A change to Insane+ difficulty

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Zeyphor
Archmage
Posts: 400
Joined: Fri Jan 04, 2013 3:20 am

A change to Insane+ difficulty

#1 Post by Zeyphor »

make it so that new non-yeek/sun paladin/anorithil characters cannot leave the starting zone until they have defeated the first non-random boss
also make it so that archmages do not have an option to opt out of the spacial disturbance quest and cannot mageport out of there until the spacial disturbance is dead, and temporal wardens and PMs may not opt out of doing the hallowed morass and cannot timeport out of there until the weaver queen is dead, as well as whatever else would be needed to force people to do the starter zones that they start in

additionally, make it so that yeeks who enter halfling ruins for the first time are prevented by The Way from using the rod of recall in level 4 of ruined halfling complex, and from using the stairs because one of them are in danger and need your help until Subject Z has been slain or the Yeek Wayist dies(maybe on all difficulties?)

if I could take out subject Z and save the wayist at level 8 on normal without an adventurer so can you... on normal that is

this will make insane+ difficulty about 100 times harder and reduce the number of new madness winners to 0, and the number of insane yeek winners to 0

Marson
Uruivellas
Posts: 645
Joined: Thu Jan 16, 2014 4:56 am

Re: A change to Insane+ difficulty

#2 Post by Marson »

No thanks. I absolutely hate the mage starting area. You aren't forced to do Trollmire for non-specific starts, so I don't see why others should be without good reason. Heck, I'd even be ok with some way of skipping the undead start, but I understand why that may not be what DG has in mind. And if you forced facing the boss in the Fens, an east-only run for the achievement would become impossible, as you get transported west after defeating the boss.

Zeyphor
Archmage
Posts: 400
Joined: Fri Jan 04, 2013 3:20 am

Re: A change to Insane+ difficulty

#3 Post by Zeyphor »

Marson wrote:And if you forced facing the boss in the Fens, an east-only run for the achievement would become impossible, as you get transported west after defeating the boss.
well i did particularly exclude sun paladins and anorithils from what i said

ZyZ
Thalore
Posts: 141
Joined: Wed Jan 08, 2014 4:56 pm

Re: A change to Insane+ difficulty

#4 Post by ZyZ »

Dwarven starting area is much harder than yeek or undead staring area (on madness you can start next to adult dragon, orc wyrmic, orc assasin, orc grand master assasin etc) and you can't simply recall after first random boss yet people are still able to do it. It just takes more time.

Davion Fuxa
Sher'Tul
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Location: Halifax, Nova Scotia, Canada
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Re: A change to Insane+ difficulty

#5 Post by Davion Fuxa »

This idea seems more in line for something akin to the suggestion that Crim, The Red Thunderer made with Challenge Modes to change the game. I think that would be a better idea rather then adjusting the difficulty itself.
Its amazing what the mind can come up with, but it shows talent to make something of it. - Davion Fuxa
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