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Author Topic: Tome 4: Tales of Maj'Eyal  (Read 492421 times)

Max White

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1275 on: November 15, 2013, 09:25:46 pm »

Eh, a mix of auto explore and special tri beam cannon attack can clear out early levels without much time at all...
The thing I was most worried about is that it seems when you are over leveled for an area it skips you to the end, and from there you don't seem to have a chance to find escort missions in that area... Unless I've just been unlucky.

Aoi

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1276 on: November 15, 2013, 09:33:22 pm »

Eh, a mix of auto explore and special tri beam cannon attack can clear out early levels without much time at all...
The thing I was most worried about is that it seems when you are over leveled for an area it skips you to the end, and from there you don't seem to have a chance to find escort missions in that area... Unless I've just been unlucky.

You can. I believe you can even find them on the way out, too. There might even be an option to disable the auto-port, but I don't recall-- been a while since I booted up, and I haven't gotten a chance to check out the latest version yet.
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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1277 on: November 15, 2013, 09:40:47 pm »

Escorts are... there's a limit to them, of course (there are always and only nine), but beyond that I think there's some filters on when they can show up, at least in the early game. It's been long enough I've forgotten exactly what they are, but I think you'll only find them in the first... two dungeons, after the first one you go in to? Among the tier one dungeons (which are what you mentioned). Then they're a bit more free form amongst the higher tier dungeons, though you're incredibly unlikely to have not encountered them all before the dungeon prior to going east. Though I do believe it's possible, if barely so, for one or two to end up getting shifted into eastern dungeons. Just tremendously rare.

Also, you can go back up stairs once you start being teleported to the bottom, if you haven't already noticed. Escorts should still show up if they're slated to, iirc. If not, come back down the down stairs after clearing the level (if you're doing it from bottom up, that is). Think that may trigger 'em if the first go through didn't. Still, if you haven't found all nine before going east, it might be time to backtrack and do a quick jaunt down the dungeons* one more time.

*Though I do believe that only the "main" dungeons (barring sandworm lair and... maybe a couple other ones?) can generate escorts. There's also some racial stuff involved (the elves usually get one of the second level of their starting dungeons, ferex)
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Ukrainian Ranger

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1278 on: November 15, 2013, 09:45:39 pm »

Escorts generate in: two first tier 1 dungeons visited, old forest, Daikara, Dreadfell, Reknor

And that's all, you'll not find them in any other place
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UristMcDwarf

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1279 on: November 15, 2013, 09:50:31 pm »

I like this game.
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Ak-Sai

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1280 on: November 16, 2013, 12:04:18 pm »

Good game. Kind of time consuming, but game worth it. Personaly, I prefer more serious roguelike games like ADOM(and DF, of course), but I recommend Tome to  anyone who hasnt tryed it yet.

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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1281 on: December 04, 2013, 03:08:56 pm »

Beta testing for version 1.06 is starting so you can help making the incoming 1.06 release better with reporting the problems you may encounter with it :
http://forums.te4.org/viewtopic.php?f=38&t=39460

changelog from 1.05 so far :
Code: [Select]
Character sheet records the number of creatures/elites/rares/bosses killed
*Perhaps* fixed the rare double-death bug
Fixed Living Mucus limit
Fixed Umbraphage cooldown
Adventurer items start in the transmo chest
Default Inventory tab is "all"
Fixed inventory tab traversal after re-opening
Protector Myssil has learnt Tricky Defenses and Unbreakable Will prodigies
Big particle error should no longer bring down the game
Online events forbidden in tutorials
Tutorial character is correctly having infinite lives
New achievement frames, looks much nicer
starting to add rexo achievements picture
Reduced the cooldowns on the talents of the mice in the dream of vulnerability
Stone Alchemy cant destroy tagged items
Fixed Defiling Touch 6+
Tree of Life will not spam the log
Split tome team file into 3 files for easier packaging & update
Mystical Cunning only gives traps/poisons depending how what you know
Made the alternate ruined dungeon orbs more obvious
Ruined dungeon guardians will not be wall-walkers
Fix Psiblades with "clone" effects
Reduced the power of ego diggers
Fixed self targetting with spells
Bone Grab range now scales with talent level
Buffed Gorbat a little bit
Made Summoners more awesome looking
Fixed speeds on the character sheet
Fixed merchant artifact offering for antimagic characters when browsing the misc category
Make alchemists look somewhat more awesome
Fixed setting armour hardiness on training dummies
Shadow of the player is now trigger when bone shield is either drained or removed
Fixed cancelling Fearscape
Can not Reload when at full ammo
Tweaked some artifacts
Better ingame registration handling
Never Stop Running does not cost a turn to enable
Never Stop Running cost fixed
Ambuscade shadow now will dissipate if out of sight for too long
Fixed Shadowstep to make it respect LOS
Fixed "all achievements tab"
New fbo:png() method
New Necromancer's tree: Animus
Sher'tul Fortress Control Orb now displays the current energy count
Cheat mode (called Developer Mode) can be enabled/disabled from the options in the main menu
Shader uniforms are now available directly as autogenerated methods of the shader, i.e: fooshader.shad:uniMyuniformname(5)
Shaders uniforms are set much more efficiently
Short staves are now dual wieldable by characters that have talents to do so (like Reavers)

note : shaders in ToME4 can be very intensive on some systems, so if you see your computer is not up to the task with the shaders, be sure to disable all the shaders options to get better performance
And maybe lower the amount of particles too
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Graven

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1282 on: December 04, 2013, 03:35:38 pm »

I've been throwing Higher and Cornac Arch-magi around, dying to stupid stuff in the west and rage-quitting.

