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Author Topic: Tome 4: Tales of Maj'Eyal  (Read 492443 times)

Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1230 on: May 18, 2013, 01:37:49 pm »

Those alternate dungeons are interesting to remove a bit of the boredom when replaying new character and getting in them again and again.
Currently running a Dwarf Cursed at some point i entered the Kor'Pul ruins and i noticed a lot of thieves/rogues and bandits in there, instead of full undead only as usual.

Wondering if it was the spawning function that had gone wrong, i reached the bottom level and understood why there were no more undead but some rogue infestation in there.

Not spoiling it, but that's really a great idea that got implemented.
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1231 on: May 18, 2013, 06:40:18 pm »

I got into the Daikara and wow, probably ran into an alternate version because it was raining the whole time, raining meteors i mean, destroying the terrain around regularly.

But that wasn't the worst, the worst was :
Spoiler (click to show/hide)
« Last Edit: May 18, 2013, 06:42:23 pm by Robsoie »
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1232 on: May 19, 2013, 10:13:03 pm »

I play so few with them that i forgot how squishy the Yeeks can be :D

I played a Yeek Summoner that was becoming very good, powerfull summons and leveled quickly so he was up to level 20 when i reached Maze (what a difference from when i play skeleton with them i always struggle to reach level 14 at the time i go to Maze).

I got the alternate layout of Maze this time, with the small floors and the holes to reach lower levels, my first.

All seemed to go well until i reached the last floor.

At some point of the exploration i spotted the boss (a corrupted version of a minotaur with tentacles around him) and sent my Drake squad to deal with him while i retreated behind cover to summon something else.
In the middle of that battle, i decided to move up to summon another Drake squad close to where the boss was fighting, but i got bad luck with my timing as it was just in time for him to destroy a drake and get a direct line of sight on me.

Saving/Loading/Saving ... huh ? Eidolon  ... wow, the thing just insta killed my character , and from the log it was with 3 shots of +/-100 damage each and another one of a different damage that i was resistant against, but that went over what the few health that was left after the 3 hits, all on the same turn as i did no other action after moving up.

And it was then i remembered .. Yeek ... Health ... Constitution ... damn i forgot after getting such a good run up to Maze that they have nearly no health.

Once i managed to deal with that boss and put an end to the thing, i explored what was left of the floor, moved around a corned and noticed that headless corpse monster surrounded by floating eyes.
Yeah, in Maze ... you know that headless corpse and floating eyes  monster that is really dangerous even by the time you're reaching the East.

Save/Load/Save . .Eidolon again, in the log the eyes all shot my character and due to how insanely squishy he was, another instakill.

I'll remember next time i play a Yeek, Constitution ! put points in Constitution even if the skills require other traits, Constitution is what prevent an insta kill on a Yeek ! Remember that at some point of the campaign, the  big monsters will deal more damage by turn than what the Yeek will have for health if no Constitution upgrade !
:D

Unfortunately, poor Yeek ran out of life fighting Urkis that killed him a few times.

As even if i increased constitution for the few levels i gained from Maze-Sandworm-Daikara (that went all rather very well) , i didn't found enough cold+lightning resistance items apparently (i had only between 35 and 40% res unfortunately) to prevent Urik to freeze my character from out of sight and kill him a few turns later before i could break out of the ice, the summons being completely useless during that time as their AI seems to be more busy attacking your ice prison instead of Urkis, while he happily lightning bolted me to death in 3 or 4 turns as none of the damned summon was trying to attack him :)

And from what i read in log, it looks like when you're in ice , your summon do not only attack your ice prison, as when i summoned a turtle, hoping Urkis would be distracted enough to give me time to break the ice, i saw that my drakes were all attackin my turtle !
« Last Edit: May 19, 2013, 10:23:13 pm by Robsoie »
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1233 on: May 20, 2013, 03:32:36 pm »

Just noticed, ToME4 1.0.4 released :
http://te4.org/blogs/darkgod/2013/05/news/tales-majeyal-104-aka-cabalistic-gesture

lots of bugfixes and performance improvement
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Graven

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1234 on: May 20, 2013, 03:42:46 pm »

Well I can't say performance improvements are unneeded so awesome then!

I'm currently Crawling, but I'll have some more time to play this in a few weeks, hopefully get a non-AM win somewhere in there.

Are there any upcoming new classes? I wouldn't mind a few of those, possibly another Paradox user because that stuff is incredible.
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Bitoru

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1235 on: May 20, 2013, 04:18:48 pm »

Well that was a quick release.
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1236 on: May 20, 2013, 05:12:12 pm »

Performance has been nicely improved, 1.0.3 had some locations in which i had the autoexplore really struggling to move, much better now.

