catwhowalksbyhimself's blog

MoRE 0.0.3 Released

This release fixes several bugs. Main changes.

  • Descriptions of many Charlatan skills improved
  • Charlatan starting trees/skills altered
  • Call of the Lich bug triggering after enemies killed fixed
  • Errors being triggers after Throwing Dagger skills are used on empty tiles or untargetable enemies fixed.

http://freedomforceforever.com/more0-0-3.zip

Install instructions as normal. If you already have a previous verson of MoRE installed, use the updatemore batch file if you system can do patch files. Use the moreinstall batch file if you have not downloaded an earlier version. If your computer can't use batch files, copy and rename the tome module folder to more of you don't have a more folder, then dump the contents of the moreinstaller folder into the more one.

MoRE 0.0.2 released

MoRE 0.0.2 is now out. This removes some test code accidentally left in the Charlatan, as well as fixing a few spelling errors, and changes the Goblin start text slightly.

If you already have 0.0.1 installed, use the updatemore batch file if you system can do patch files. Use the moreinstall batch file if you have not downloaded 0.0.1. If your computer can't use batch files, copy and rename the tome module folder to more of you don't have a more folder, then dump the contents of the moreinstaller folder into the more one.

Enjoy!

http://freedomforceforever.com/more0-0-2.zip

MoRE 0.0.1 is out!

I am very please to announce that MoRE 0.0.1 has been released for Beta 31. This is very much a beta and probably has a ton of balancing and other issues, but should be playable. You will have to start over again with unlocks, I am afraid, but categories containing new things have now been unlocked by default. The new content is unlocked for now, but will probably have it's own unlock in a later release.

To install, unzip in the main beta 31 T-engine directory, then use the installer batch file included. When it asks you for permission to over-ride files, hit the 'A' key.

And with no further ado, here's the link.

http://freedomforceforever.com/more0-0-1.zip

Now for the official "stufflog" as Nagyhal called on the irc channel.

New Races by Goblinz
  • Goblin
  • Lich
New Classes
  • Charlatan by catwhowalksbyhimself
  • Ranger by Goblinz
New Talent Trees
  • Transmutation for Alchemists by Goblinz
  • Arcane Power by Archmages by Goblinz
  • Throwing Daggers for Rogues, by catwhowalksbyhimself

Please inform me of any bugs or issues you might here.

MoRE--Starting over

Sorry for the delay. At one point MoRE was as close as a couple hours work from being released. Now I've come to the point where I was force to rebuild the thing all over again. The downside is I'm going to have to redo a lot of the work already done. The positive side is I'm setting everything up to be a lot easier in the future and have the chance to add a few more things.

MoRE--Death Unseen

Alright, sorry for my sudden and unexplained absence. More has been delayed but not forgotten and now work on it will be resumed. In the mean time, I continue my little series of teasers.

This time I would like to highlight a MoRE exclusive--the throwing dagger tree.

The throwing dagger tree is a new tree for both the vanilla rogue and the new Charlatan class. The base skill is a hybrid between a ranged attack spell and a weapon attack. While not requiring any equipped weapons, it uses weapon crits and other characteristics. While it does a relatively minor amount of damage, especially at higher levels, it has higher than normal chance for crits at higher skill levels and, most importantly, does not break stealth. The other 3 skills allow for special attacks based on the damage of the base skill.

Stealth just became a lot more fun.

MoRE--Transmute this!

Yesterday I introduced MoRE, the upcoming unofficial expansion module to the base ToME game, and told you a bit about it's history and purpose. In the next few days until release, I will be giving you a bit of a preview at some of the new things that will be included. Some of these features are already available for download separately, although none of them are, to my knowledge, based completely on the current ToME version. I will nonetheless provide links, just in case you can't wait to try some of these things out.

One of the keys words associated with alchemy is transmutation, the ability to turn one substance into another. ToME's alchemist has, however mostly focused other skills--until now. MoRE introduces the Transmutation tree for alchemists. Turn stone into mud and deadly acid. Leave a trail of destruction on your wake. Turn the very elements against your enemies. All this and more in the Transmutation tree for Alchemists.

http://forums.te4.org/viewtopic.php?f=39&t=25679&p=107023&hilit=+transmu...

MoRE---what it is and why you should care

I am proud to announce that my module MoRE--A Mashup of Random Elements--will see release in a few days. So what? Why should you care? What is this module about?

I'm hoping in the next few days to answer a few of these questions.

This whole idea started when I began posting in a discussion about a commander type class. I came up with some definite ideas then realized just how much the base game would have to be altered to make it work. This in turn made me think of other user created content that gets posted from time to time. There were many things here that looked fun and interesting, yes how many would take the time to play them? That is how MoRE was born.

MoRE will collect the best of this non-official content in a single, easy to use package. New classes, skill trees, races, and eventually classes and various tweaks and changes to the base game. It won't be a radical depature from normal ToME, but will simply add, well, more, to the base experience.

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