I have a level 19 Aether one, who seems to be doing pretty fine for himself damagewise, I'm just... not really having fun with him.

I wonder if storm's decent. Aether seemed to be the one with highest single-target damage, however. Doesn't look like Storm has a nice single-target combo like Aether Avatar -> Arcane Vortex -> Aether Breach.

My biggest problem with Tome4 is that it's a great combat system wrapped in a horrible, overly long and boring campaign.

Pretty awesome classes and combat system, though. Keeps dragging me in every couple of weeks.
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1283 on: December 04, 2013, 04:27:06 pm »

Yes, when i play too often, the campaign can become too long (having completed it several time maybe does not help), excepted some places that are still fun to play each time.
Taking month long breaks help me a lot for that to refresh my interest in the campaign, same as for Crawl, i really need a few months break between plays so i can enjoy getting back into it.

But give a try to the Arena gametype, it's a concentrated bucket of battle fun.
Or the Infinite Dungeon gametype, that will kill you much faster than the main campaign :D
« Last Edit: December 04, 2013, 04:49:27 pm by Robsoie »
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lemon10

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1284 on: December 04, 2013, 05:01:03 pm »

Yeah, I love the game until it gets to the east, at which point it starts to lag and the play gets more and more tedious.
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

Graven

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1285 on: December 07, 2013, 07:33:21 am »

Tried Storm Archmage, seems rather fun to play. Hurricane does excellent single [and multi!] target damage over time, dazing stuff all around is quite helpful, and it seems relatively low-manahungry. Seemed to take quite long to get going, since the various spells do low-ish damage on their own.

If only I hadn't lost all my 5 lives by the Daikara to various random things instagibbing me through my fifteen shields.

Swear to god I am yet to die in Tome and then go "Oooh, now I see what I did wrong!", unless we count "I was fighting the thing" as doing something wrong. It's always "... ok...". Maybe I should be more thorough in examining rares, but then more than half the things that kill me are standard enemies which after I respawn proceed to do 0 damage to me as I effortlessly destroy them.
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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."

Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1286 on: December 07, 2013, 08:25:15 am »

but then more than half the things that kill me are standard enemies which after I respawn proceed to do 0 damage to me as I effortlessly destroy them.

This still happens a lot to me, though it's never standard enemy but rare/elite version of them, or even bosses.
Just now, i am running a Cornac Summoner in the Infinite Dungeon gametype.

So far he has been very good, i'm level 26 and i'm on depth 24 and i have been lucky to survive a couple of vault (vault in ID are more dangerous than in the main campaign) and got some nice items.

Then i met the boss "can'trememberthename" in a room, that's the major demon that appear if you fail to save Melinda under the very short time limit when you play the campaign inside of th "Dark Crypt".

Confident in my character i launched my summons and got my character destroyed in a few turns, as my crappy phase door teleported me directly next to the boss instead of a bit away (so i could have saved myself).

A bit annoyed as it's a boss i never got crushed like that when meeting him in the campaign, i decided to get back and ... annihilated him easily.

Still not understanding why this situation happens regularly (as in both cases i started the battle with full powers/talents/health/equilibrium) but to add on the hilarity i found a teleportation rune on the loot.
teleportation that would have saved my character originally as it's much better than a crappy phase door.
« Last Edit: December 07, 2013, 08:29:45 am by Robsoie »
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lemon10

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1287 on: December 07, 2013, 01:58:58 pm »

Yeah, the range between good and bad luck in just a single battle is crazy huge.

On one side you can have enemies not use their special abilities for turns in a row, causing them to be nearly completely harmless, of miss all their attacks. With good luck even highly dangerous enemies are trivial.

On the other you have enemies use their most damaging abilities simultaneously, and all crit at the same time. With luck like that even one or two normally trivial enemies can be dangerous, and dangerous enemies lethal (unless you treat every single battle like all the enemies are always going to crit you dead). Its almost made worse by how low the crit chance of enemies is since it makes it completely unexpected when it does happen. So although the chance of 3 crits in a row is like 1/2000 its still high enough to happen dozens of time through the game.

That said, you do have extra lives, so it does balance out for the most part.
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And with a mighty leap, the evil Conservative flies through the window, escaping our heroes once again!
Because the solution to not being able to control your dakka is MOAR DAKKA.

That's it. We've finally crossed over and become the nation of Da Orky Boyz.

Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1288 on: December 12, 2013, 05:25:20 pm »

Just noticed ToME4 version 1.1.0 has been released

http://te4.org/blogs/darkgod/2013/12/news/tales-majeyal-110-aka-full-steam-ahead-released

i was expecting 1.0.6 as it was what was in beta testing, not sure why the version got bumped that much, maybe to go along the steam version that is getting launched.

anyways :

Code: [Select]
Release highlights:

    * New necromancer tree: Animus
    * All achievements now feature beautiful 128x128 images
    * Improved Alchemist interaction with its golem
    * Tons of fixes and balance adjustements
    * Many improvements for addon creators, including a way to enable debug mode and a tool (inthe debug menu) to register and upload addons to te4.org directly from the game.
    * Includes a Fez. Fezzes are cool!

 
Expanded changelist:

    * Shadowstep now will work if the target is seen and either: is not in vault or is in LOS
    * Fixed Indiscernible Anatomy
    * Achievements are not gained in debug mode
    * Murgol lair has the underwater effect
    * Fixed Unstoppable
    * New "callbackOnArcheryAttack"
    * Put in a failsave in the lost wife dream
    * When slasul make his portal, he will move if he stands on it
    * New colors.hex1 function, use like: colors.hex1"ff45d5"
    * The various callbackOn* of talents now also work on temp effects
    * New callbackOnMeleeAttack when the actor attacks
    * Ambush should be safer
    * melinda always erupts
    * Much improved Melinda quest line, she looks less a dummy too
    * Spacetime Tunning is now given upon learning a paradox using talent
    * Fixed tooltip offset in charsheet
    * Fixed Revisionist History on autocast
    * Cauterize now protects you until the next time you can act
    * Switched over the Yeek Wayist dialog so that the hostile action is not the default one
    * Removed the "secret" room of Reknor 4
    * Changed mindlash gfx
    * Fixed Probability Travel debuff name
    * Changed Wrath of the Wood icon to remove confusion with Heorism
    * Improved the look of out of time zones
    * Actors can implement canWearObjectCustom for additional wear checks
    * Alchemist's Refit Golem split into two talents: Refit and Interact
    * Alchemist's Interact talent lets the player change talents, name, tactics and inventory without switching to the golem. Inventory in this mode is special, the equipment side is the golem's and the inventory side is the player's
    * Stores display gold remainig in their title
    * Disabled the advanced tutorial until it can be updated
    * Eclipse will only increase the positive/negative regen when below the threshold
    * Fixed Alchemist Golem Blighted Summoning
    * Solipsist's Projections can not create Thought-forms
    * Fixed Lay Web
    * Character sheet records the number of creatures/elites/rares/bosses killed
    * *Perhaps* fixed the rare double-death bug
    * Fixed Living Mucus limit
    * Fixed Umbraphage cooldown
    * Adventurer items start in the transmo chest
    * Default Inventory tab is "all"
    * Fixed inventory tab traversal after re-opening
    * Protector Myssil has learnt Tricky Defenses and Unbreakable Will prodigies
    * Big particle error should no longer bring down the game
    * Online events forbidden in tutorials
    * Tutorial character is correctly having infinite lives
    * New achievement frames, looks much nicer
    * starting to add rexo achievements picture
    * Reduced the cooldowns on the talents of the mice in the dream of vulnerability
    * Stone Alchemy cant destroy tagged items
    * Fixed Defiling Touch 6+
    * Tree of Life will not spam the log
    * Split tome team file into 3 files for easier packaging & update
    * Mystical Cunning only gives traps/poisons depending how what you know
    * Made the alternate ruined dungeon orbs more obvious
    * Ruined dungeon guardians will not be wall-walkers
    * Fix Psiblades with "clone" effects
    * Reduced the power of ego diggers
    * Fixed self targetting with spells
    * Bone Grab range now scales with talent level
    * Buffed Gorbat a little bit
    * Made Summoners more awesome looking
    * Fixed speeds on the character sheet
    * Fixed merchant artifact offering for antimagic characters when browsing the misc category
    * Make alchemists look somewhat more awesome
    * Fixed setting armour hardiness on training dummies
    * Shadow of the player is now trigger when bone shield is either drained or removed
    * Fixed cancelling Fearscape
    * Can not Reload when at full ammo
    * Tweaked some artifacts
    * Better ingame registration handling
    * Never Stop Running does not cost a turn to enable
    * Never Stop Running cost fixed
    * Ambuscade shadow now will dissipate if out of sight for too long
    * Fixed Shadowstep to make it respect LOS
    * Fixed "all achievements tab"
    * New fbo:png() method
    * New Necromancer's tree: Animus
    * Sher'tul Fortress Control Orb now displays the current energy count
    * Cheat mode (called Developer Mode) can be enabled/disabled from the options in the main menu
    * Shader uniforms are now available directly as autogenerated methods of the shader, i.e: fooshader.shad:uniMyuniformname(5)
    * Shaders uniforms are set much more efficiently
    * Short staves are now dual wieldable by characters that have talents to do so (like Reavers)

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Bitoru

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1289 on: December 13, 2013, 10:07:21 am »

SO ToME has been released on Steam. If you're a donator, got to the Steam tab on your ToME profile to claim your Steam key.
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