Documentation
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- Sher'Tul
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Documentation
What sort of documentation and guides/FAQ do you think should be made available either via a Read Me file or as easily findable information on te4.org [as in links at the top like the news/download/forum/wiki/ect bit]?
I have a bunch started, but I'm curious as to what the community wants and what is necessary.
I have a bunch started, but I'm curious as to what the community wants and what is necessary.
Final Master's Character Guides
Final Master's Guide to the Arena
Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D
Final Master's Guide to the Arena
Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D
Re: Documentation
Currently stats/ strategies for bosses/monster would be appreciated by me. When I first started playing a walk through for the first 2-3 dungeons would be nice. Ideally Information on the classes and talent would be nice but given the fact that ToME is still changing that would be unpractical.
Something handy would be more coding tutorials but those may be only used by a small fraction of users
Something handy would be more coding tutorials but those may be only used by a small fraction of users
Those who complain are just Volunteering to fix the problem
<yufra> every vault designer should ask themselves exactly that: What Would Grey Do?
<yufra> every vault designer should ask themselves exactly that: What Would Grey Do?
Re: Documentation
Complete talents descriptions for all classes with all numbers and required resources is the most important thing. Right now you don't know what artifact activation does if you didn't played corresponding class. How should I know what Juggernaut or Tidal Wave are if I never played bereserker or mage?
Saves (physical/mental/spell save etc) explanation
Armor, resistance and to-hit and their interactions with different types of damages and saves explanation.
Different effects description - like what does Freeze, slime hit(how much slowness it does?), Slow, Burning, Speed, Momentum, Movement Speed etc. actually do (numbers) and how they interact. That could be difficult probably with all the different effects.
Resources explanation and how they can(or can not) be replenished (needed for skill acquired from escort, if player didn't played corresponding class)
Saves (physical/mental/spell save etc) explanation
Armor, resistance and to-hit and their interactions with different types of damages and saves explanation.
Different effects description - like what does Freeze, slime hit(how much slowness it does?), Slow, Burning, Speed, Momentum, Movement Speed etc. actually do (numbers) and how they interact. That could be difficult probably with all the different effects.
Resources explanation and how they can(or can not) be replenished (needed for skill acquired from escort, if player didn't played corresponding class)
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- Sher'Tul
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Re: Documentation
Anything else? I've started work on all of these, and some of them might be done before summer arrives. If there is absolutely anything else at all that anyone can think of that needs to be documented for use in or out of the game, please, post it here.
Thank you
Thank you
Final Master's Character Guides
Final Master's Guide to the Arena
Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D
Final Master's Guide to the Arena
Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D
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- Sher'Tul
- Posts: 1022
- Joined: Fri May 21, 2010 8:16 pm
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Re: Documentation
Are there any further suggestions or requests to be made within the next month or so?
Also, any help at all would be very much appreciated.
Also, any help at all would be very much appreciated.
Final Master's Character Guides
Final Master's Guide to the Arena
Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D
Final Master's Guide to the Arena
Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D
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- Wyrmic
- Posts: 233
- Joined: Thu Dec 20, 2007 12:08 am
- Location: California
Re: Documentation
Equipment explanations- what do all the numbers mean, who can or can't equip what, when do you need to equip prior to use, that things liked ego diggers and lights give you bonuses but (x)change weapons don't (I think).
Re: Documentation
Moving into a slow period...Final Master wrote:Are there any further suggestions or requests to be made within the next month or so?
Also, any help at all would be very much appreciated.
Feed me some stuff you need doing, or better still, since I have been a copy editor in the past, feed me your current stuff and I will edit and correct. Guaranteed fast turnround on copy editing, slow on content creation.
PM me and I will give you an email addie to use.
Regards
Jon.
Jon.
Re: Documentation
it vould be nice to have a guide recallable from the ESC menu to consult, and even a main menu option to read a bit about the game.
Re: Documentation
General warnings about zones, bosses, and what order to take them in, for the wiki. Rudimentary example:
Bring some means of teleport or phase door to the Sandworm Lair. Blind resistance or wild infusion w/ remove physical effects are good to have. Dungeon is five levels, all the same style. Tunnels that can collapse are marked in blue on your mini-map. Avoid fighting in tunnels. Boss will likely path to you immediately on entering the last level. The neutral sandworms will not turn hostile if hit. Optimal level range is X to Y.
The thought being that some people like spoilers, some people like being surprised, and some people just want a nudge in the right direction.
