Addon: Wights(OP obsolete, always get last release!)

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rexorcorum
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Re: New Addon: Wights(updated, check OP)

#46 Post by rexorcorum »

Hi there, I just have the compulsion to get through the Moors with a Cursed and was 'nicely' surprised by this colleague here :)

Image

I suppose he is kinda out of place at this point.

And cheers for the addon - it is simply great
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

Zonk
Sher'Tul
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Re: New Addon: Wights(updated, check OP)

#47 Post by Zonk »

Wights are actually in the spawn list for the area...but it's too low level for normal difficulty for them to actually show up.
Are you on a higher difficulty level? If so well, that should explain it!
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

rexorcorum
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Re: New Addon: Wights(updated, check OP)

#48 Post by rexorcorum »

No, it was Normal / Adventure mode. I have run several other incarnations of the same hero, so I have wiped out the log, but if I encounter something like that again, I'll save it for reference. And I am not particularly sure if you should fix it - it is a risk for opening graves after all :)
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

darkgod
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Re: New Addon: Wights(updated, check OP)

#49 Post by darkgod »

You put in the oop protection zonk ?
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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Zonk
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Re: New Addon: Wights(updated, check OP)

#50 Post by Zonk »

Thought you meant that spawned normally, not from a grave.
The area has filters = { {max_ood=1}, }, but the tombs do NOT(just like the normal tombs you can get in the default game).

Will remember to change that next version with a max_ood cap for graves of 5(or 10 perhaps...).
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

rexorcorum
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Re: New Addon: Wights(updated, check OP)

#51 Post by rexorcorum »

Sorry for not mentioning that it spawned from a grave. Anyway, after making with my n-th Cursed to the worldmap, I am almost sure that the situation from the screenshot happens only when I exit and then re-enter a level with graves (and open them, of course). Otherwise the spawned rares are as intended - for lvl1 character they are also lvl1, for clvl2 - mlvl3, etc.

So, let's see for how long will I survive out-there :)
Edit: Well, died really quick in Derth Arena :lol:
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

Zonk
Sher'Tul
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Re: New Addon: Wights(updated, check OP)

#52 Post by Zonk »

Thinking of another release...any requests other than OOD protection on the graves?
I was going to clean up the talent icons a bit(they have some white spots)and perhaps start working on the wight NPCs.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

rexorcorum
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Re: New Addon: Wights(updated, check OP)

#53 Post by rexorcorum »

Just wanted to say thank you for the really superb addon and the great addition to the playable undead races. Due to the new versions bombardment I have abandoned my Wight Cursed (actually committed suicide) at level 20, but he was a stout and promising fellow. Personally, I would enjoy greatly the addon for the the newer RC's and v1, of course.

My minor suggestion, hopefully both funny and serious, would be to include random signposts (or gravestones) with ominous and foreboding messages regarding the accursed practices of grave-robbery, whenever graves are generated in a level. Something like: "Gravediggers, beware the vengeful dead!", "Grave-robbery is abhorred by both living and the dead", "Do not disturb the deceased", "I curse thee grave-robber with death, swifter than my own!", "Thee have been warned - meddling with the dead will be the death of thee!", "Greed will doom you" and so forth. It is connected with the results of my "cursed" experiment, showing that only the ones who did not get any graves until the last level, lived (or should it be un-lived) to see the wide world of Maj'Eyal. All others died prematurely - due to greed :).
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

Zonk
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Re: New Addon: Wights(updated, check OP)

#54 Post by Zonk »

That could be fun, though I'd avoid making them TOO scary since next release should have OOD protection!

Also, just remembered that I'd want to decrease the zone from 4 to 3 levels, as that's what the Blighted Ruins are now. I should chekc to ensure that the player is the proper level to face the boss first, though.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

wildwolfofdark
Halfling
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Re: New Addon: Wights(updated, check OP)

#55 Post by wildwolfofdark »

Yeah, I have had my fair share of being level 3 vs that boss. I do love the Wights addon I'd love to see more race addons in the future from you, Zonk!

Zonk
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Re: New Addon: Wights(updated, check OP)

#56 Post by Zonk »

wildwolfofdark wrote:Yeah, I have had my fair share of being level 3 vs that boss. I do love the Wights addon I'd love to see more race addons in the future from you, Zonk!

Thanks! I definetely plan to do more when I have enough time, though it might not be races. We'll see.

Anyway, current change log for the soon-to-be-released version:
- Decreased zone from 4 to 3 levels
- Added OOD limits to the graves
- Cleaned up the talent images;darkened many white/light grey spots
- Zone has a soundtrack - 'Dark Secrets', same used in the naga portal and Dreadfell.

I was considering checking if Afflicted Wights were still too hard - despite the race having fitting stat bonuses - because I had the idea of giving them slightly altered starting text mentioning their affliction/curse and granting a hate regen bonus which lasts until they leave the zone.
That would definetely make things easier for them and seems to fit the theme, although I can see how some could dislike a metaclass-specific bonus from a single race.
Thoughts?
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

Zonk
Sher'Tul
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Joined: Sat Mar 01, 2003 4:01 pm

Re: New Addon: Wights(updated, check OP)

#57 Post by Zonk »

Released.
http://te4.org/games/addons/tome/wights/wights-2

Decided not to go with the afflicted bonus and did indeed make the zone 3 rather than 4 levels.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

rexorcorum
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Re: New Addon: Wights(updated, check OP)

#58 Post by rexorcorum »

Great news - I'm starting one right away :)

Edit: I have noticed that there are no mindstar gfx and took the liberty to add them in the teaa. You can find the updated and zipped file at http://www.mediafire.com/?54vdqks6aq46t14.

Going back to my favorite Wight / Spellsword addon-mix. So far the starting zone feels quite right and I am dying only from overly bold and/or lazy behavior. Personally I think that the Afflicted don't need extra starting boost - It is meant for them to have hard times anyway. Thanks again for the wonderful undead *nazgul*-flavoured dread gallore.
~ [ RexOrcorum, a.k.a "rexo": Official Visual Magus, Addon Beautifier, Achiever, Knight of the 561 Trees, Dark Interfacer ] ~
darkgod wrote:~ [ DarkGod whips rexorcorum with Suslik (& many others as well) ] ~

Zonk
Sher'Tul
Posts: 1067
Joined: Sat Mar 01, 2003 4:01 pm

Re: New Addon: Wights(updated, check OP)

#59 Post by Zonk »

rexorcorum wrote:...
Thanks for the feedback..and for the mindstar gfx! I didn't know about that because I think when I copied the undead gfx folder to make wights there were no mindstars around, that explains it.

And good to know that the area is now more playable.
Guess the next big thing(though don't expect it to be anytime soon)will be to change Wight NPCs too.
Last edited by Zonk on Sat Jan 19, 2013 10:12 am, edited 1 time in total.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system

Taelzen
Wayist
Posts: 20
Joined: Sun Jan 13, 2013 5:02 am

Re: New Addon: Wights(updated, check OP)

#60 Post by Taelzen »

I experience drastically increased loadtimes when I enable this addon. Is that normal or is something going horribly wrong for me? :x

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