New Gems v11 - Hexagonal Close Hacking
Bug fixes:
- Fixed some documentation errors in the last Crystal racial talent.
Feature changes:
- Changed around some bonuses offered by the 4th Crystal racial talent, like now Red gems give a 10-50% Movement bonus rather than a 1-5% global speed bonus.
- Re-scaled Crystal racial healing to emulate the Skeleton's racial heal.
- Changed the Crystal racial heal to put Crystal Crawl and all your teleports on Cooldown for 5 turns (was 3 turns).
- Crystal racial talents now follow the 0-8-16-24 level scheme (was 0-6-12-18).
Stoic class 0.95
- Stoics now gain normal stamina from Willpower, but none from levels
- Stamina no longer drains on the world map
- Concentrate now requires 4 turns to reach its maximum resist/accuracy/phys power bonus
- Concentrate activates automatically while resting
- Concentration effect is removed when moving/acting
- Draw Stance counters/Counter Attack no longe trigger while concentrating
- Swashbuckling provides offhand damage bonus instead of accuracy
- Moon Dazzling uses Physical Power instead of Accuracy
- Increased Moon Dazzling confuse strength
- Fixed Heavenly Flash not firing if it misses
- Fixed Heavenly Flash being able to land outside its target range
- Fixed Triple Supremacy hitting the player if the target dies in the first two swings, maybe
- The Arcane Arts and Natural Arts trees are properly defined as min. level 10
- Natural Arts and Arcane Arts talents use the higher of phys power/accuracy for effects
- Serpent's Tongue and Vampire's Fang restore resources on tick end so they can refund their own costs
- Reduced mana cost of Ghost Step
- Crouching Tiger and Icepetal Storm now display their AOE effects while targetting
- Crimson Pain has been replaced with Sky Demon Mantra
- Fixed Light of Foot causing annoying stamina vacillation
- The Two-Handed Weapons tree has been replaced with Tidal Arts, a STR-based tree specializing in single-target damage
- The Dual Weapons tree was removed in favor of Cyclone Arts, which focuses on evasion effects
- Provisionally, the Combat Techniques tree starts locked (talents in the Cyclone Arts tree should hopefully fill the Rush/Perfect Strikes roles)
- Balancing
- Another starting tree based on Willpower, maybe
- High Arts
- Particle effects (still)
Plenum ToolTip: Enhanced tooltip display for ToME
Plenum ToolTip: Enhanced tooltip display for ToME
This addon replaces the normal tooltip for actors in TOME with a more detailed description of monster abilities and characteristics. It adds to the standard tooltip detailed information on speed, main-hand, off-hand, and ranged damage, and damage modifiers, including damage penetration and damage affinities. This makes it much easier to inspect multiple monsters and quickly identify the most threatening. By holding a meta-key (ctrl, alt, or shift) and hovering the mouse over a monster, information on its status immunities and talents is displayed.
In addition, information on temporary terrain features (like smoke and darkness) and map effects (from spells and the like) will be displayed in the terrain tooltip if the appropriate options are enabled.
See http://forums.te4.org/viewtopic.php?f=50&t=35052&sid=3135a10cd8a1346054e3e5fff42b9e41 for screenshots.
Update for version 2.0:
Added a new tab to the Game Options menu to configure tooltips:
Specify which meta-key to use
Temporary Map Effects
Temporary Terrain Features
Actor damage affinity
Actor stealth/invisibility detection
Actor talents list
Specify display of terrain effects
Infinite500: Game Play Beyond Level 50
Infinite500: Game Play Beyond Level 50
Version 2.0: 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.
The talent level limits for normal monsters (not bosses or uniques) are scaled up with level. The number of bonus talents for random bosses have diminishing returns with level.
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.
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.
Druid v1.5
Added Moss
Buffed Gale
Fixed plant summons to count towards Blighted Summoning requirements.
Hedge gets a poison mist with Blighted Summoning.
New Gems v10 - Runic Infatuation
Changes:
- Crystal race inscriptions are now Rune: Shielding and Rune: Teleportation (no more Phase Door).
- Crystal loses Teleport racial (retains Phase Door).
- Crystal talents no longer use Mana: you don't get a Mana bar at birth unless your class provides one.
- Crystal Stasis no longer consumes gem; reduced healing and increased cooldown to compensate.
- Crystal Stasis and Crystal Phase Door now trigger Runic Saturation (and have their cooldowns increased by Runic Saturation).
Nullpack v22 - Hurling an Infective
Minor change to the Vector's Corrupted Archery talent: you now gain Vim equal to 2 + (# of diseases * talent level / 2). This means you're rewarded for infecting people, spreading diseases, and then shooting them in the face.
With this change, the Vector seems pretty viable through the mid-late game. He might need a new advanced tree, though, to compete with the Archer's Excellence.