For in-game, one thing I would like to see is a detailed explanation of how the major status effects work, and the foremost means of circumventing or removing them. For example: wands of detection can make blindness a little less dangerous. Be careful using beam spells while frozen, as you may hit yourself (I *think* this is true, it's been a while). Being able to access this sort of information by clicking on an effect would be really great.
Bring some means of teleport or phase door to the Sandworm Lair. Blind resistance or wild infusion w/ remove physical effects are good to have. Dungeon is five levels, all the same style. Tunnels that can collapse are marked in blue on your mini-map. Avoid fighting in tunnels. Boss will likely path to you immediately on entering the last level. The neutral sandworms will not turn hostile if hit. Optimal level range is X to Y.
The thought being that some people like spoilers, some people like being surprised, and some people just want a nudge in the right direction.
For in-game, one thing I would like to see is a detailed explanation of how the major status effects work, and the foremost means of circumventing or removing them. For example: wands of detection can make blindness a little less dangerous. Be careful using beam spells while frozen, as you may hit yourself (I *think* this is true, it's been a while). Being able to access this sort of information by clicking on an effect would be really great.
Sorry about all the parentheses (sometimes I like to clarify things).
Re: Documentation
If you've got a to-do list somewhere I'd be happy to help in whatever way I can.Final Master wrote:Also, any help at all would be very much appreciated.
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- Sher'Tul
- Posts: 1022
- Joined: Fri May 21, 2010 8:16 pm
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Re: Documentation
Things I have done in no particular order -
Artifact List [Separated by slot, type, name] *Note* This is just a list, not what they do
Boss Guides
Western Zone Guides
Overview of the races
Overview of the classes
General game play tips and strategy
Dangerous NPCs and how to combat them
Easy race/class combinations
Discussion on saves vs resists
General game mechanics
General zone order based on class and experience
Things I could use some help on -
Controls list
Possible locations for random/semi random zones
Shops in towns
Which zones each race/class starts at
Story overview
Inscriptions
Difficulty options/what they mean
Details on eastern zones/prides especially
Vaults!!!!!
So far, this is the table of contents of the guide:
That is not definitive yet, but is a good outline of what will be included in the final project along with how I will attempt to put it all together. If there is anything missing, incorrect or other inclusions that you may find necessary, please, let me know.
I will try very very very hard to have at least 50% of this typed and available by Wednesday, August 3; and, if help is available, I will attempt to have it in it's entirety by September 5th. These are not hard and fast dates, but it is definitely what I am shooting for with this.
Madmonk - I hope you are still a bit slow because I will be attempting to send you a rough of the first 50% or so by August 3rd. Thank you for your offer!
Hedrachi - If I remember correctly, you're pretty familiar with things like the vaults and how the code kind of coordinates things. Any aid in that in particular would be amazing. Again, any help at all is great. :D Thanks for the offer!
Artifact List [Separated by slot, type, name] *Note* This is just a list, not what they do
Boss Guides
Western Zone Guides
Overview of the races
Overview of the classes
General game play tips and strategy
Dangerous NPCs and how to combat them
Easy race/class combinations
Discussion on saves vs resists
General game mechanics
General zone order based on class and experience
Things I could use some help on -
Controls list
Possible locations for random/semi random zones
Shops in towns
Which zones each race/class starts at
Story overview
Inscriptions
Difficulty options/what they mean
Details on eastern zones/prides especially
Vaults!!!!!
