New Gems v12 - Tight Edges
Minor enhancements:
- Racial talents get some new icons (with unified color scheme)
- Looked over the Skeleton, and tuned the racial talents towards parity
- Racial talents now go 0 - 4 - 8 - 12, again based on the Skeleton
Nullpack v23 - Demonspotting
Vector tweaks:
- New advanced tree (Corruption / Deviltry).
- Summoned demon stats now based on Magic score instead of arbitrary numbers.
- Vector summons now honor Blighted Summoning prodigy.
Modules Contest Review 1 - Hulk: Outer Rim Exploitation
A simple module that is tremendous fun, but the whole time I found myself asking... when will I start fighting the aliens??
The skills and equipment are as simple as they come, but manage to be quite charming and effective. The only thing desperately needed here is more plot.
Why the heck are there uniformed crew members still working on a ship that is being salvaged? Is the player character actually an alien invader who is 'salvaging' an active human ship? This could be revealed as a surprise twist! Was the ship destroyed by cosmic weirdness? Is there a sinister motive to the hulk's existence? Is the 'salvage' material being recovered actually part of a nanobot invasion plot? What is the status?? At very least, Hulk: ORE's unexplained mysteries certainly evoke some imaginative thinking.
The core recipe for an intriguing sci-fi RPG experience is there. However, this one needs surprises, hints, crumpled notes, blood smears, malfunctioning robots, alien shenanigans... generally more spice.
- Tower's blog
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Highlights of this release include hand drawn tiles (by me!). I ran out of time to achieve what I wanted due to real life but I thought I'd push out one more version so the latest code was here for the contest.
Enjoy :)
Concluding a very fun couple of months, here is the beta for Gatecrashers! The main changes are mostly under the hood - this version has a lot of bugfixes from previous versions. There is a new zone, the Graveyard, to explore (try digging up graves - or luring digging monsters on to graves - for extra fun!) Previous zones have had various changes and improvements made, as well. There's also a win condition (make it to level 25 and escape alive!) and a tally of loot with wins/deaths.
But Gatecrashers is by no means a finished project! In the works:
- New items and monsters.
- Two completely new zones (Ice and Lava) and two variations on the dungeon zone.
- Shops and shopkeepers, of the "you can try to steal items and incur the shopkeeper's wrath" variety.
- Improvements and updates to existing systems, like stealth and polymorphing.
- Many more!
Standalone, music: http://www.fileswap.com/dl/j8NTmYDF8P/
Module, music: http://www.fileswap.com/dl/jlOf79tEdl/
Major changes:
- Boot screen
- Critical hits.
* Each attack has a 5% chance of knocking an opponent off balance.
* The next attack against an off-balance opponent is an automatic critical hit. In addition to dealing 50% bonus damage, critical hits allow you to execute weapon-specific maneuvers, such as a staff sweep or spinning halberd attack.- Desperation attacks. When reduced to 30% health or lower, your next attack is an automatic critical hit.
- Changes to Off-Hand Attack make learning left hand techniques easier:
* Staffs are now classified as double weapons and so can be used with Off-Hand Attack. (Currently, double weapons _only_ help with Off-Hand Attack; rumors exist of fighting styles that take full advantage of double weapons, but such techniques cannot be found this early in the dungeon...)
* Off-Hand Attack's tooltip now gives more information, to help you know whether or not it can deal the finishing blow.- Rebalance health, damage, and armor.
- Various tweaks to techniques and creatures.
Updated music styles, better performance on lower end machines, improved player powers and more interesting AI.
Module contest: last chance to release your game!
Today we are the 1st december, this is the last chance for module makers to release their games (remember is has to be uploaded to te4.org).
Hurry up fellow devs ! :)
In the meanwhile players can already play & start voting (do not worry about voting early, you can change your vote up until the end) there: http://te4.org/contest/vote/2013
Go have fun, and vote!
- darkgod's blog
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Infinite500: Game Play Beyond Level 50
Infinite500: Game Play Beyond Level 50
Version 2.0a: Compatible with ToME 1.0.5
Since most of the talent changes in this addon have been incorporated into ToME 1.0.5, this addon is much smaller than before and is much more focused on unlocking higher level play and the Infinite Dungeon campaign. The goal remains enabling balanced (challenging) gameplay to at least level 500 in the I.D. The previous description still holds:
This add-on implements a wide spread, but subtle, rescaling of 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.
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.
This addon incorporates some modified game mechanics:
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).
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%.
Hate gain from killing very high level foes has a cap.
Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops.
The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest.
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.
Most major events from the Maj'Eyal campaign are enabled in the I.D.
Isolated shops can appear randomly in the I.D. There is guaranteed to be a shop on level, but they become less common with depth.
Undead characters starting in the I.D. come with an artifact cloak. This is similar to the Cloak of Deception, but it's stats scale with character level, and it can spawn randombly for other characters.
Things planned for the future: scaling of world artifacts with character level, map effects with dungeon level, more level variability (layout, size, etc.).
CORE CODE CHANGES
Key code changes appear in:
Engine:
engine\generator\map\Static.lua
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\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\damage_types.lua
data\quests\lichform.lua
data\rooms\greater_vault.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.
