Infinite 500: Gameplay Beyond Level 50

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Hommit
Wayist
Posts: 21
Joined: Sat Sep 27, 2014 4:57 pm

Re: Infinite 500: Gameplay Beyond Level 50

#196 Post by Hommit »


Crim, The Red Thunder
Sher'Tul Godslayer
Posts: 2000
Joined: Fri May 07, 2004 8:26 pm
Location: Nahgharash

Re: Infinite 500: Gameplay Beyond Level 50

#197 Post by Crim, The Red Thunder »

Can second this. I500 can't be run at all with the new DLC currently.
Currently playing under the name Aura of the Dawn 4 down, 227 to go!
Proud author of Orc Pit Restoration Project, Faction Allies, Dwarven Adventurer addons
SadistSquirrel wrote:DarkGod has two arms, one with an opened hand, one with a closed fist. You got the fist.

Hachem_Muche
Uruivellas
Posts: 744
Joined: Thu Nov 18, 2010 6:42 pm

Re: Infinite 500: Gameplay Beyond Level 50

#198 Post by Hachem_Muche »

My apologies for the hiatus.

I've updated things for the recent ToME changes and tested it with the new Urh'Rok DLC. I have just uploaded version 2.4 to

http://te4.org/sites/default/files/game ... 500_9.teaa

and to steam. Don't worry about it saying it's 1.2.3 compatible, it works with 1.2.4. (There was a problem uploading to te4.org and it thinks there is already a version there.)

Please advise if there are any problems.
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

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

Re: Infinite 500: Gameplay Beyond Level 50

#199 Post by stinkstink »

Add Vile Life to the Elixir of Corrupted Essence please ;_;

Kiba333
Higher
Posts: 55
Joined: Wed Jun 25, 2014 4:13 pm

Re: Infinite 500: Gameplay Beyond Level 50

#200 Post by Kiba333 »

I get error messages every time i get damage from a trap while i stand next to it. From what i could read out of it, it's because "Share the Pain" talent of doombringer tries to counter attack the trap.

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

Re: Infinite 500: Gameplay Beyond Level 50

#201 Post by Marson »

Kiba333 wrote:I get error messages every time i get damage from a trap while i stand next to it. From what i could read out of it, it's because "Share the Pain" talent of doombringer tries to counter attack the trap.
That's a "Share the Pain" bug and doesn't involve the addon.

Kiba333
Higher
Posts: 55
Joined: Wed Jun 25, 2014 4:13 pm

Re: Infinite 500: Gameplay Beyond Level 50

#202 Post by Kiba333 »

Doombringer NPCs at high levels (past 50) are too strong.
i mean much too strong. Stroooooooooooooong
stupifyingly-insanely-ridiculous strong.

they deal literally tens of thousands damage in a single turn. I am level 100, have more than 5000 hp and 60% all resist infight. Enemies are right now around level 180 where i am in the ID. I can easily defeat every class or class combination NPC's throw at me, except doombringer. Doombringer NPC's always (100% certain) kill me during the first turn of the encounter or sometimes at the turn when i enter their line of sight, even before i get to act. Most of the time this results in my cauterize triggering, making me take roughly 1500-5000 damage each turn spread over 10 turns (the NPC hit me for 15000-50000 damage). Sometimes the Doombringer npcs even manages to kill me, trigger my cauterize and then kill me again for good, before i get to act, effectively killing me in a single turn twice(?).

I looked at their talents. Among other things their inflated amount of vim makes demonic blood and abyssal shield completely broken overpowered. A level 180 doombringer NPC i encountered had 2400 vim. demonic blood increased it's all damage by roughly 870% and abyssal shield reduced the damage of every hit taken by 4800 (up to 50% max). The burn dot doombringers apply stacks somehow probably in junction with eternal suffering, after a few hits the burn ticks for several hundred thousand or a miliion damage every turn.

I am sure there are lot more broken things going on there but i usually am unable to deduce where all the damage is coming from exactly since i die instantly and the combat log afterwards becomes a hard to understand wall of text.

MoloMowChow
Wayist
Posts: 18
Joined: Wed Aug 21, 2013 9:04 pm

Re: Infinite 500: Gameplay Beyond Level 50

#203 Post by MoloMowChow »

Will this be fine for 1.2.5?

I believe there were skill rebalances (and in one case, a Doombringer tree merged 2 skills and got a new skill entirely.)

Wondering if this would impact the addon negatively.

Hachem_Muche
Uruivellas
Posts: 744
Joined: Thu Nov 18, 2010 6:42 pm

Re: Infinite 500: Gameplay Beyond Level 50

#204 Post by Hachem_Muche »

There should be no issues with I500 and either 1.2.4 or 1.2.5.