Currently no new class since the addition of the Oozemancers, i remember reading the dev mentionning working on Orcs though, so maybe a new race is coming soon.
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Neonivek

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1237 on: May 20, 2013, 05:59:01 pm »

Oooh maybe they will add a proper "Race class" like a dragon... instead of the non-functional Golem
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Niveras

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1238 on: May 20, 2013, 07:21:33 pm »

As I understand it, the orc race basically the main story told from the point an orc's point of view instead of a western race.

I kind of hope he doesn't just cheese it and make you play an orc through all the same content with just some dialog changes. Instead, it'd be sweet to kind of reverse things: start in the east, chase down the staff, come back to the east when you learn about the mages masquerading as the new leaders. The prides can substitute as the western towns (and maybe when you return you'll still have to kill the four leaders for being arrogant/misguided/corrupted), though I'm not really sure what to do about starter dungeons except maybe to just move them to the east when you play an orc. And probably still sterilize the breeding pits so the race can return to some semblance of normalcy; it's hard to believe that there are zero normal female orcs anywhere.
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1239 on: May 20, 2013, 08:36:29 pm »

The thread about the possible Orc inclusion :
http://forums.te4.org/viewtopic.php?f=38&t=37016
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1240 on: May 21, 2013, 12:01:53 am »

The alternate version of Maze is -a lot- more difficult than the regular version.
Last time i had it, met a headless corpse with the floating eye that usually is met in the East and so insta killed my character
And what about those group of 3 Luminous Horrors, spawning that early in the game progression, they're a pain in Nur, but in Maze ? argghh :D

But that's nothing, because this time i encountered in the alternate Maze ... a Dreaming Horror.
Yeah, in Maze , where you're usually between level 14 and 18 (depending on your combo) by the time you enter in it.

So for future explorer of Maze, if you see that you're given the alternate version (that has the big holes you must jump in to get in lower levels, and after a few meeting the boss) , note that the monsters are spawned from the same list you will find in the bottom of Lake of Nur.

Then -much- harder than your usual thieves/minotaurs/jellies found in the usual Maze.
A good idea is to not explore it, but jump in the holes as soon as possible to reach the boss, minimizing the chance of encountering the really insane monster that can (and so will) spawn in the alternate Maze.
The alternate boss is much less dangerous than some of what you can meet there
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1241 on: May 30, 2013, 06:12:44 pm »

The new ToME4 wiki is online :
http://te4.org/wiki/Main_Page

While giving a try to Nightmare difficulty with a Dwarf Solipsist, i was suprised to not find it actually more difficult than normal (at least with a Solipsist), though i think i was leveling up a bit quicker in the starting dungeons maybe that's why as if the enemies were stronger and giving more XP, being higher leveled compensated for it.

And then after clearing every tier 1 zones, i went to Old Forest, i got the alternate version, so as usual with the alternate, harder than the regular version. And wow, it really kicked my poor guy in a few turns, i tried a few times and got killed again and again by that "Shardskin" , well time to try another combo, though maybe going back to normal difficulty :D
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DarrenGrey

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1242 on: June 28, 2013, 04:47:54 am »

I kind of hope he doesn't just cheese it and make you play an orc through all the same content with just some dialog changes.

Nope, it'll be a new campaign starting after the events of the main game. An evil Scourge from the West has destroyed most of the prides and inflicted a third genocide on the orcs. You are a member of the Kruk clan, based on an island in the east, and with a combination of steamtech and magic you must find a way to rescue your race and stop the threatening Atmos steam giants.

Quote
And probably still sterilize the breeding pits so the race can return to some semblance of normalcy; it's hard to believe that there are zero normal female orcs anywhere.

There were all mutated in the breeding pits. But every orc born through the breeding pits is sterile. As for future survival... well, magic finds a way. Especially corruption magic :)
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1243 on: June 28, 2013, 05:59:57 am »

When you explore the Farportal that bring you to locations beyond the East and the West, you can encounter Orcs.

So it's not an impossibility that there are Orc tribes and groups (and so females) that are somewhere, far away, untouched from the insane corruption their ancestors put on their kind thinking it would save them while in fact it doomed them all.
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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1244 on: June 28, 2013, 06:20:41 am »

Actually that "insane corruption" did save them, insofar as I've noticed.

What doomed them all was, well, a genocidal madperson that specifically hunted down and slaughtered their means of reproduction. Rather imagine the same thing would have happened even if the orcs'd been able to not resort to the breeding pit stuff, it'd just been their women and children hunted down and massacred instead of what was targeted. 'Cause that's how T4's player character rolls, apparently.
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