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Author Topic: Let's Play Tales of Maj'Eyal  (Read 18585 times)

Dr Feelgood

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Let's Play Tales of Maj'Eyal
« on: January 21, 2013, 08:07:09 pm »

Welcome to Let's Play Tales of Maj'Eyal!



What is this game about?

Tales of Maj’Eyal (ToME) is a free, open source roguelike RPG, featuring tactical turn-based combat and advanced character building.

What makes it different from every other roguelike in existence?

ToME is easily accessible for a roguelike. It features multiple difficulty settings, tutorials, graphical tiles, a story, in-game chat, and even music. It also has a great talent system that makes every class unique to play. There's limited grinding, no hoarding, and no hunger system forcing you to advance.

And it won "Roguelike of the Year" twice: 2011 and 2012.

You can download it here.

ToME wiki

What can you expect from this LP?

This will be similar to my previous LP, so expect reader participation!



This is the character creation menu. You can choose a name, gender, race and class. You can also play an alternate campaign, but I'll talk about that later.

You start out only having a few race and class options. You can unlock more races and classes as you progress through the game. However, some unlocks are difficult or tedious to get.

ToME also allows you to choose your difficulty and permadeath settings.

Difficulty:

Tutorial mode - Learn the basics of the game. Player takes 20% less damage and healing is increased by 10%. Disables achievements.
Easier - Player takes 30% less damage and healing is increased by 30%. Disables achievements.
Normal - Default.
Nightmare - All zone levels increased by 50% +3. All creature talent levels increased by 50%. Get special achievements when played on roguelike setting.
Insane (unlocked by beating nightmare) - All damage taken increased by 50%, all damage done reduced by 50%, all healing reduced by 40%, and the player's rank is normal instead of "elite". Get special achievements when played on roguelike setting.

Permadeath:

Exploration (donation perk) - Infinite lives.
Adventurer - Default. 7 extra lives.
Roguelike - Only 1 life.

I'll be playing on nightmare/roguelike. Here's a brief description of the various races and classes.

Spoiler: Races (click to show/hide)

Spoiler: Classes (click to show/hide)

Pick whatever you would like to see me play. If multiple people like a particular character idea, I'll play that one first. Otherwise, I'll just go down the list.

Queue

Dwarf Brawler
Paradox Mage
Urist the Dwarf Doomed
Skeleton Necromancer or Cursed
Thalore Shadowblade
Anorithil
Halfling Summoner

« Last Edit: February 08, 2013, 02:07:37 pm by Dr Feelgood »
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Delta Foxtrot

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Re: Let's Play Tales of Maj'Eyal
« Reply #1 on: January 21, 2013, 08:16:13 pm »

I would be interested in seeing how a paradox mage plays out. No preference for a race. I really liked your DCSS playthrough so it's good to see you on the LP saddle again.
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Blaze

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Re: Let's Play Tales of Maj'Eyal
« Reply #2 on: January 21, 2013, 08:52:19 pm »

Paradox Mage got hit hard with the nerf bat, pity as they were a really fun class to play.

Also:
Urist
Dwarf
Doomed
Final Destination.
« Last Edit: January 21, 2013, 09:04:42 pm by Blaze »
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Ukrainian Ranger

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Re: Let's Play Tales of Maj'Eyal
« Reply #3 on: January 21, 2013, 09:02:08 pm »

Adventure\normal\Dwarf\brawler

Brawlers are fun
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TomatoWalrus

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Re: Let's Play Tales of Maj'Eyal
« Reply #4 on: January 21, 2013, 09:02:47 pm »

I know absolutely nothing about this game, but this looks interesting.

I wouldn't mind seeing a Necromancer Skeleton or Cursed Skeleton, if that's an option.
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Graven

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Re: Let's Play Tales of Maj'Eyal
« Reply #5 on: January 21, 2013, 09:21:23 pm »

I say go for broke and do a Thalore Shadowblade. If not, then Dwarf Brawler seems reasonable.
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Frumple

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Re: Let's Play Tales of Maj'Eyal
« Reply #6 on: January 21, 2013, 10:49:42 pm »

Dwarf brawler seems reasonable for an initial start. Gutpunch the world, midgetman.

Out of curiosity, any possibility of an adventurer run or two at some point? The class, mind, not the difficulty. I like me dem adventurers, heh. Completely and utterly unbalanced, but delightful anyway.
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Dr Feelgood

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Re: Let's Play Tales of Maj'Eyal
« Reply #7 on: January 22, 2013, 09:40:50 am »

Looks like I'll be playing a Dwarf Brawler first. The other characters will be added to my queue in the OP.

Out of curiosity, any possibility of an adventurer run or two at some point? The class, mind, not the difficulty. I like me dem adventurers, heh. Completely and utterly unbalanced, but delightful anyway.

