2012 updateThis is an old T3 module that was presumed lost after the engine it was built for was abandoned. Recently some people have found old copies on their hard drives. However, so far no "final release" copy has turned up. The most recent version anyone has found is version .91, which so far as I can tell is missing about 6 months of development time from the final version, which was (I think V.93)
V091 is playable...if you don't mind working around bugs, and "implement me" messages from time to time.
How to get the game is described here:
http://www.bay12forums.com/smf/index.php?topic=55626.msg3907119#msg3907119Some
important bug workarounds are described here:
http://www.bay12forums.com/smf/index.php?topic=55626.60If there is sufficient interest I may consider releasing up update patch that fixes the more inconvenient bugs.
Current notable bugs:
Bad
* Display issues with windows (workaround described in above link)
* Ego items don't spawn (workaround described in above link, though note that the workaround is not perfect...as it appears that occasionally egos will spawn with no ego affects, but definitely within the realm of playability oncethe workaround is applied.)
* Technomancy can't view recipes, and all build attempts end in explosive failure
Significant
* Lunch spawns in low level zones
* Notable missing content: Ballet/ninjutsu challenge quests, all Bulma dialogue after turning in Find Buruma, the Rosshi/Shredder/Splinter quest chains are various combinations of broken and incomplete. Yamcha/Pur dialogue is broken. Ox Quest quest has no completion. Chichi does not appear in the game.
* Firearms are broken
* Dual wield interface behaves unintelligently. This is especially a nuisance for barehanded fighters who have to manually move around flashlights.
* Thrown items disappear and do no damage on target
Relatively minor
* THEME_BALLISTICS has something wrong with it that causes it generate regular error messages in RRA zones
* Do random artifacts drop? I've yet to see any,
* The abbot is unavailable as a chi trainer
* Using items with charge that are stack uses up a single charge from every item in the stack
* The Uranai Baba quest dungeon does not spawn its required unique, thus rendering it difficult (impossible?) to reach Kami
* If you steal Pilaf's dragonball then kill him, he drops a second dragonball. (This isn't exactly inconvenient from the player's point of veiw.)
* Dropping items on red carpet after unlocking Brief's Lab causes them to disappear?
* THEME_NINJA doesn't drops way too many steel bracers
* Need lampposts in town
Trivial
* Eagles can't fly over mountains
* No auto equip on character creation
* The dragonball quest is not correctly being issues for at least some of Pilaf's dialogue paths. With Bulma's unfinished, this means that the dragonball quest is unlikely to ever be issued at all. Though the dragonballs themselves seem to work fine.
* Ninja climbing claws don't appear to work
* Spiked ego doesn't appear to work?
* Kickboxing instructor dropped a laser pointer?
* Leaving Challenge vs Charleton puts character in strange place
* Does rice exist?
Direct links to story postsCurrent stats:Urist Ironbeard
Level 1
Strength: 6
Intellect:14
Willpower:6
Dexterity: 6
Constitution: 14
Charisma: 10
Speed: 14
Level 5
Exp: 102/150
Money: 600zn
Hitpoints: 70
Armor: -2
MoveSpeed: +6
Equipment:
* knife (1 to 6)(+0, +5)
* Streetclothes(-1[5]
* Tennis shoes [1]
Combat:
Left hand attack:
-7 to hit
1d6+1 damage
Right hand attack:
None
Skills and abilities:
* 29 available skillpoints
It's time for a Let's Play of Dragonball T!Dragonball T is a module for
ToME3. I'll be playing an unreleased development version which is slightly different than the
current public release.
DBT takes place mostly within the world of
original Dragonball, but it does contains some elements from
Dragonball Z. The ultimate goal in DBT is
secret, and won't be revealed until we're well into the game. But to begin with we'll be playing an aspiring martial artist (probably) who wants to prove himself by winning the most prestigious tournament on the planet: the World Tournament. The only catch is that we've
never actually studied any martial arts. So we might want to do that before we sign up for the tournament.
Note that DBT is a moderately harsh roguelike, and permadeath is extremely likely. I'll do what I can to stay alive, but few characters survive to the end-game.
First thing, character creation. I'll be putting as much as possible to vote, and generally following what people suggest. What we need are:
Name Suggest a name
Gender Male or female
Gender is fairly significant in Dragonball T, as it will affect some dialogue paths, it will determine who we're able to marry, and it will affect our school choices. The most significant early-game consquences of gender will be:
Female: Gettied married in the game gives you a house, and it's generally faster and easier for girls in the game to get married. But, the Sumo instructor refuses to teach girls, so we can't be a girl if we want to study Sumo.
