Infinite500: Game Play Beyond Level 50

File
game_addon_string: 
tome

Version 1.9: Compatible with ToME 1.0.3

This add-on implements a wide spread, but subtle, rescaling of various in game abilities (493 this release) to maintain game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon without game mechanics breaking down. This add-on installs diminishing returns effects for things like duration, range, and multiplicative bonuses. These changes mitigate over-the-top scaling that can happen when high talent levels are reached for both NPCs and players. Changes to gameplay are minimal before around character level 50, but kick in gradually after that. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels. (If anyone sees any significant changes at lower levels, please post in the addons area to let me know.)

Changes affect both characters entering the I.D. from birth or those that enter it later, including the Maj'Eyal campaign.

Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward - including extra category points every 30 levels starting at level 66.

No additional Prodigies are gained after level 50.

The usual number of random escorts are enabled at lower levels of the I.D for characters that start there. (Note: These are harder than normal to keep alive.)

Maximum stats are increased from 100 to 400, and dependent computed value limits are also appropriately increased.

Modified game mechanics (feedback from players appreciated!):
This addon employs modified checkHit and checkHitOld functions that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229) and employs revised evasion mechanics (see http://forums.te4.org/viewtopic.php?f=39&t=35361)
Saving throws have been modified slightly to make them more effective at reducing the duration of status effects you fail to save against. (See http://forums.te4.org/viewtopic.php?f=36&t=36715 for details.)
To make these game mechanics optional there is an addon at http://www.te4.org/games/addons/tome/alternate-game-mechanics-tome that allows you to turn on and off each one from the in game menu (may need to enable incompatible addons in the addons game menu).

The ability to shrug off critical hits has been changed. Instead of using the percent value to ignore crits completely, it reduces the crit multiplier by the same amount to a minimum of 100%.

The talent level limits for normal monsters (not bosses or uniques) are scaled up with level. The number of bonus talents for random bosses have diminishing returns with level.

Lower material level equipment is gradually phased out at deeper levels in the I.D, for all creatures including stair guards. (No more massively ego'd iron and linen equipment.)

Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops.

The lichform quest can be completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step.

The Corruption/Hexes tree can be learned from a new random drop.

Traps (detect, disarm, effects) update with the level of the zone and have been added back to the I.D. and rebalanced.

Stealth and Invisibility have been rebalanced and scale more evenly with talent level and stats.

Most major events from the Maj'Eyal campaign are enabled in the I.D.

Added a new greater vault.

Gesture of Pain, Defensive Throw, and Counter Attack now can affect a limited number of attacks per turn. (Shown as a buff, mouseover for details.)

Dual Weapon Defense now allows you to parry a limited number of melee attacks per turn at higher talent levels. (You have a chance to use your offhand weapon to deflect some incoming damage, shown as a buff.)

By default, speed stacking from multiple sources is now additive rather than multiplicative.

Stats for most summons have been tweaked with talent level so that they can not be stronger than their masters.

Things in development: world artifacts, a special event in the I.D. where you can have custom artifacts made for your character if you can keep the crafters alive, more level variability (layout, size, etc.).

CORE CODE CHANGES
Besides changes to the various talent functions, other key code changes appear in:

Engine:
engine\interface\ActorStats.lua
engine\interface\ActorTalents.lua

TOME Module:
mod\load.lua
mod\resolvers.lua
mod\class\Actor.lua
mod\class\GameState.lua
mod\class\Player.lua
mod\class\Trap.lua
mod\class\interface\Combat.lua
mod\class\interface\TooltipsData.lua
mod\dialogs\LevelupDialog.lua
data\birth\worlds.lua
data\general\events\damp-cave.lua
data\general\events\drake-cave.lua
data\general\events\fearscape-portal.lua
data\general\events\naga-portal.lua
data\general\events\old-battle-field.lua
data\general\events\rat-lich.lua
data\general\objects\world-artifacts.lua
data\general\objects\world-artifacts-far-east.lua
data\general\traps\alarm.lua
data\general\traps\annoy.lua
data\general\traps\complex.lua
data\general\traps\elemental.lua
data\general\traps\natural_forest.lua
data\general\traps\water.lua
data\damage_types.lua
data\maps\vaults\paladin-vs-vampire.lua
data\quests\lichform.lua
data\rooms\greater_vault.lua
data\timed_effects\physical.lua
data\timed_effects\other.lua
data\timed_effects\mental.lua
data\zones\infinite-dungeon\events.lua
data\zones\infinite-dungeon\npcs.lua
data\zones\infinite-dungeon\objects.lua
data\zones\infinite-dungeon\zone.lua
data\zones\ruined-dungeon\grids.lua

Other addons that affect these files might not be compatible. A summary of all of the talent changes is included in the notes file in the root of the .teaa file.