ZOmnibus Addon Pack v10

Version
Version Major: 
1
Version Minor: 
0
Version Patch: 
4
File
Game Addon: 
game_addon_string: 
tome

New addons in this release:

Utility Supplies

Version
Version Major: 
1
Version Minor: 
0
Version Patch: 
4
File
Game Addon: 
game_addon_string: 
tome

More Taints (beta)

Version
Version Major: 
1
Version Minor: 
0
Version Patch: 
4
File
Game Addon: 
game_addon_string: 
tome

Power comes at a price, but the price is worth paying...

This addon adds more Taints to the game.

Taints are Inscriptions powered by corrupt forces. As such, they are arcane so Oozemancers and other Zigur Zealots need not apply.
They do not get egos for scaling, instead they scale on a new stat called Taintmarks.
Taintmarks are a measure of how tainted by corrupted forces you are.
Each Taintmark increases the power and duration of Taints by 20%, but decrease you luck by 1 and increase the cooldown on nature gifts by 1.
Taintmarks are gained in many ways:
Each inscribed Taint grants a Taintmark.
Possessing a corrupt power source like Vim or Hate grants a Taintmark.
Being Undead, becoming Undead or changing your shape grants a Taintmark.
Giving in to your Hate grants a Taintmark.
Having Dark Ritual, Ruin or Blurred Mortality grant a Taintmark.
Having Blighted Summoning, Corrupted Shell, Bloodspring or Legacy of the Naloren grant a Taintmark.

Taintmarks are listed on your character sheet under stats.

Current Taints are only a little more rare than normal inscriptions. In v1 they will be much rarer but certain bosses will have a guaranteed Taint drop.

List of Taints:
Devourer: As before but also eats on of your own sustains for more healing.
Telepathy: As before but both effects have the same duration.
Darkness: Darkens the area, grants a temporary stealth boost and makes you activate stealth mode (even if you don't have it), but decreases your darkness resistance.
Vampire: Adds Life Leech chance and amount, but decreases your light resistance.
Blood Magic: Increases your Spellpower and lets you cast with life instead of mana/vim when needed, but decreases your physical save.
Reaper: Increases you physical power and restores resources on kills, but decreases your spell save.
Inversion: Grants damage affinity all, but changes some of your damage to healing.
Possession: Increases you damage and resistance, but the ai controls you instead. (AI currently makes you stand there unmoving)
Shade: Allows you to walk through walls and grants evasion, but reduces your healing.
Ghoulish Rot: Your hits apply Ghoulish Rot disease but your movement speed is decreased.
Banshee: Scream doing mind damage and causing confusion in nearby enemies, but silences you.
Bone Thorns: Sharp thorns sprout from your bones causing heavy bleeding damage to enemy attackers, but also causes you to bleed.
Blood Snare: Hurl a blood bomb at the target where it explodes, doing blight damage and pinning enemies. This blood bomb is made from your own blood.

Taint: Possession currently doesn't work.
Not compatible with Druid. (BAD HOUSEPET BAD!)

Starseeker class v0.2

Version
Version Major: 
1
Version Minor: 
0
Version Patch: 
4
File
Game Addon: 
game_addon_string: 
tome

Second version. Class is now Str/Dex/Mag based and starts with a sword in the mainhand. Comet Shot is still not fully functional, will fix sooner or later.

Starseeker class v0.1

Version
Version Major: 
1
Version Minor: 
0
Version Patch: 
4
File
Game Addon: 
game_addon_string: 
tome

First uploaded version, Comet Shot is still incomplete and Embracing the Cosmos doesn't apply Cun instead of Str, so you'll probably want to treat the class as a Str/Dex/Mag class with a bit of Cunning.

Two artifacts are also included, "Twilight's Herald" (an endgame bow) and "Twilight Star" (a tier 2 tool)

Old (asymmetric) FoV and LoS

Version
Version Major: 
1
Version Minor: 
0
Version Patch: 
4
File
game_addon_string: 
tome

Use the old field of vision and line of sight algorithms that are asymmetric and less permissive.

Battledancer BETA 1

Version
Version Major: 
1
Version Minor: 
0
Version Patch: 
4
File
Game Addon: 
game_addon_string: 
tome

Infinite500: Game Play Beyond Level 50

Version
Version Major: 
1
Version Minor: 
0
Version Patch: 
4
File
game_addon_string: 
tome

Version 1.10: Compatible with ToME 1.0.4

This add-on implements a wide spread, but subtle, rescaling of various in game abilities (499 this release) to maintain 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. (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 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.

Modified game mechanics (feedback from players appreciated!):
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) and employs revised evasion mechanics (see http://forums.te4.org/viewtopic.php?f=39&t=35361)
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%.

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.

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.

Stealth and Invisibility have been rebalanced and scale more evenly with talent level and stats.

Most major events from the Maj'Eyal campaign are enabled in the I.D.

Added a new greater vault.

Gesture of Pain, Defensive Throw, and Counter Attack now can affect a limited number of attacks per turn. (Shown as a buff, mouseover for details.)

Dual Weapon Defense now allows you to parry a limited number of melee attacks per turn at higher talent levels. (You have a chance to use your offhand weapon to deflect some incoming damage, shown as a buff.)

By default, speed stacking from multiple sources is now additive rather than multiplicative.

Stats for most summons have been tweaked with talent level so that they can not be stronger than their masters.

Things in development: world artifacts, a special event in the I.D. where you can have custom artifacts made for your character if you can keep the crafters alive, more level variability (layout, size, etc.).

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\resolvers.lua
mod\class\Actor.lua
mod\class\GameState.lua
mod\class\Player.lua
mod\class\Trap.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\general\traps\alarm.lua
data\general\traps\annoy.lua
data\general\traps\complex.lua
data\general\traps\elemental.lua
data\general\traps\natural_forest.lua
data\general\traps\water.lua
data\damage_types.lua
data\maps\vaults\paladin-vs-vampire.lua
data\quests\lichform.lua
data\rooms\greater_vault.lua
data\timed_effects\physical.lua
data\timed_effects\other.lua
data\timed_effects\mental.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. A summary of all of the talent changes is included in the notes file in the root of the .teaa file.

I have a sad.

My very first win, with a Dwarf Berserker, and I realise at the end I've been knocked offline at some point, and it doesn't appear to have recorded anything on the website.

New Tales of Maj'Eyal Wiki !

For a few days now the old wiki was set to read only while transitioning content to the new one.

Most important things are now there and thus http://te4.org/wiki/ points to it.

This is a real wiki software (mediawiki) so it should be much more usable than the old one. Have a look and improve it!

Now go my minions, and spread the word!

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