I always saw it as vaults and chest just increasing the generation level of the item; tier 5 item at base tier 2 seemed quite a bit extreme (but maybe I was just unlucky with vaults/chests, again my point was if tier 2 characters with tier 5 equipment really something worth worrying about.edge2054 wrote:They are generally more level appropriate. Chests and vaults break the rules.
Saving CON! And undead while we're at it!
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Re: Saving CON! And undead while we're at it!
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Re: Saving CON! And undead while we're at it!
I don't believe vaults actually break it. Chests certainly do though.
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Re: Saving CON! And undead while we're at it!
But that still doesn't make sense. The armors are the same weight. It is correct that they be the same weight because the drawbacks of excessively heavy armor and the maximum practical weight of armor for a typical human or dwarven or halfling soldier don't change.edge2054 wrote:Sure. Weapons do this anyway.
Massive armor could give a move speed penalty that could be offset with strength. Say 10% per tier. Each point of strength over 10 offsets one of these penalty points.
Go 5% per tiet for heavy armor.
Then make prodigies/talents use base stat and we've killed stat juggling.
Armor doesn't make you slower. It makes you tire out faster. Oh, hey, that's already implemented as fatigue. It's counteracted not by strength, but by endurance and heat tolerance. Oh, hey, that's the change to Con originally proposed in this thread.
Digitochracy
n. 1. technocracy. 2. government by the numbers. 3. rule by people with the longest fingers.
n. 1. technocracy. 2. government by the numbers. 3. rule by people with the longest fingers.
Re: Saving CON! And undead while we're at it!
I think it would make more sense if CON granted extra Stamina rather than lowering Fatigue. Granted, it's possible to do both but I think +Stamina makes more sense and it would encourage some classes to put points in it early-ish.
ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
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Re: Saving CON! And undead while we're at it!
I like fatigue a lot better than extra stamina. For one, it's more widely applicable - con actually might make sense for other classes now.
Especially if it can go below 100%.
I propose something like how global speed works.
Especially if it can go below 100%.

Addons: Arcane Blade Tweaks, Fallen Race, Monk Class, Weapons Pack
Currently working on Elementals. It's a big project, so any help would be appreciated.
Currently working on Elementals. It's a big project, so any help would be appreciated.

Re: Saving CON! And undead while we're at it!
Fatigue could previously go below 0 (hi, Feathersteel amulet!) but that was changed. It was quite noticeable with Mana, since fatigue for that is doubled and fatigue -20% (total) means -40% Mana costsgrayswandir wrote:I like fatigue a lot better than extra stamina. For one, it's more widely applicable - con actually might make sense for other classes now.
Especially if it can go below 100%.I propose something like how global speed works.

ToME online profile: http://te4.org/users/zonk
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Addons (most likely obsolete): Wights, Trolls, Starting prodigy, Alternate save/resistance system
Re: Saving CON! And undead while we're at it!
Funny bug, although that could be fixed by halving values below zero instead of doubling them.