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December 15, 2022
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REALLY love the new version, I still play angband and moria on occasion =P Okay, I may have "went outside the lines" on my berserker build, but I decided to give it a try. I took my category points and tried to make him a dual wielder. Game wont seem to let me equip an offhand, even though Im using a one handed weapon in my main. Is this a definite NO to being able to dual wield as a berserker? Your thoughts please sir.
Still waiting for an OSX version too. ;)
DarkGod i tryed the last beta in Windows and had a strange bug. In early gameplay phase as playing as a warrior killed some mobs and then my dmg hit turned negative so i couldn't kill anymore none of the enemies.
I'm still waiting for the OSX build too:/ I'll post it as soon as I get it.
As for bug reports please use the forums :)
PS: Stores are a tad uggy in beta6
Still waiting for those OSX binaries.. help a brother out!
Going back the the quantity comfirmation box when selling/buying multiple items in the shops, maybe Im not doing something right but i have yet to get the count working correctly, cant zero it out or clear the prelisted number with backspace, delete, keypad or qwerty numbers
DarkGod - I've been a fan of ToME since it's inception, and before that Angband, Moria, etc. I've enjoyed each incarnation of ToME you've developed, but you've outdone yourself with this one. The change in direction lends itself to incredibly flexible possibilities. I look forward to seeing where ToME 4 goes.
One minor thought: A suicide key would be great, particularly in Beta - after using my last phase door and ending up in an impenetrable thicket of trees, I was unable to get out, or to kill myself.
Keep up the extraordinary work!
I think when i tried to sell a bloody phial (blood of life) at the weapon shop it added 100 gold to my treasure list as that is the value listed of the item.
Dwarf berzerker, running berzerk and precise strikes left me 49 STA, cant use rush (45 sta) for some reason. says i dont have enough stam
Actually, I think that monster HP thing has to do with a bug... apparently if you look at a monster, then exit look mode, then look at it again, it doesn't update the status - you have to look at something ELSE first!
A few notes:
- Using an unfamiliar build process definitely doesn't help. Yes, autoconfiscation _is_ an abomination, but there must be better ways...
- There are bugs in building using newer binutils (Linux mostly): You can't rely on libraries that have been linked to libraries to be included automatically in the final link. In short, the TEngine.make LIBS macro has to add "-lm -lpthread"
- Here the link complains about the use of tmpnam at src/lua/loslib.c:60, suggesting change it to mkstemp
- Is there some VCS for this (preferably git, but I'd take almost anything)? Chipping in is hard if only tarballs are published....
One more thing... do high-level monsters regenerate HP, or is their true HP hidden from the player or something? Even after fighting some OoD monsters (say, a grizzly bear on level 1 of Trollshaws) for a few turns, they're still at 100% HP...
I use the enter key on the num pad and not the regular one so much. It diddnt register when comfirming quantities when selling more than 1 item in a shop (who needs 15 slime mold potions right?) More of an oversite than a bug i think but kinda annoying. I got the fox and wolf damage 0 thing too. Still some trouble switching gfx modes, lot of white out in grids. Overall I think its going good though. Great to see you back DG
Might have just been my previous character being lucky (first time I'd tried a Dwarven Berserker in a while) but wolves and foxes weren't doing any damage to me. Even Dire Wolves only did 5.00 physical damage. Of course, it was made up for by Bill, who did 92 with his first swing and 140 with his second. He didn't need a third.
I've noticed that items in inventory seem to be alphabetically sorted - even the un-ID'd ones! So you can get a hint of what an item might be simply by observing where it is in the list...
Also, it seems that healing potions are always red and mana potions are always blue... that doesn't work well with an ID system!
And does any character ever run out of Stamina???
Ok, but what i was trying to say is to dont forget to release from time to time an OSX port since us Mac folks dont have yet a stable release. i had problems with b3 since as you know save wasnt working well (always freezed saving). Other problem that i noticed (but didn't understand if is a specific port problem or general is that sometimes becames a bit slugglish). Anyway all the rest seems very promising. Thx, good work (and luck) in next releases DarkGod! :)
There wont be a beta5 osx, beta5 was a very buggy release
Oh this is great but you release b6 even before OSX get his b5 binaries! :S
You'll have to wait a few more days, beta5 is very buggy I'll do a beta6 soon thus there is no point in an OSX release for beta 5 :/
Oh yes need to fix that :)
Oh, yeah, a bug I noticed... You can see "+poison" or "+fire" pop up when there status effects are applied to monsters outside your range of sight!
I haven't actually unlocked mages yet, so maybe I shouldn't be commenting on this issue, but it seems that perhaps the stat points gained per level should be decreased as a possible fix for the "mages wearing heavy armor" issue... that way, if you are a mage and you WANT to wear heavy armor, you can still invest a lot in strength, but you can't do so in just one or two character levels!
Maybe stats should have "aptitudes" like the talents do, too - instead of mages getting +5 to magic or whatever at the start of the game, they could get a x1.5 multiplier, so if you put 2 points into magic, you get 3 points worth! I think the same would apply to racial bonuses as well - a giant who trains in strength should find it easier to gain strength than a human, regardless of the actual strength score of either!
I like how your class doesn't limit you on your equipment options. If you're just as strong as a warrior, why shouldn't you be able to use a warrior's weapon? Just because you're "supposed" to wear light armor because that's what wizards do?
It doesn't come for free. Those points in strength could have been points in magic to increase your attack power. The only problem is that even without those points a wizard has plenty of attack power to spare.
There is something off with mages, rogues and everyone else wearing massive armor.
A dodge or evasion should be a practical alternative for agile characters instead, allowing them to survive just as well as heavy armor users, just using attributes they actually use. 4E for instace allows you to add the highest of your dex or int modifier to your AC if you have light armor, which tends to balance alright with the higher AC provided by heavier armor.
Its easy to discourage this behavior by making heavy armor give you disadvantages to stealth and magic, but I would prefer if this was encouraged instead by giving advantages to lighter armor or cloth.