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Fix the ID already

Posted: Sun Dec 09, 2012 11:46 pm
by Sradac
So im about tired of the lameness that is enemies escaping vaults in the ID.

2 floors in a row I did not open the vault, yet enemies from within came on out and attacked me.

ID1 had a shadow phase door out of the vault. I managed to teleport away and escape, and just shrugged it off because im used to shadows being broke in ID vaults
(Hint to developers: your players shouldn't be accustomed to broken / cheap behavior in your game)

ID2 is the one that pissed me off and encouraged me to post this.

Normally in roguelikes in general, ToME is no exception, if you are in a no-win situation where you are guaranteed to die, there is a reason for it. Maybe you didnt prepare properly, maybe you went someplace too soon in your characters life, maybe you used bad tactics and zigged when you should have zagged so to speak.

ID2 was not one of those situations. The "reason" for this being a guaranteed death situation is because I played the ID campaign.

I was walking down a hallway, minding my own business when I noticed mountains inside of the ID. I thought that was very strange and was informed via chat is a massive vault. Oh ok, well I guess I will stay away from this just in case theres more shadows.

2 turns later, a dreadmaster decided to come THROUGH the mountains that were making up the walls of this vault and immediately confused, then silenced, then killed me.

Was this a case of going somewhere too soon? No, because with mobs that dont respawn the only option of progression in the ID is go down to the next floor. You cant hang out on a "safe" level for a few hundred turns killing respawns to get a little bit stronger like crawl or adom.

Was this a case of me being unprepared? Possibly, but about as prepared for this as I could have been would be "get ready to want to punch my monitor"

Bad tactics? I literally had 0 options, I was walking down a hallway when I suddenly see the message I was confused by a dreadmaster. Followed by silence. Great, spells and runes are disabled on this necro.

So ID needs to be fixed. Tone down the vault generations on low levels, take telepathy away, or, and this is the one I like the best, Stop letting enemies leave vaults before you open them!

Re: Fix the ID already

Posted: Mon Dec 10, 2012 12:19 am
by Grey
Moved to bugs. If you've had this issue in the past you should be reporting it, not getting accustomed to it.

Re: Fix the ID already

Posted: Mon Dec 10, 2012 12:55 am
by Frumple
Stuff escaping from vaults has been a known issue for a while now, hasn't it? Not just an ID issue, happens in the main campaign too, occasionally. I know there's been a couple attempts at fixing it, but it still hasn't stuck.

Re: Fix the ID already

Posted: Mon Dec 10, 2012 1:05 am
by SageAcrin
Seems like it's a problem best solved with AI.

If an AI enemy is in a can't-teleport-to area, don't let it use teleport abilities. PCs can still use 'em, just don't let the AI do it.

This also solves enemies wasting turns with Phase Doors that couldn't possibly work, while in vaults. The game's just not well designed for enemies using teleports while in vaults, so just don't let the AI do it.

Re: Fix the ID already

Posted: Mon Dec 10, 2012 2:45 am
by Sradac
that dosent solve the dreadmaster problem though.

Im pretty sure that vault I saw was a new one because this is the first time I saw it. Maybe some of the walls are passable by incorporeals unlike most vault walls?

Re: Fix the ID already

Posted: Mon Dec 10, 2012 9:52 am
by darkgod
fixed

All creatures in vaults are now frozen until vault is opened (should also make vault levels faster)

Re: Fix the ID already

Posted: Tue Dec 11, 2012 5:10 am
by Sradac
ooh good deal DG. I know when im (un)lucky enough to have 2 or 3 large vaults on a floor in ID it crawls horribly slow because every turn those creepies are also moving or thinking.

Re: Fix the ID already

Posted: Fri Dec 14, 2012 2:46 pm
by overtrix
Taking a character at Level 50 from the main world to the ID doesn't seem to work properly for continued levelling, if that is supposed to happen in b43. You enter at dungeon level 75 so there is plenty of XP being earned (and of course the eternal shame of being killed by a blue ant :) ) but the character stays at 50(100%) on the main display while the detailed character sheet shows their XP progressing (Level 50 + 638,640,641% or whatever).

Re: Fix the ID already

Posted: Fri Dec 14, 2012 3:05 pm
by supermini
overtrix wrote:Taking a character at Level 50 from the main world to the ID doesn't seem to work properly for continued levelling, if that is supposed to happen in b43.
It's not. Leveling beyond 50 is only possible for characters that started in the ID.

IIRC, by the time you get to level 75 in the ID from level 1 you should be around level 65, but that also depends on xp penalty.

Re: Fix the ID already

Posted: Fri Dec 14, 2012 4:38 pm
by overtrix
Ah rightie. It's probably about the right place for a character to kick off if that does get implemented, the stair guardians were very tough but not impossible. A native ID character is something like 15 levels (edit: ok yes, that's a skeleton) behind the dungeon by that depth if they've been sensibly brave about vaults, with the raised caps beginning to bear fruit. There's various ways in which a main story character would have an edge, which is what I was being greedy about :)

Re: Fix the ID already

Posted: Fri Dec 14, 2012 5:07 pm
by Hachem_Muche
If you want to be able to level up a Maj'Eyal character past level 50 in the I.D. you can use the Infinite500 addon (must be installed at character creation). There are plans to implement most of this addon into the main game after release 1.0 is out.