The unlockables

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keekooceeaou
Cornac
Posts: 43
Joined: Mon Aug 22, 2005 5:31 am

Re: The unlockables

#91 Post by keekooceeaou »

Frumple wrote:Since I can't seem to find it answered elsewhere, I'll lay it out here. I guess the spoiler forum is the best spot to put it...

I want to try the unlockable classes. I sincerely do not want to spend the next few days/weeks slamming my head against T4's difficultly level trying to get to the point of unlocking them naturally. I'd rather not memory edit up a cheat-monkey of infinite doom, either -- the process of isolating important variables is annoyingly tedious, and I'd rather be actually playing the game.

Honestly, I just don't like unlockables as a general concept -- I understand why some people do, but it's just not my thing. I want full access to game content without having to jump through hoops and I'm perfectly willing to 'cheat' to get it.

So. Is there a quick way to just unlock the whole lot of the things? A file to edit, command to stick into the lua console, or so forth? A straightforward step-by-step thing on how to do it would be a bloody godsend. Thanks in advance :wink:
It's located in %Userdata%\T-Engine\4.0\profiles\default\modules\tome\
The file name is "allow_build.profile".
If you haven't unlocked anything, You won't have this file.

I attached the file containing every unlock that I could find in .lua files (I don't know if that's all. I have unlocked mages and that's all I need :-) )
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allow_build.zip
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Fela
Wyrmic
Posts: 279
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Location: Hessen, Germany

Re: The unlockables

#92 Post by Fela »

greycat wrote:
darkgod wrote:Ahhh found it! And fixed!

The current count was not saved if you died and exited, but it was saved if you well, saved the game.
I believe it's also NOT saved if you use Ctrl-X (Save-and-Exit). It only appears to be saved when you use Ctrl-S (Save-without-Exit). Beta12.
That would explain things, since save and exit is about the only save i use :)

Gwai
Sher'Tul
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Joined: Wed Apr 27, 2005 1:55 pm

Re: The unlockables

#93 Post by Gwai »

And in case anyone cares but hasn't figured this out yet, one way around this bug (besides saving regularly!) is to momentarily cheat when a character dies (either via the cheat options or the way to save scum) and then save your character. Now start a new one with the same name or get rid of the old save file -- we weren't trying to actually cheat, but that way if you die, you can know you've saved your latest damage numbers.

greycat
Sher'Tul
Posts: 1396
Joined: Tue May 11, 2010 11:51 pm

Re: The unlockables

#94 Post by greycat »

Confirmed experimentally that Cryomancer progress is saved on Ctrl-X as well as Ctrl-S in beta 13. Yay!

(Ctrl-S, then in a terminal window, unzip world.teaw; grep CRYO main; rm main. Then zap something with Freeze, Ctrl-X, and repeat the commands. The value went up.)

ushumgal
Higher
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Location: Málaga, Spain and Madison, Wisconsin

Re: The unlockables

#95 Post by ushumgal »

Quick but dumb question: is the unlock for cryomancers and pyromancers like that for tempests, based on elemental damage? thx!

greycat
Sher'Tul
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Re: The unlockables

#96 Post by greycat »

The tempest unlock is to kill a boss.

The cryo/pyro unlock is to inflict a total of 1 million points of damage using cold/fire attacks (spells, icy skin, Ringil-analogue, whatever).

ushumgal
Higher
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Location: Málaga, Spain and Madison, Wisconsin

Re: The unlockables

#97 Post by ushumgal »

Thanks!

b0nj0m0n
Low Yeek
Posts: 7
Joined: Sat Mar 29, 2008 6:13 am
Location: Madison, WI

Re: The unlockables

#98 Post by b0nj0m0n »

Since this is stickied and long, there's some misleading information in the earlier replies. Just spent an hour over 2 days throwing characters at Dreadfell, trying to get the skeleton/ghoul unlocks. Sounds like earlier betas unlocked when your chum fell at the hands of a skeleton or ghoul. Quick peek at the Lua and now the unlock is killing the Master, boss of Dreadfell.

Most frustrating moment so far. Salt in the wound was an early thread reply where Shoob coyly laughs at us marching our meatsticks at the undead for only the merest chance at an unlock. I cheerily obliged, but felt as I had Senor Shoob over my shoulder, laughing at very osseous puncture wound. Then...when I read the Lua...it was if he high-fived the Master himself.

Many yucks, for sure. I love the unlocks, by far the best part of the game. Think it should be mentioned in this sticky that you don't need to go out of your way to unlock. Take every quest you can and they'll open like Maxwell Smart's cubicle. No need to lead an innocent's crusade down into the dungeons.

yufra
Perspiring Physicist
Posts: 1332
Joined: Tue Jul 13, 2010 2:53 pm

Re: The unlockables

#99 Post by yufra »

b0nj0m0n wrote:Since this is stickied and long, there's some misleading information in the earlier replies. Just spent an hour over 2 days throwing characters at Dreadfell, trying to get the skeleton/ghoul unlocks. Sounds like earlier betas unlocked when your chum fell at the hands of a skeleton or ghoul. Quick peek at the Lua and now the unlock is killing the Master, boss of Dreadfell.
There is some misleading information because the unlocks have changed. For up-to-date and editable unlock information you can visit the wiki: http://te4.org/wiki/tome4-unlockables
<DarkGod> lets say it's intended

Ignatius
Posts: 2
Joined: Wed Jun 03, 2009 8:28 am

Re: The unlockables

#100 Post by Ignatius »

Hi

I've played old previous version of the game, and unlocked most of the builds.

I'd like to give a try to the new 21-th version, but I really don't want to reopen all the builds.

Is there a way to carry the builds already open from version to the next?

THX

rexorcorum
Graphical God
Posts: 482
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Location: There and Back again

Re: The unlockables

#101 Post by rexorcorum »

One more dumb question - after switching to [b21] it seams that the cryo, pyro, etc. counters in the "world" file do not update anymore. Have they been transfered to the online account? "Ice" is my last locked build and I am rolling cold wyrmics like a loon :)
~ [ 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
Master of Eyal
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Re: The unlockables

#102 Post by darkgod »

oups! fixed

Ignatius: If you use an online profile it's automatic, otherwise b21 broke some things, check the release notes ( http://te4.org/blogs/darkgod/2011/03/ne ... -unleashed ); the fix is easy
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
--
[tome] phantomfrettchen: your ability not to tease anyone is simply stunning ;)

Charlatan73
Thalore
Posts: 145
Joined: Tue Jan 10, 2006 6:57 pm

Re: The unlockables

#103 Post by Charlatan73 »

sorry but i didn't see the fix for those of us playing offline. Please help with the firewall challenged! I'm less than 40K away from unlocking the fire tree and I was really hoping to play it!

catwhowalksbyhimself
Wyrmic
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Location: Plainville, CT

Re: The unlockables

#104 Post by catwhowalksbyhimself »

It's right there after the words "please note".
"I am the cat that walks by himself. All ways are alike to me."
--Rudyard Kipling, "The Cat That Walked By Himself"

jabbawocky
Posts: 1
Joined: Sun Mar 20, 2011 1:03 am

Re: The unlockables

#105 Post by jabbawocky »

Question: it lists that there are 20 birth options, and I'm wondering what the others are. So far I have unlocked:

- Ghoul
- Yeek
- Skeleton
- Runic golem

- Anorithil
- Sun paladin
- Wyrmic
- Temporal warden
- Cursed
- Summoner
- Archmage
- Mindslayer
- Corruptor
- Reaver
- Doomed

Thanks!

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