Infinite Dungeon Merchants

Infinite Dungeon Merchants

4 NPCs will now spawn in Infinite Dungeon that can sell spells trees, stat points, sub stats & can imbue items for you.

There are 19 talent trees (249 talents) available for purchase:
Archmage, Alchemist, Necromancy, Chronomancy, Psionic, Celestial, Anorithil, Oozemancer, Berserker, Rouge, Archer, Arcane Blade, Summoner, Wyrmic, StoneWarden, Corruptor, Cursed, Demented & Steamtech!

Can increase your stats and sub stats:
(STR/DEX/MAG/WIL/CUN/CON and phys/mag/ment resistance and criticals)

Imbue items:
imbue (ANY) jewelry, armor & weapons that are in the game including rares/epics/uniques! And imbue them as many times with as many different gems as you want can afford!

The NPCs that spawn are: Adriel, Sun Paladin, Zemek & Gurock. They are broken down into catagories Adriel=nature SunPaladin=combat Zemek=spells Gurock=tinkerer.

      • This addon is NOT compatible with the story mode, it wont crash the game or anything but will turn some factions hostile. If you want to buy spells in the main story check out my addon at the bottom.
      • DLC is NOT required to play this addon, talents that require a dlc will be clearly noted next to the talent, if you don't own a dlc and try to purchase a dlc talent the gold will be removed but the talent wont be acquired.

!!!MAJOR UPDATE BELOW!!!

1.1.0 - Major change to the way this addon works: 3 npc merchants will now have a chance to randomly spawn each level (you shouldn't go more than 5 levels without running into one of them). Things to note: The shops that spawn will no longer be selling spells, the 3 npc merchants CAN die from enemies (they can still respawn), npc merchants may block the path (you can simply mine out the blocks around them) This is how I originally planned for this addon to be but had trouble getting npcs who could talk to spawn correctly, but with much code rewriting I managed to get it working. If you experience any weirdness with a boss that tries to talk to you or an npc who isn't hostile (who normally would be) please report the npcs name so I can fix it.
1.1.2 - Adds 64 talents - 50 talents added from DLCs Orcs & Cults (2 talent trees Demented & Steamtech) & 14 overlooked talents. Zemek will now teach Demented talents, new npc Gurock added to sell Steamtech talents. DLC is NOT required to play this addon!

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IF YOU WANT TO ASK A QUESTION OR POST A BUG REPORT PLEASE DO SO ON STEAM WORKSHOP BECAUSE I AM UNABLE TO LEAVE A COMMENT OR REPLY ON HERE BECAUSE I EDITED A COMMENT TOO MANY TIMES AND MY ACCOUNT IS NOW MUTED DUE TO "SPAM"... SORRY FOR THE INCONVENIENCE! If u can't reply on steam then I'll reply here --v

@iwantpizza The stores appear randomly in the walls (they appear as shop signs) they can be hard to see.. I plan on modifying the signs so they stand out more in a future update.
@iwantpizza The stores are very rare I've tried to find something in the code to increase the spawn rates but I've been unsuccessful, I am however confident that I can now spawn npcs who can actually talk... It will just take a lot of code rewriting.
@iwantpizza NPCs will now spawn that will sell the spells, they are much more common than the stores, so you shouldn't have a problem finding them. (you will have to start a new game for them to spawn)
@Zaive Makes sense, the merchants faction is "sunwall" (sun paladin) ...should I change it... I don't know, I have mixed feelings. It makes sense none of them would even want to talk to an undead...
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If you are interested in a main story mode version you can get it here:
https://te4.org/games/addons/tome/master-spell-merchants

It is recommended that you deactivate 'Spell Merchants' if you are playing the infinite dungeon version!
Big thanks to hunter on te4.org for testing features and giving feedback! This addon would not have been possible without him!


Infinite Dungeon Merchants on Steam's Workshop
See addon usage in the character's vault.
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Can you Merge Your Two Mods Into a Pack?

Can you Merge this with spell merchants? probably annoying to ask this of you but I'm at the addon limit and each DLC pushes that limit lower by taking up addon spaces too.

Incompatible

I would love to merge these two mods, the only reason they are separate in the first place is because they are incompatible. You see, in order to get friendly npcs (who can talk) to spawn in ID I had to manually disable some code then (manually) turn all factions hostile (so the levels wouldn't be filled with friendly wizards and other npcs standing around all derp like) you can see the chaos this would cause if you try playing spell merchants with ID Merch active... Some towns would go ape s**t and attack you on sight. So sorry, but they cant merge... well... they could, but I dont even want to deal with that head ache again (involves using stores to sell the spells) and the amount of hours wasted trying to get that to work, I'm afraid only Dark God him self could pull that off.

