The TFork progress/regress/suggestion thread

Any new ideas that you'd like to see in the next version of ToME 2.x.x post here

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Lord Estraven
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The TFork progress/regress/suggestion thread

#1 Post by Lord Estraven »

If you have suggestions for what I should do with TFork, please post them here.

Current stuff I'm looking at...

Alchemy.

I removed the need for various items to give artifact abilities, and increased the HP requirement to 50. As a result things are much more convenient and much less balanced for Alchemists. I figure what I'll do for balance is make artifact pval not possible to increase past 10, and flat out remove +life and +mana.

(You can never be as good as Feanor. Deal with it. :P )

Corruptions.

I'm thinking of adding some new ones, using various attack abilities. I want to make these attacks actually useful, even at high levels, however they must have a price - I'm thinking reduction of stats, especially the all-important CON. You can breath ice like Superman, but don't try to take a hit like him!

Stats.

I'm contemplating the complete removal of CHR, as many are contemplating for Vanilla variants. Might be annoying to remove, but it's generally a dump stat.

Races.

Rohan Knights are stupid powerful, and there's no real reason for them to exist as a separate race. I think I'll get rid of them. Dunadan likewise have too many advantages, not sure what I'll do with them though.

Elves and Half-elves are going to be removed at some point for obvious reasons. Half-ogres will become just Ogres.

Bog-standard humans need some advantages. IMO they should start out weak but get really powerful at high levels. Perhaps a "will to live" ability that amplifies combat and magic when HP is reduced past a certain threshold? I'll have to think about it.

Deathmolds will be removed. Maybe Thunderlords too. Dwarves and Petty-dwarves may be combined, I'm not a Tolkien scholar but I don't think they were hugely different.

Magic.

Magic seems to me a little underpowered right now. I don't want to start an arms race, but Manathrust just does not compare to a long bow and some arrows of Slay Evil, let alone an artifact bow and artifact ammo. I figure the main advantage of magic should be hitting a bunch of monsters at once, rather than killing power; but even so. Maybe I'll reduce mana cost for some of these spells.

Also, I'd like to give every elemental realm some form of attack spell. An Air Mage winner should be perfectly feasible IMO.

Weaponmaster abilities.

Ideally I want to give every weaponmastery category an ability. Maybe swordmasters would get Whirlwind Attack (which will have to be replaced in the Tulkas spell list), and haftedmasters might get some kind of powerful knockback effect. Polearm masters will get Impale (which will be a little different from far-reaching attacks). Axemasters... I'm thinking some kind of "crushing blow" ability, that weakens a monster a la Curse, primarily reducing its armor class. The "Critical hits" and "Stunning blows" skills would of course be eliminated.

Repton
Archmage
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Re: The TFork progress/regress/suggestion thread

#2 Post by Repton »

Lord Estraven wrote:Dwarves and Petty-dwarves may be combined, I'm not a Tolkien scholar but I don't think they were hugely different.
Mim and his sons were the last. There are none left now...

Lord Estraven
Uruivellas
Posts: 718
Joined: Tue Dec 13, 2005 12:35 am

Re: The TFork progress/regress/suggestion thread

#3 Post by Lord Estraven »

Yeah, guess I'll just add some of their abilities to Dwarves and remove them.

Lord Estraven
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Joined: Tue Dec 13, 2005 12:35 am

Re: The TFork progress/regress/suggestion thread

#4 Post by Lord Estraven »

Okay, the human special ability is now implemented. It only takes effect at level 40+, and lasts a pretty short time, but it's pretty powerful and may save your character's skin.

Edit: aaaand pushed to Git. Other changes include the aforementioned race and alchemy changes and the complete removal of ToME's old help system.

Lord Estraven
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Joined: Tue Dec 13, 2005 12:35 am

Re: The TFork progress/regress/suggestion thread

#5 Post by Lord Estraven »

Abilities have been implemented and pushed to Git. Not sure if they're all that useful though. Swordmastery's is probably the strongest, which I'm not sure I like, since the most powerful artifacts are swords. Also Impale seems to be giving the wrong number of attacks, I'll have to fix that. And the way I implemented Mighty Blow is hackish in the extreme. *sigh* I'll give it all another look tomorrow, right now it's too late.

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