So far, this is the table of contents of the guide:
Code: Select all
Table of contents
Introduction to the guide
Introduction to tome 4
Features
Unlocks
Inscriptions
Linear Story
Campaigns
Controls
Hotkeys
Movement
Talents
Mechanics
Attacking
Melee
Ranged
Damage
Armor
Resistance
Defense
Cooldowns
How to Manage without Managing
Resources
Breakdown of each
How they function
How to recover
Strategy and Tactics
Fighting effectively in Melee
Fighting effectively at Range
Controlling the flow of battle
What NOT to fight
Special notes for:
Dreads/Dread Masters
Wyrms and Dragons in general
Elite Skeleton Archers
Corrupters
High Pyro/Cryomancers
Eternal Bone Giants
Liches
Giants – especially Boulder Throwers and Thunderers
Adventure Parties
Exploitations
Pillar Dancing
Offensive Retreat
Edge of LOS/FOV
Stair Setting
Enabling Cheat Mode
When the game drives you nuts
Additional Assistance
When you just want a winner
Races
Higher
Cornac
Shalore
Thalore
Dwarf
Hobbit
Ghoul
Skeleton
Yeek
Classes
Fighter
Berserker
Arcane Blade
Brawler
Archer
Slinger
Rogue
Shadowblade
Arch Mage
Alchemist
Summoner
Wyrmic
Sun Paladin
Anorthil
Reaver
Corrupter
Cursed
Doomed
Temporal Warden
Paradox Mage
Mindslayer
Characters
Easy to Play
Melee Types
Ranged Types
Control Types
Challenging to Play
Melee Types
Ranged Types
Control Types
Difficulties
Tutorial
Adventure
Normal
Roguelike
Insane
Towns
Derth
Arena [Unlock Arena]
Last Hope
Tannen Tower
Iron Throne [Dwarf Only]
Angolwen [Initial Mage Only]
Elvala [Shaloren Only]
Shatur [Thaloren Only]
Erberg [Port]
Sun Wall
Vargh [Naga Only]
Zones
West
Kor’Pul
Troll Mire
Daikara
Temporal Rift [Unlock Temporal Warden/Paradox Mage]
Sandworm Lair [Unlock Wyrmic]
Old Forest
Shertul Fortress
Maze
Dredfell [Unlock Ghoul/Skeleton]
Ambush
Reknor
Racial Zones
Scintillating Caves [Elf/Shaloren]
Rhaloren Camp [Elf/Shaloren]
Escape from Reknor [Dwarf]
Deep Bellow [Dwarf]
Blighted Ruins [Undead]
Morgal’s Lair [Yeek]
Ritch Hive [Yeek]
Side Zones
Halfling Ruins
Golem Graveyard
Ruined Dungeon [Unlock Infinite Dungeon]
Ancient Elven Ruins
Lumberjack Village [Unlock Cursed]
Tempest Peak [Unlock Storm Tree]
Assassin Tunnels [Unlock Merchant Shop]
Ring of Blood [Unlock Brawler]
East
Gorbat Pride
Grushnak Pride
Rak-Shor Pride
Vor Pride
Slime Tunnels
High Peak
Side Zones
Vor Armory
Orc Breeding Pits
That is not definitive yet, but is a good outline of what will be included in the final project along with how I will attempt to put it all together. If there is anything missing, incorrect or other inclusions that you may find necessary, please, let me know.
I will try very very very hard to have at least 50% of this typed and available by Wednesday, August 3; and, if help is available, I will attempt to have it in it's entirety by September 5th. These are not hard and fast dates, but it is definitely what I am shooting for with this.
Madmonk - I hope you are still a bit slow because I will be attempting to send you a rough of the first 50% or so by August 3rd. Thank you for your offer!
Hedrachi - If I remember correctly, you're pretty familiar with things like the vaults and how the code kind of coordinates things. Any aid in that in particular would be amazing. Again, any help at all is great. :D Thanks for the offer!
Final Master's Character Guides
Final Master's Guide to the Arena
Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D
Final Master's Guide to the Arena
Edge: Final Master... official Tome 4 (thread) necromancer.
Zonk: I'd rather be sick than on fire! :D
Re: Documentation
Woh, this looks awfully impressive!
[tome] joylove: You can't just release an expansion like one would release a Kraken XD
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning
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[tome] phantomfrettchen: your ability not to tease anyone is simply stunning

Re: Documentation
Also, give people a sense of what a good total number is for those at various levels. Resistances you can sort of figure out because they're percentages, but armor and saves are totally opaque -- is the save bonus granted by eg Chant of Fortitude high? Is it low? Will it make a significant difference for my character? How much damage, on average, is an extra point of armor or defense going to protect me from?Postman wrote:Saves (physical/mental/spell save etc) explanation
Armor, resistance and to-hit and their interactions with different types of damages and saves explanation.
Re: Documentation
Here's two things. Used Notepad++ on em so probably correctly formatted for Linux as well. I used 80-character margins to try and make it a little more readable. The first one is a slightly-spoily guide to the first part of the East; the second is my opinion on vaults. Using Google Docs due to board attachment quota being reached error message and my marvellous satellite connection screwing my dropbox download up. Might be a little wonkily-formatted on google docs.
Intro to the East doc
Vault doc
Intro to the East doc
Vault doc