Inscription Tweaks

Version
Version Major: 
0
Version Minor: 
9
Version Patch: 
44
File
Game Addon: 
game_addon_string: 
tome

New Prodigies 1.0.3

Version
Version Major: 
0
Version Minor: 
9
Version Patch: 
44
File
Game Addon: 
game_addon_string: 
tome

Edited for grammar(and clarity, in the case of Adamant), and added a small fix to Archlich that prevents it from potentially lowering an Anorithil's Star Fury levels.

RC2 Backports v2

Version
Version Major: 
0
Version Minor: 
9
Version Patch: 
44
File
Game Addon: 
game_addon_string: 
tome

New Prodigies 1.0.2

Version
Version Major: 
0
Version Minor: 
9
Version Patch: 
44
File
Game Addon: 
game_addon_string: 
tome

Small change made to Crushing Will-it was procing once every subjective turn, which made it interact overly powerfully with movement speed bonuses. It was changed to procing once every turn.

New Prodigies 1.0.1

Version
Version Major: 
0
Version Minor: 
9
Version Patch: 
44
File
Game Addon: 
game_addon_string: 
tome

The exact same thing as the first version, except I forgot to take it out of the containing folder when I compressed it into a .teaa so it wouldn't work without uncompressing it. Whoops!

OldRPG Tileset & UI

Version
Version Major: 
0
Version Minor: 
9
Version Patch: 
44
File
Game Addon: 
game_addon_string: 
tome

This is a complete graphical overhaul of ToME to make the game look like a 16-bit RPG. It includes an almost complete tileset, UI, redone talent icons, and player equipment.

Download it here:

http://www.mediafire.com/?ikh5kff9903ek6k

tome-oldrpg-rc1.teaa (25.65 MB)

Party Levelup Markers

Version
Version Major: 
0
Version Minor: 
9
Version Patch: 
44
File
Game Addon: 
game_addon_string: 
tome

RC2 Backports

Version
Version Major: 
0
Version Minor: 
9
Version Patch: 
44
File
Game Addon: 
game_addon_string: 
tome

New Prodigies 1.0

Version
Version Major: 
0
Version Minor: 
9
Version Patch: 
44
File
Game Addon: 
game_addon_string: 
tome

The first release of the New Prodigies addon, adding 18 new prodigy skills to the game, three to each category. Designed for testing purposes.

Infinite500: Game Play Beyond Level 50

Version
Version Major: 
0
Version Minor: 
9
Version Patch: 
44
File
game_addon_string: 
tome

Version 1.4: Compatible with version 1.0.0RC1

This add-on implements a wide spread, but subtle, rescaling of various in game abilities (462 this release) to maintain game mechanics and balance for character levels above 50. 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 monsters 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 60.

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.

The talent level limits for normal monsters (not bosses or uniques) are scaled up with level.

Lower material level equipment is gradually phased out at deeper levels in the I.D. (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.

 

Things still in development include stealth and invisibility(testing), traps, and world artifacts.

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\class\Actor.lua
mod\class\Player.lua
mod\class\Trap.lua
mod\class\interface\Combat.lua
data\birth\worlds.lua
data\general\objects\world-artifacts.lua
data\general\objects\world-artifacts-far-east.lua
data\damage_types.lua
data\maps\vaults\paladin-vs-vampire.lua
data\zones\infinite-dungeon\zone.lua
data\zones\infinite-dungeon\npcs.lua
data\zones\infinite-dungeon\objects.lua
data\zones\ruined-dungeon\grids.lua
data\timed_effects\physical.lua
data\timed_effects\magical.lua
data\timed_effects\other.lua
data\timed_effects\mental.lua
data\quests\lichform.lua

Other addons that affect these files might not be compatible.

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