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Author Topic: Tome 4: Tales of Maj'Eyal  (Read 492425 times)

BigD145

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1290 on: December 13, 2013, 11:12:32 am »

If you bought on GamersGate or some other service and have a "code" or "key" you can open an account at te4.org and enter that by clicking on the "key redeem" on the left. You'll tie your Steam to te4 and get it in your library.
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Darkmere

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1291 on: December 13, 2013, 11:15:54 am »

Bought and installing now. I had a lot of fun with this last time I played, so they deserve some payment I think. No idea when I'll actually get back into it, though.
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And then, they will be weaponized. Like everything in this game, from kittens to babies, everything is a potential device of murder.
So if baseless speculation is all we have, we might as well treat it like fact.

Singularity125

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1292 on: December 13, 2013, 02:57:51 pm »

Well, I checked the steam page and they do say at the bottom of their description for the game: "Buyers will get all the extra features that normal donators get. You can test for free on te4.org". Perhaps it could stand to be towards the top, but hopefully most people interested in trying this game will read the full description first. Several of the user reviews mention this free option, as well.

I only played a couple hours of this so far. I did the two tutorials and I had a dwarf bulwark that I was working on. Somehow he made it through the starter dungeon without getting murdered, but I don't expect that luck to last. ;) I want to play this game a bit more before making a decision, but it's likely I'll throw them the six bucks. I've certainly spent that kind of money on dumber things.
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Darkmere

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1293 on: December 13, 2013, 03:10:33 pm »

There's a blurb in the game description on the store page that says you can play the free version on their website. You also get a few donator-only perks from either donation or buying through steam, so there are benefits to buying it besides self-satisfaction. I think they'd be dumb to pass up the additional exposure Steam offers, as well as easier payment from lazy bastards like me (I only buy games from steam; if there's a hassle registering on some other site I just stick to games in my library from sales, so they got money from me that they wouldn't have any other way).

@Singularity125:
Bulwarks are actually pretty rough going for new players due to their extreme lack of ranged attacks and magical defenses in the early to midgame. If you run into troubles, you can get the same basic melee style AND magic-type damage with a sword-n-board wyrmic, or for a really straightforward ranged type, the alchemist has you covered. I'm shamelessly plugging my Alchemist starter guide here.
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And then, they will be weaponized. Like everything in this game, from kittens to babies, everything is a potential device of murder.
So if baseless speculation is all we have, we might as well treat it like fact.

Graven

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1294 on: December 13, 2013, 04:51:02 pm »

Aw man I just started like 5 different characters on 1.0.5

Oh well, really excited to see Tome getting regular updates. Now maybe if we could get a new campaign...
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1295 on: December 13, 2013, 05:27:57 pm »

I believe the Orc campaign will probably not be very far now that the dev have the financial motivation of the steam purchases that will be coming into his wallet.

Someone posted a screenshot of the race/class selection menu in which there was a "demonologist" entry there, though oddly i can't find the thread with that screenshot anymore on the te4 forum despite it was on the 1st page of the discussion board.
So maybe something about new classes is coming soon too.

And the dev mentionned in a thread in which someone was gathering some class ideas for addons
Quote
Psyren, Possessor and Demonologist are kinda on my todo, so .. others please

But no idea if all of that will be donators/steam only like that stone warden or if we will have access to these on the free version
« Last Edit: December 13, 2013, 05:32:05 pm by Robsoie »
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Ukrainian Ranger

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1296 on: December 13, 2013, 05:46:22 pm »

Quote
But no idea if all of that will be donators/steam only like that stone warden or if we will have access to these on the free version
IIRC it is planned that when new special class will appear, stone warden will become available for free version
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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1297 on: December 13, 2013, 05:46:34 pm »

Someone posted a screenshot of the race/class selection menu in which there was a "demonologist" entry there, though oddly i can't find the thread with that screenshot anymore on the te4 forum despite it was on the 1st page of the discussion board.
Honestly, such a screenshot would mean more or less jack. It's incredibly easy to add stuff to the race/class selection part (I've actually managed that before, and I have the coding skills of a handless monkey who had its brain replaced with a cracked brick). You could pretty literally just copy a current class and rename it to whatever, and that's assuming addons aren't involved.