Sounds fun. How do you unlock them?
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Frumple

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Re: Let's Play Tales of Maj'Eyal
« Reply #8 on: January 22, 2013, 10:26:07 am »

adventurer = true :P

More directly, they unlock after you've won the game. If you've done that before, I recommend just hitting the allow_build.profile, since the unlock condition doesn't seem to be via achievement and thus doesn't recognize victories that occurred before the unlock condition was implemented.

The adventurer gimmick is pretty simple, for those unaware. You start the game with seven category points (eight if cornac) and every talent tree in the game (except antimagic, I think) locked at 1.0 mastery. Then you pick your poisons and go balls out. Golems and psi-wielding was fully implemented in the last version or so, too. S'good stuff.
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Un67

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Re: Let's Play Tales of Maj'Eyal
« Reply #9 on: January 22, 2013, 10:53:35 am »

How about adding an Anorithil to the queue? Never played them and probably won't for a considerable amount of time.
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Dr Feelgood

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Re: Let's Play Tales of Maj'Eyal
« Reply #10 on: January 22, 2013, 12:26:37 pm »

adventurer = true :P

More directly, they unlock after you've won the game. If you've done that before, I recommend just hitting the allow_build.profile, since the unlock condition doesn't seem to be via achievement and thus doesn't recognize victories that occurred before the unlock condition was implemented.

The adventurer gimmick is pretty simple, for those unaware. You start the game with seven category points (eight if cornac) and every talent tree in the game (except antimagic, I think) locked at 1.0 mastery. Then you pick your poisons and go balls out. Golems and psi-wielding was fully implemented in the last version or so, too. S'good stuff.

I won 3 times online: dwarf berserker (roguelike), lich necromancer (roguelike), and cornac mindslayer (roguelike). And once offline with a dwarf archmage (roguelike). I don't really count the necro though, because I abused a bug that basically gives you unlimited souls.

Adventurer sounds ridiculously broken.  I can't wait to try it. :D

How about adding an Anorithil to the queue? Never played them and probably won't for a considerable amount of time.

Done.
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Thexor

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Re: Let's Play Tales of Maj'Eyal
« Reply #11 on: January 22, 2013, 03:58:42 pm »

Having never played this before, I'd say Paradox Mage sounds cool. Assuming there's actually some interesting mechanic behind it, not just a mana bar.  :D

Also, PTW.
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Frumple

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Re: Let's Play Tales of Maj'Eyal
« Reply #12 on: January 22, 2013, 04:10:07 pm »

PMs are pretty neat, yeah. They run off Paradox instead of mana, which is... hrm.

Base rundown of paradox: Casting spells generates paradox. There's no (hard) limit to how much paradox you can have. However, the more paradox you have over certain thresholds, the more likely things will go tits up and you'll blow yourself to kingdom come, or achieve something functionally equivalent to that.

Moreover, most of your spells power (and occasionally other things, like duration, etc.) scale with paradox -- the higher your paradox, the more damage you do... and the more likely your spell's going to explode in your face instead of the enemy's. Paradox magi (and their more physically inclined kin, the temporal wardens) are therefor all about risk management, right down to their primary resource. Do you keep paradox low to avoid potential mishaps or let it scale on up and blow everything away (including, occasionally, yourself) with paradox boosted doomspells? A happy medium, perhaps? It's up to you, and how lucky you're feeling that day :P

PM talents also get pretty interesting (they're in the chronomancer metaclass for a reason ;D) but I'll leave details as to that for if Dr.F decides to run one.
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Graven

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Re: Let's Play Tales of Maj'Eyal
« Reply #13 on: January 22, 2013, 05:18:48 pm »

The existence of Paradox Mages is the only reason I haven't stopped playing Tome4 after any number of bullshit deaths. I don't even play them that much, just the thought of them existing makes me want to play more Tome. God damn PM is the coolest mage concept ever.

They also have the most imaginative abilities out there, especially Cease to exist. And yes, their mechanics are interesting, both in ability use and resource use. Because you don't know horror until a single blorked spell of yours explodes and erases all cover for miles around and you're in the dark crypt and oh god all the spells hitting my beatiful timetravelling face.

Still, I want to see a brawler since I really want to play something punchy and am really unsure how it's supposed to work.
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What a strange and beautiful world I beheld, but dangerous too, I was certain. And I was friendless and homeless. And so I prayed.
"Hear me, exalted spirits. Hear me be you gods or devils, ye who hold dominion here. I am a wizard without a home. I am a wanderer seeking refuge."

Neonivek

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Re: Let's Play Tales of Maj'Eyal
« Reply #14 on: January 22, 2013, 06:07:22 pm »

Halfling Summoner

I played one once and lost only because the game did a "standard Roguelike cheapness". Admittingly the game has very little roguelike cheapness... but this does have its fair share.
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