New Gems (fork) - 2019-02-24: Auto-Explore

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Doctornull
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Re: New Gems (fork) - 2014-06-05: New Graphics, Prismatic Go

#61 Post by Doctornull »

rexorcorum wrote:Still the case - you've made the copy of the playerdoll files by the time when there were just bunch of unique artefacts. The easiest fix is to copy-paste them again from the latest vanilla golem folder. It requires constant updating when new stuff is added in the maingame though and my suggestion was in lines of automating the transfer in some way.
Oh! Okay, I think I can do that.

Thank you!
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

tilkau
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Re: New Gems (fork) - 2014-06-05: New Graphics, Prismatic Go

#62 Post by tilkau »

I guess this bug is related to this package? Maybe it's related to ToME itself. Anyway:

Summary: Prismatic Golems can see the town Zigur, but Ziguranth patrols are hostile

Personally I think it makes sense for Ziguranth patrols to be hostile (and Zigur to be hidden), however: "The way the game determines this is by checking for a Mana, Vim, Paradox, Positive or Negative resource bar the first time you enter the wilderness map. If you have one of these resources, or if you are Undead, the town will not be available. Otherwise, it will be.".
This explains why Zigur is visible, but not why Ziguranth patrols are hostile.

Link to screenshot, showing visibility of Zigur (top left) and hostility of Ziguranth patrols

Doctornull
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Re: New Gems (fork) - 2014-06-05: New Graphics, Prismatic Go

#63 Post by Doctornull »

Zigur patrols are hostile if you have one or more Runes on your body. You can also see this behavior with non-spellcasting Shalore characters.

But yeah, in general it doesn't make much sense for Prismatic guys to see Zigur. I'll see if I can make the map hide it, but this will be a low priority.
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

cctobias
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Re: New Gems (fork) - 2014-06-05: New Graphics, Prismatic Go

#64 Post by cctobias »

Doctornull wrote:Zigur patrols are hostile if you have one or more Runes on your body. You can also see this behavior with non-spellcasting Shalore characters.

But yeah, in general it doesn't make much sense for Prismatic guys to see Zigur. I'll see if I can make the map hide it, but this will be a low priority.
I guess you can do it for the sake of "making sense", but its hard to imagine a lower priority thing since all anyone has to do is not put points in any tree that has mana spending talents and exit their starter area to make zigur appear.

Since Zigur (not patrols) is based on the resource bar not the presence of isSpell talents, you would actually be making an inconsistent case. Unless of course a mana bar/ spender was added.

tilkau
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Re: New Gems (fork) - 2014-06-05: New Graphics, Prismatic Go

#65 Post by tilkau »

cctobias wrote:
Doctornull wrote:Zigur patrols are hostile if you have one or more Runes on your body. You can also see this behavior with non-spellcasting Shalore characters.

But yeah, in general it doesn't make much sense for Prismatic guys to see Zigur. I'll see if I can make the map hide it, but this will be a low priority.
I guess you can do it for the sake of "making sense", but its hard to imagine a lower priority thing since all anyone has to do is not put points in any tree that has mana spending talents and exit their starter area to make zigur appear.

Since Zigur (not patrols) is based on the resource bar not the presence of isSpell talents, you would actually be making an inconsistent case. Unless of course a mana bar/ spender was added.
Well, I'm relatively new to ToME, but the above seems like a bug in ToME itself: The checks for Zigur visibility and Ziguranth Patrol hostility make sense individually, but when you put them together, sometimes they seem nonsensical. I mean, if I go into Zigur, I'll get flattened, right? At almost any character level, that should be true, considering the inhabitants. It's strange to offer a player something like that, especially with no direct indicator that there is any danger at all. Maybe towns should get faction/hostility indicators?