Incidentally, I've now made a

Incidentally, I've now made a reasonably thorough examination of the merchant offerings and agree with your new pricing schemes (though I think maybe you drastically underrate the utility summons by pricing them so low compared to the others -- a well-placed non-mobile summons can be a great way to clog corridors and distract enemies long enough to kill them before they realize that you're the real danger. They're not flashy...well, that blizzard can be pretty flashy...but they're quite effective with the right strategy.) Other than this point, the only thing I'd suggest is doubling the cost for the few upper-tier trees a player can buy. The whole idea of restricting certain trees to a minimum of level 10 to start revolves around the assumption that these trees are inherently more powerful, and therefore more valuable, that the starting-level trees. While this isn't always true in practice, depending on a player's gamestyle, I'd suggest doubling them anyway for the principle of the matter.

Anyway, I'm glad this add-on has grown and been tweaked well.

p.s. this is just a really, really low-level suggestion, something I noticed one version back -- maybe change the psionic trees description to "powers" rather than "spells" for accuracy? Could probably do that for wilder trees as well. If you've already done this, I apologize for not paying close attention in this version.

I just had a merchant

I just had a merchant generated with a summoning alarm (and was mildly amused at his "hmmm?" response to suddenly appearing in a dungeon surrounded by multihued drakes and hatchlings.) He was the steamtech merchant, but was just called "Sun Paladin" and would spontaneously engage me in dialogue if I stood adjacent to him. It took 2-3 tries to say goodbye, i.e. when I told him I just wanted to go, the dialogue box would immediately pop up again, and occasionally for a third time before it stopped. It was just a minor annoyance, but given that it didn't always take the same number of tries to disengage from conversation, and that he forced me into conversation without my say-so, it did occur to me that there's a possibility of getting stuck in the conversation indefinitely, necessitating an emergency shutdown and restart. That might not necessarily be a danger, depending on what mechanism is preventing me from leaving the conversation the first time I try, but I figure it's an issue worth sending your way. If it matters, this particular character started out back during your previous versions, before there were independent NPCs doing the selling rather than storekeepers.

He looked like an orc (necromancer), to be clear. He was just identified as a Sun Paladin with no name.

Thats odd, I'm thinking its

Thats odd, I'm thinking its because you started on a previous update, I tested it when I added him but in my test I opened a chest and he popped out (along with enemies) and since he seemed to work I called it good... IDK, I'll have to test it more thoroughly on my day off and see if its an issue with his natural spawning.
PS. Yaaay I can reply and comment again... only took me having to completely switch internet providers :P

hotfix

I released a quick update that tweaked a few things, specifically a faction change from neutral to shalore, maybe neutral faction causes some weirdness in ID...
Edit. I just tested it and hes acting normal like the other merchants, it should be fixed now. If not its probably because youre playing an older version.

Shopkeeps are hostile to player undead

Without the cloak of deception player undead are a different faction and hostile to shopkeeps.

That's a feature, not a bug.

That's a feature, not a bug. It's part of the main campaign. You play undead, you have to deal with the annoyance of remembering to switch in your Cloak of Deception before dealing with towns, shops, and civilians.

If you're playing the main campaign, you'll quickly learn that adventurer parties on the world map? Not people you want to piss off by looking, well, dead. Once you've met a few, you're likely to remember to put on that cloak every time you leave a dungeon.

No. It doen't work.

it seems My character(https://te4.org/characters/219218/tome/2cf8ec95-441d-4d0e-abd2-cf5a5a68b866) is the deepest and the only runner and I've found 0 Shops embed in wall.
I think it's not working, or have some problem with deep dungeons

Where can I find these stores?

MY 60 LEVEL Character is at 61 level of Infinite dungeon with this addon but none of these stores appeared. I've found three Ancient archive only. Is there something wrong? How can I find your addon store?

My guess is that if you're

My guess is that if you're level 60, you started this character before dropping the add-on into the folder. Without futzing around with non-gameplay stuff (and, no, I can't tell you how to do it, just that it's possible) the add-on won't be active with this character. You'll have to start a new one with the add-on enabled from the start.

A too strong boss monster keeps appear

An Assasin-looking boss monster named Akaviriblade keeps appear even in early infinite dungeon. It hurls 400~500 damage spell at floor 2!
Is it intended?][

I haven't seen it...

But the ID has some seriously OOD monsters. I just met (well, saw via tracking and fled like hell) Urkis on level 2. On Normal difficulty, mind you. Luckily, he was too busy pondering whatever it is insane tempests ponder to hear me screaming and knocking stuff over as I ran away. I've seen leaders of the Orc Prides in the first five levels before. Handling the ID requires a slightly more paranoid approach than the main campaign because, well, you *will* meet the killer of your dreams eventually, and probably sooner rather than later. Explore carefully and stock up on emergency escape options. Best just to think of ID as a decidedly different game than the main campaign and create entirely new strategies for surviving it.