Male: Slightly more difficult to get married, thus it will be longer before we get a house, but we'll be able to study Sumo if we choose.
Basic character typeThere are no "classes" in DBT, but rather, we'll design the character as we level by enrolling in classes and taking lessons at any of 8 basic schools, and with a dozen or so secluded masters and trainers. Generally speaking, there are
five four basic "types" of characters in Dragonball T that can be mixed and matched. Choose up to two: barehanded, weapons, chi and technomancy. (No marksmen for this Let's Play.)
In general, barehand, weapons and marksman are for direct damage-dealing, while chi and technomancy are for utility and survivability. Both chi and technomancy can be used as primary damage dealing but it's more difficult to do because the training doesn't become available until later in the game.
Since all skills are trained individually, it is possible to mix and match playstyles, but there are a couple combinations that don't work well. Barehand doesn't usually mix with weapons, and chi tends not to go well with technomancy. Weapons generally go better with technomancy and barehanded generally goes better with chi, but there's some flexibility there.
If you want to make life easy for me, pick one of either barehanded or weapons, and one of either chi or technomancy, and give me an idea of whether to go deep into chi/technomancy, or only dabble in it for some utility...or not at all.
Barehanded fightersFight with their hands.
Weapons fightersFight with weapons.
Chi practitionersThrow energy balls, generate visible battle auras, fly, etc. Usually these characters will start as either barehanded or weapons fighters, but it is not absolutely necessary. It just makes the game easier to do so, as one has to survive long enough to get access to the chi trainers.
TechnomancersBuild and use technology, aircraft, battle suits, lasers, etc. Usually these characters will start out as either weapons fighters or marksmen, but again, it's not strictly necessary to do so.
Character build - SchoolsBuilds are developed by studying at any combination of various martial arts schools. If you have preferences, specify them here. It will be a while before we need to worry about choosing masters to study with (Rosshi, Tsuru Seni'nin, Kami, etc.) so just focus on basic schools for now.
There are four pairs of basic schools, each of which are mutually exclusive rivals of one another:
Karate vs Kickboxing
Kung fu vs Fencing
Judo vs Sumo
Ninjutsu vs Ballet
Karate - Good barehanded skill, moderate martial arts skill, strength training, access to special "blocking" ability.
Kickboxing - Excellent barehanded, speed and constitution training, access to special "dual attack" ability to get double the barehanded attacks per round.
Kung fu Good Weapons and martial arts skills, dexterity training, access to special "Paired Weapons" ability to fight with two weapons at once.
Fencing Excellent weapon skill, speed training, access to special "Riposte" ability to occassionally get free attacks whenever a succesful parry is performed
Judo Mediocre barehand, excellent dodge, mediocre martial arts ability, dexterity and speed training.
Sumo Mediocre barehand, strength and constitution training, access to special "Tameshiware" ability to smash down obstacles, and "Immovability" ability to avoid throwing and grappling attacks
Ninjutsu Mediocre barehanded, weapons and martial arts skills, good throwing skill, dexterity training, excellent stealth skill.
Ballet Dexterity and constitution training, access to special "Jump" ability to move over terrain.
We can enroll in any number of schools and are only prohibited from enrolling in both of a mutually exclusive pair. For example, we could enroll in Karate, Judo and Ballet. Or we could enroll in Kickboxing and Ninjutsu. But we couldn't enroll in both Karate and Kickboxing, because the instructors at those schools are rivals and won't accept students who have trained atthe other school.
Eventually we'll progress to the point that we'll be able to challenge the head instructors of the schools we don't enroll in, to close them down and increase the value of the training in the remaining schools. So for example, if we train only in fencing, and close down all the other schools, the Fencing school will become extremely big and prestigious and we'll be able to train very high in fencing-related skills. But...in so doing we'll also be closing off access to the skills taught by the other schools. Or, we could diversify, study in one of each pair, for four schools total, and close the other four. This would somewhat limit the maximum trainable values of our skills, but we'll have lots of skills to choose from.
In general, three-school builds are "recommended," but I'll be following the votes, so if we want to make a horribly unbalanced, awkward character, I'll play that.
Note that even pure technomancers will probably want to choose some schools to get access to stat training (speed, constitution, etc.)
General playstyleAlternately, if you don't want to choose specific schools, simply specify generally a basic character type and what kind of playstyle you'd like to see: "Strong and tough" "Fast" "High armor/ hard to hit" etc.