I500 does not directly change any of the new Doombringer/Demonologist talents. Some of the Ashes of Urh'Rok talents have recently been rebalanced a bit, so make sure you're running with the latest version of the DLC.

I am working on making a few tweaks to the addon (including adding access to the Vile Life talents) for the next official game release.
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

overtrix
Archmage
Posts: 412
Joined: Fri Jan 17, 2003 9:33 am
Location: Les Corbières sauvages

Re: Infinite 500: Gameplay Beyond Level 50

#205 Post by overtrix »

So close ...

Glorenn the brown bear hits Ta Gueule ! for 14068 physical, 6 darkness, 69432 physical (83506 total damage)
Ta Gueule ! the level 255 halfling archmage was squished to death by Glorenn the brown bear on level 477 of Infinite Dungeon

... cauterizing already, stonewalled him instead of teleporting far far away, tumble. The end, sniff :lol:

----

Very belated response to question about another character - yes, pumping the cursed stuff does various good and fun things, but it's a lot of generic points for non-essentials - probably wouldn't do it again on purpose.

carpediem77
Low Yeek
Posts: 5
Joined: Tue Feb 03, 2015 10:52 pm

Re: Infinite 500: Gameplay Beyond Level 50

#206 Post by carpediem77 »

I just downloaded this mod and am really enjoying it. My only small gripe is that since I am playing as an adventurer it would be nice to get category points more often than every 30 levels. Is there a fix I can download or a line of code I can change in the file to get points every 15 levels?

Hachem_Muche
Uruivellas
Posts: 744
Joined: Thu Nov 18, 2010 6:42 pm

Re: Infinite 500: Gameplay Beyond Level 50

#207 Post by Hachem_Muche »

overtrix wrote:So close ...

Glorenn the brown bear hits Ta Gueule ! for 14068 physical, 6 darkness, 69432 physical (83506 total damage)
Ta Gueule ! the level 255 halfling archmage was squished to death by Glorenn the brown bear on level 477 of Infinite Dungeon

...
@overtrix: Impressive character! (http://te4.org/characters/64024/tome/80 ... 4080cd248a)
Grats on ALMOST getting there. Maybe if you hadn't lost that life to Linaniil at level 50....

and thanks for the feedback on the cursed aura talents.

@carpediem77: I don't recommend adding more category points to an adventurer since that's really the only limitation on the class. You don't want it to be too easy do you?
However if you do want to change the rate you gain category points (after level 50), then look in the addon files:
overload\data\zones\ruined-dungeon\grids.lua
and
overload\data\birth\worlds.lua

In each file, change the line

Code: Select all

if self.level == 10 or self.level == 20 or self.level == 36 or self.level == 46 or (self.level > 50 and (self.level - 6) % 30 == 0)	then
to read

Code: Select all

if self.level == 10 or self.level == 20 or self.level == 36 or self.level == 46 or (self.level > 50 and (self.level - 6) % 15 == 0)	then
Note that this will only apply to new characters created in the I.D. campaign or that enter through the ruined dungeon and it will invalidate the addon.
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

carpediem77
Low Yeek
Posts: 5
Joined: Tue Feb 03, 2015 10:52 pm

Re: Infinite 500: Gameplay Beyond Level 50

#208 Post by carpediem77 »

Thanks for the response. When you say it will invalidate the addon do you mean the rest of the addon's effects wont apply? Also what difficulty was this designed with in mind? I beat the main game on nightmare but that might be too difficult later on in the infinite dungeon.

Hachem_Muche
Uruivellas
Posts: 744
Joined: Thu Nov 18, 2010 6:42 pm

Re: Infinite 500: Gameplay Beyond Level 50

#209 Post by Hachem_Muche »

Modifying your addon files will cause them to no longer match the files on the t34.org (or steam) server, and any games you play with those will then be flagged as "this game has not been validated by the server."

I500 is designed for "Normal" difficulty, but higher difficulty settings apply as usual to NPCs, etc. in the I.D.

Adventurers were never intended to be balanced alongside the other character classes. The problem with giving them more talent categories is that they can then more easily get (possibly unbalanced) talent combinations that are not normally possible for regular character classes.
Author of the Infinite 500 and PlenumTooltip addons, and the joys of Scaling in ToME.

breadsmith
Thalore
Posts: 169
Joined: Fri May 17, 2013 6:15 am

Re: Infinite 500: Gameplay Beyond Level 50

#210 Post by breadsmith »

I don't think that this addon plays nicely with the new version. I guess it somehow stopped me from entering Angolwen when I tried to go there for the first time. Not entirely sure what caused the problem, just letting you know that there are some compatibility issues.

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