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.

Predator Class 0.1.0

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

Predator 0.1.0 - Changelog

1. Unseen Hunter renamed to Lonewolf
2. Stealh is replaced with the new Unseen Hunter, a Wil focused stealth tree. Use your willpower to forcibly remove yourself from the vision of your opponents!

    a. Right now they are just renamed talents, they will be re-worked and made cooler in the future.  Trust me!

3. Quickdraw renamed to Swift Hunter
4. Swift Hunters swap actually works.
5. Movespeed of Swift Hunter reduced from 10% per level to 7% per level. (They're quick, but they're no temporal warden).
6. Lonewolf is now a melee-oriented only tree.
7. Lonewolf requirements are now dex, not cun.
8. Flourish will no longer let you swing your bow around to intimidate opponents. Silly Predators!
9. Lonewolf / Swift Hunter has been replaced with Viscious Slashes
    a. Currently a clone of Dual Strike, with tweaked damages.  Initial strike is weaker since it is a quick slash of your offhand weapon, while the second blow is stronger as you plunge your blad into your foe with all your might. Yay for brutality.

10. Archery Training has been removed.
11. New Ranged Tree: Shadow Archer (Name will probably be replaced) a dex / wil based archery tree. This is a very early form of this tree and its mostly here to fill out the architecture of the class, talents will be vastly different in the comming builds of the class.
    a. Swift Hunter has been moved to the first talent of this tree.
    b. second is steady shot.
    c. third is flare.  I plan to replace the Blind with Daze.
    d. fourth is Crippling shot.  This is going to be enhanced to become the ultimate shot any archer has ever used before: THE KILL SHOT!!!

12. Dualweapon Training has been removed. I dont want to bloat this clas with too many trees.
    a. If the demand is large enough, I will put it back in.

Todo:
1. Re-work talents of the new Unseen Hunter
2. Add more personalization to Lonewolf.
3. Icons, I know the abundance of ?'s floating around is ugly.
4. Figure out how to assign custom talents on birth. Game does not like it when I do that currently.
5. Greatly rework talent of Shadow Archer.
6. Further reduce the stat spread of the class. I plan to look into something like lethality but making both daggers AND bows use Cun in place of Str.

Tales of Maj'Eyal 1.0.4 aka "Cabalistic Gesture"

My minions, I am happy and pround to give you Tales of Maj'Eyal 1.0.4 ! See http://te4.org/

Your launcher should automatically update your game so no need to redownload it all.

Enjoy and have fun in Eyal!

 

Don't forget to help ToME by with donations ( http://te4.org/donate ) !

And do not forget to vote for ToME on Steam Greenlight!

 

Release highlights:

  • Performance improvements
  • Many bugfixes and improvements

 

Expanded changelist:

  • Zones can now be defined inside an addons /data folder and called upon like that: "addonname+zonename"
  • Preternatural Senses now provide stealth and invisibility vision
  • Corrosive Seeds use mindpower
  • Removed eidolon protection as it was not really working anyway
  • Fixed underwater door tiles
  • New option (on by default) to make the immediate melee targetting mode autoselect when there is only one foe
  • In immediate melee targetting mode '5' will select self
  • Huge Sandworm Tunneler will try very very hard to get to the exit. It truly is relentless !
  • Timed died/lifes left are shown on textual chardump
  • Psibalde mindpower & stats bonus work correctly when first activated
  • Conduit damage from Mindlash respects range
  • Fixed Acid Wave rune description
  • Trap cost is not refunded if the trap was triggered
  • Reload can be used while stealthed
  • The Possessed correctly drops an artifact
  • Entering the Iron Council from the worldmap places the player correctly
  • Adventurers start with a bow, sling and ammo for both
  • Reverted binaries to 1.0.1 ones to fix slugishness
  • Bone Shield does not deactivates when empty, instead bones regenerate slowly
  • Retribution goes on cooldown when it explodes
  • Fixed zero hp creatures sometimes not dying
  • Fixed Morrigor
  • Norgos the Frozen should be a bit more dangerous
  • Fixed Shadow Blindeside tooltip
  • Worn items in the hotkeys toolbar will be outlined as yellow
  • Fixed some randart powers not being applied
  • Clarified that Corrupted Negation requires a spell save check
  • Achievements are now classified in three kinds (important, first time, others) which can be filtered independantly
  • Achievements filtering config reseted to account for the new classification
  • Movement infusions and Lightning Speed can not be used while pinned down
  • Learning Flash Bang Trap from the merchant correctly removes gold
  • Fixed Gravitic Trap after a reload
  • Burning Hex doesnt make you explode on the levelup screen
  • Distortion effects now reduce physical resist
  • Reduced Forge Bellows and Dream Forge damage
  • Reduced Dream Forge radius
  • Solipsism now reduces a percentage of psi damage taken
  • Psinic channeling does not break on item or talent use anymore
  • Time Shield changed to heal you instead of damage you
  • Fixed Abyssal Horror tile
  • Syntax errors in superloaded files will correctly report in the log
  • Resting will wait for Bone Shield to replenish
  • Morrigor is now a one handed weapon
  • Whips have a 80% attack speed; also added whipping sounds for them