HousePet
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Re: New Gems (fork) - 2014-06-05: New Graphics, Prismatic Go

#66 Post by HousePet »

The townsfolk of Zigur aren't hostile, just the patrols.
My feedback meter decays into coding. Give me feedback and I make mods.

tilkau
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Re: New Gems (fork) - 2014-06-05: New Graphics, Prismatic Go

#67 Post by tilkau »

HousePet wrote:The townsfolk of Zigur aren't hostile, just the patrols.
Oh. Good to know :) (and kind of funny)

Doctornull
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Re: New Gems (fork) - 2014-06-05: New Graphics, Prismatic Go

#68 Post by Doctornull »

tilkau wrote:
HousePet wrote:The townsfolk of Zigur aren't hostile, just the patrols.
Oh. Good to know :) (and kind of funny)
Zigur patrol farming (to get nice early Mindstars) is very effective. Just put on a Rune, and rake in the purple gear.

Not sure if it's a bug or what, but it's certainly not my fault. :)
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Doctornull
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Re: New Gems (fork) - 2014-11-08: Tweaks

#69 Post by Doctornull »

Some tweaks to Alechemical effects of gemstones:

- Removed the knockback effect

- Added back the ability to light up tiles

- Swapped colors of Diamonds (now blue) and Pearls (now white)
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Senteth
Cornac
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Re: New Gems (fork) - 2014-11-08: Tweaks

#70 Post by Senteth »

You know, it'd save a lot of tedium if Sentient Crystals could autoexplore. :)

Just have their crawl talent automatically activate when starting autoexplore, and auto-disable it when you run into an enemy or stop exploring. I tried doing that with the improved auto-use addon, but just got a screen-full of LUA errors. :(

mkire
Wayist
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Re: New Gems (fork) - 2014-11-08: Tweaks

#71 Post by mkire »

it'd be better if the damage modifier of crawl wasn't 'you can't fight at all when you've got this turned on'. a 50% reduction like Meditate does for wilders would still encourage people to turn it off to fight, but they could still manage to get past critters and low level stuff without too much annoyance.

As it is, i simply don't play the race, just have the game installed for the extra type of gems.

Doctornull
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Re: New Gems (fork) - 2014-11-08: Tweaks

#72 Post by Doctornull »

Senteth wrote:You know, it'd save a lot of tedium if Sentient Crystals could autoexplore. :)

Just have their crawl talent automatically activate when starting autoexplore, and auto-disable it when you run into an enemy or stop exploring. I tried doing that with the improved auto-use addon, but just got a screen-full of LUA errors. :(
When 1.3 drops, I think it will have the features that I need to automatically turn Crawl on and off at appropriate times.

Turning it on when you hit autoexplore (and when you're not prevented by the presence of an enemy) should be possible at some point. Maybe next version, maybe the one after that.
mkire wrote:it'd be better if the damage modifier of crawl wasn't 'you can't fight at all when you've got this turned on'. a 50% reduction like Meditate does for wilders would still encourage people to turn it off to fight, but they could still manage to get past critters and low level stuff without too much annoyance.

As it is, i simply don't play the race, just have the game installed for the extra type of gems.
In the future, it'll work like Step Up and Movement Infusions: it will turn off when you attack or cast a spell, but otherwise damage won't be impacted.

BTW, have you tried the other race (Prismatic Golem)?
Check out my addons: Nullpack (classes), Null Tweaks (items & talents), and New Gems fork.

Red
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Re: New Gems (fork) - 2014-11-08: Tweaks

#73 Post by Red »

I've recently been playing as a Prismatic Golem, and I've gotta say I don't feel it's worth it. Crystal is really cool and different, Golem just feels like a faster leveling undead without any interesting racials. I don't plan on using it again unless there are changes to it.
I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.

It hasn't worked yet.

Senteth
Cornac
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Re: New Gems (fork) - 2014-11-08: Tweaks

#74 Post by Senteth »

I like the golem well enough. It's basically a Cornac+ with a slight emphasis on spellcasting due to the increased mana regen and elemental damage you get from gems. Slightly generic, but allows you to focus more on your core class features.

I wouldn't mind changes to make it more unique, but its fine as it is too.

Red
Uruivellas
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Re: New Gems (fork) - 2014-11-08: Tweaks

#75 Post by Red »

My main issue is that it cuts you off from Infusions and Wildgifts. I feel like the penalties from that outweight the benefits, removing too many options without providing new ones.
I'm not crying. I'm offering a sacrifice to DarkGod in hopes he'll show favor to me.

It hasn't worked yet.

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