Can anything be done about Bioluminescence?

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Velorien
Archmage
Posts: 360
Joined: Thu Jan 12, 2012 9:09 pm

Can anything be done about Bioluminescence?

#1 Post by Velorien »

A number of monsters (sun infusion wielders, I think?) inflict blind and bioluminescence status effects simultaneously. Since the latter only affects characters with stealth, its only impact on the overwhelming majority of characters is to be an alternative candidate for physical wild infusion effects, giving you a 50% chance to still be blind after using one.

I find this effect pointless and frustrating. Any chance of fixing it, such as by making bioluminescence a magical status effect?

HousePet
Perspiring Physicist
Posts: 6215
Joined: Sun Sep 09, 2012 7:43 am

Re: Can anything be done about Bioluminescence?

#2 Post by HousePet »

I thought it also dropped your defense too?
My feedback meter decays into coding. Give me feedback and I make mods.

Nimmy
Cornac
Posts: 37
Joined: Mon Mar 11, 2013 10:07 pm

Re: Can anything be done about Bioluminescence?

#3 Post by Nimmy »

Based on the code, it only has an effect on stealth.

Coolthulhu
Yeek
Posts: 14
Joined: Wed Jan 09, 2013 12:45 am

Re: Can anything be done about Bioluminescence?

#4 Post by Coolthulhu »

Sun infusion is generally the very definition of a monster ability.
It is quite worthless for player characters and often the best thing a monster can have as an infusion. Annoying to no end, more so than the new lightning rune.

In its current state, I'd say sun infusion would be best fixed by removal. It doesn't change the game much, it is mostly a major annoyance.
  • It has friendly fire, meaning enemies who use it start chaining it, causing unbearable lag and wasting their skills.
  • It's too bad for a player infusion (maybe if it was instant? Had range 10 or >10?).
  • Blind is usually an annoying interface screw, not a dangerous effect. When it is dangerous, it is much more powerful than any different effect from a rune slot.
  • It comes with luminescence, which is worthless against 99% of enemies and serves only to make using a wild: physical a gamble.
  • It is one of the few things that remove magical darkness, but it sucks too much to be ever used at this point.
I'd say remove sun, rework totally, remove luminescence, make luminescence magical or just go with how it currently works and give all wretchlings low-cooldown, high-power sun infusion (and blindness immunity).

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

Re: Can anything be done about Bioluminescence?

#5 Post by stinkstink »

I used to find sun infusions suprisingly useful as an escape tool on early antimagic characters. Now that you can betray escorts without passing the trial, I usually just hold off on going AM until I get a non-arcane source of teleportation.

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