ASCII/Modern Graphics Mode

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Request from impsy on the Discord.

Modifies the "Modern" graphics mode to use ASCII tiles with backgrounds for terrain and some other elements, while using the Modern high quality graphics for creatures, items, and projectiles. To use, your Graphics mode MUST be set to "Modern", not "ASCII" or "ASCII w/ Backgrounds".

Unusual graphical issues may result, due to the mixing of graphics modes, especially with talents that create terrain.

Ascii Information Frames

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Oh my god this stuff is so totally cool.
Holy crap I mean it's really super cool, like, wow.

ASCII Tactical Borders

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Adds an option to the UI tab in Game Options where you can choose a style to overload the "Combined Big" tactical overlay and target cursor used in the "Modern" graphic mode with those used in the "ASCII" graphic mode. The default option is "Thick", which is a properly scaled and more consistent alternative to the official ASCII borders. The "Thick" and "Thin" styles were contributed by rexorcorum.

I just like how it looks :)

- v2.0.2 Update to tome4 1.7.5
- v2.0.1 Fixed bug where borders superloaded in Map.lua would not apply until a border style was manually selected.
- v2.0.0 Game option with 3 ASCII border style options. The border style used in v1.0.1 is now called "Official".
- v1.0.1 Initial release.

Proper Time Hounds

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Corrects a grievous error with temporal wardens.

More specifically, it changes the ASCII display for time hounds from a dark grey C to a light blue Z, as is right and proper.

Two versions: Elemental also goes a step further and changes their type and subtype to Elemental/Zephyr hound, introducing a small gameplay change.
Animal leaves the type and subtype as Animal/Canine, and is purely aesthetic.

Path of the Sun ASCII bugfix

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Fixes the display bug that prevents the visual indicator of the tiles affected by Path of the Sun in ASCII mode.

Path of the Sun ASCII display bugfix

Fixes the display bug that prevents the visual indicator of the tiles affected by Path of the Sun in ASCII mode.

Better ASCII

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Improves the ASCII display to be more useable overall. Designed for the regular ASCII display; if you use ASCII with backgrounds this may not help at all. Currently all this does is change monsters and traps that are difficult to see on a black background to be more readable. I've done this manually, so if you notice any I've missed please let me know. This also involved making a relatively invasive change to the Doomed, Summoner, and Necromancer classes, so please report any strange behavior with those classes, or with NPCs that have talents from those classes.

Potential future plans include fixing the colors of some of the more problematic items and events such as Fearscape Portals, understanding what the shader field is supposed to do for monsters (i.e. are multicolored monsters supposed to actually shimmer), finding a higher-quality monospace font that looks better when blown up on the character page and other similar places, and trying to fix the various display bugs associated with putting an item's ability on the hotbar.

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