Have fun!

Arcanum Class Pack v1.1

Version
Version Major: 
1
Version Minor: 
0
Version Patch: 
3
File
Game Addon: 
game_addon_string: 
tome

Lots of bug fixes. (Poison Bomb, Firestorm, Crumble...)

Buffed several talents. (Bind Elemental, Shockwave Bomb, Yonk, Ghostly Blade, Time Warp, Lifebind, Staff Warding, Crystialization, Tainted Winter, Blightning...)

Lots of new artifacts. (no I'm not listing them here...)

A couple of text tweaks for clarity.

Empyreal

Version
Version Major: 
1
Version Minor: 
0
Version Patch: 
3
File
Game Addon: 
game_addon_string: 
tome

Spacial Prism added. This clones any mid-flight projectile and retargets the copy (it retains its owner).
Mirror Self cost increased to 10 positive, 35 negative from 20 negative
Mirror Wall cooldown reduced (moreso at low levels)
Supernova cooldown reduced to from 80 to 40 - 2.5 * level
Galactic Pulse cost increased to 15 from 10 negative energy
Lucent Wrath now costs 15 positive energy instead of generating it
Plasma bolt total cost increased from 20 mixed to 25 mixed energy
Celestial Acceleration fixed
All missing icons added.

Predator Class

Version
Version Major: 
1
Version Minor: 
0
Version Patch: 
3
File
Game Addon: 
game_addon_string: 
tome

Predator Class

Version
Version Major: 
1
Version Minor: 
0
Version Patch: 
3
File
Game Addon: 
game_addon_string: 
tome

First upload, really not playable as they die super fast. Just looking for feedback on the base, vanilla talents assigned.

4 undead mages is BAD, mkay

Turns out when you break into a room with 4 undead mages- you should probably back away.

Infinite500: Game Play Beyond Level 50

Version
Version Major: 
1
Version Minor: 
0
Version Patch: 
3
File
game_addon_string: 
tome

Version 1.9: Compatible with ToME 1.0.3

This add-on implements a wide spread, but subtle, rescaling of various in game abilities (493 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.

Lower material level equipment is gradually phased out at deeper levels in the I.D, for all creatures including stair guards. (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. 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.

ZOmnibus Addon Pack v9

Version
Version Major: 
1
Version Minor: 
0
Version Patch: 
3
File
Game Addon: 
game_addon_string: 
tome

Store Wish List:

  • The description of wish list items updates relative to your character (to reflect that you now have the necessary stats/talents to use the item, for instance).
  • The <Ctrl> key can be used to compare a wish list item to your current worn equipment, as in inventory dialogs.
  • The wish list display can be sorted by type/subtype, town, store or price.

WARNING:  Upgrading to this version will remove all saved items from your wish list, due to backward-incompatible changes necessary to implement the new features.  You will have the option to record information about your wish list into your notes list before the wish list is cleared, for your reference in reconstructing your wish list.  We Apologize for the Inconvenience.™

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