melee things at full tilt in a vault, something teleports out with lightning hanging around them, annoys a snoozing brutality - normally the stair unique - which comes in and whacks you once (cauterize) and twice (dead) before you blink.

Hachem_Muche
Uruivellas
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Joined: Thu Nov 18, 2010 6:42 pm

Re: Infinite 500: Gameplay Beyond Level 50

#223 Post by Hachem_Muche »

I have posted version 2.5d to http://te4.org/download-addon/3765/tome-Infinite500 and to steam.

In addition to compatibility with ToME version 1.4.0, this includes some revisions to make sure the I.D. zone definition is kept updated to the version I500 running -- for both maintaining compatibility with long running characters and to make it easier to add this addon to existing characters.

PROCEDURE TO UPDATE an existing character to use I500 (v2.5+):

The addons a character uses are set at character creation (as a list), but the list can be revised later.
(Note: While this works for I500, it is not recommended for most addons in general, as it can cause fatal bugs.)

Procedure:

Exit the game, saving your character if needed.

Locate the save file directory for your character. In Windows, it should be in:

<windows_root>\Users\<username>\T-Engine\4.0\tome\save\<character_name>
(i.e. C:\Users\MyUserName\T-Engine\4.0\tome\save\my_character_name)

Open the file desc.lua with a text editor and locate the line:

addons = {...}

This is the list of addons the game will load with the character.

Add 'Infinite500' (including the single quotes) to the beginning of the list inside of the brackets (making sure there is a comma between each addon name) and save the file.

Start the game.

At the Load Game screen, 'Infinite500' should now show up in the "Requires addons" line for your character.

Load the character as normal.

Some changes won't take effect for previously visited zones and levels. If your character is already in the Infinite Dungeon, most of the new I.D. features won't take effect until you change levels.
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

xyzzy99
Wayist
Posts: 29
Joined: Wed Jan 01, 2014 12:55 pm

Re: Infinite 500: Gameplay Beyond Level 50

#224 Post by xyzzy99 »

Hello, I'm having issues trying to go down dungeon levels in ID. When it occurs, the character is done, it isn't intermittent so I can't just keep trying to exit until it works. More oddly, it DOES seem to be intermittent on when it happens. This last time it happened on lvl 5. Previous incarnation of the character got it on lvl 3.

I am running a couple dozen addons, so God only knows... but since it is happening in the context of ID I thought it was worth posting here?

[Game:changeLevelReal (I500)] checking Infinite Dungeon zone definition version
Lua Error: /data/zones/infinite-dungeon/zone.lua:203: attempt to call upvalue 'update_zone_parameters' (a nil value)
At [C]:-1 update_zone_parameters
At /data/zones/infinite-dungeon/zone.lua:203 on_leave
At /mod/class/Game.lua:917 changeLevelReal
At /mod/class/Game.lua:816 unload
At /engine/Game.lua:419 unregisterDialog
At /mod/dialogs/ShowEquipInven.lua:179
At /engine/KeyBind.lua:264 triggerVirtual
At /engine/ui/Dialog.lua:397 fct
At /engine/Mouse.lua:58

Hachem_Muche
Uruivellas
Posts: 744
Joined: Thu Nov 18, 2010 6:42 pm

Re: Infinite 500: Gameplay Beyond Level 50

#225 Post by Hachem_Muche »

@xyzzy99 Thanks for the bug report. This is a bug in the new autoupdate feature of the addon when changing levels, which I have fixed.

The corrected version 2.5e (for ToME 1.4.0 - 1.4.3) is uploaded to http://te4.org/download-addon/3812/tome-Infinite500 and to Steam.
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

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