Non-talent class data is stored in ..\game\modules\tome\data\birth\ if they're not addons. I... really don't want to bother downloading the new version at th'mo, but if anyone wants to check and see if there's anything not yet enabled, that'd be a place to check. Assuming DG hasn't gotten more careful about hiding in dev stuff, anyway.
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1298 on: December 13, 2013, 05:54:16 pm »

Good to know we'll still have something on the free version.

the screenshot must have been about an addon then, it was listed with the corruptor on the same category and in the lua there's no demonologist there, at least yet on the free version of 1.1.0
« Last Edit: December 13, 2013, 05:55:54 pm by Robsoie »
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1299 on: December 13, 2013, 06:00:12 pm »

Now that said i notice in the data\birth\races\ there's "construct.lua" , that seems to have a "Runic Golem" there :
i wonder if it's something that is unlockable or if it's somehow the alchemist golem class definitions that ended there for some reason, i know nothing about lua coding, so if someone can make sense of it  :
Code: [Select]
-- ToME - Tales of Maj'Eyal
-- Copyright (C) 2009, 2010, 2011, 2012, 2013 Nicolas Casalini
--
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
--
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
-- GNU General Public License for more details.
--
-- You should have received a copy of the GNU General Public License
-- along with this program.  If not, see <http://www.gnu.org/licenses/>.
--
-- Nicolas Casalini "DarkGod"
-- darkgod@te4.org

---------------------------------------------------------
--                      Constructs                     --
---------------------------------------------------------
newBirthDescriptor{
type = "race",
name = "Construct",
locked = function() return profile.mod.allow_build.construct and true or "hide" end,
locked_desc = "",
desc = {
"Constructs are not natural creatures.",
"The most usual contructs are golems, but they can vary in shape, form and abilities.",
},
descriptor_choices =
{
subrace =
{
__ALL__ = "disallow",
["Runic Golem"] = "allow",
},
},
random_escort_possibilities = { {"tier1.1", 1, 2}, {"tier1.2", 1, 2}, {"daikara", 1, 2}, {"old-forest", 1, 4}, {"dreadfell", 1, 8}, {"reknor", 1, 2}, },
}

newBirthDescriptor
{
type = "subrace",
name = "Runic Golem",
locked = function() return profile.mod.allow_build.construct_runic_golem and true or "hide" end,
locked_desc = "",
desc = {
"Runic Golems are creatures made of solid rock and animated using arcane forces.",
"They cannot be of any class, but they have many intrinsic abilities.",
"#GOLD#Stat modifiers:",
"#LIGHT_BLUE# * +3 Strength, -2 Dexterity, +3 Constitution",
"#LIGHT_BLUE# * +2 Magic, +2 Willpower, -5 Cunning",
"#GOLD#Life per level:#LIGHT_BLUE# 13",
"#GOLD#Experience penalty:#LIGHT_BLUE# 50%",
},
moddable_attachement_spots = "race_runic_golem", moddable_attachement_spots_sexless=true,
descriptor_choices =
{
sex =
{
__ALL__ = "disallow",
Male = "allow",
},
class =
{
__ALL__ = "disallow",
None = "allow",
},
subclass =
{
__ALL__ = "disallow",
},
},
inc_stats = { str=3, con=3, wil=2, mag=2, dex=-2, cun=-5 },
talents_types = {
["golem/arcane"]={true, 0.3},
["golem/fighting"]={true, 0.3},
},
talents = {
[ActorTalents.T_MANA_POOL]=1,
[ActorTalents.T_STAMINA_POOL]=1,
},
copy = {
resolvers.generic(function(e) e.descriptor.class = "Golem" e.descriptor.subclass = "Golem" end),
resolvers.genericlast(function(e) e.faction = "undead" end),
default_wilderness = {"playerpop", "allied"},
starting_zone = "ruins-kor-pul",
starting_quest = "start-allied",
blood_color = colors.GREY,
resolvers.inventory{ id=true, {defined="ORB_SCRYING"} },

mana_regen = 0.5,
mana_rating = 7,
inscription_restrictions = { ["inscriptions/runes"] = true, },
resolvers.inscription("RUNE:_MANASURGE", {cooldown=25, dur=10, mana=620}),
resolvers.inscription("RUNE:_SHIELDING", {cooldown=14, dur=5, power=100}),
resolvers.inscription("RUNE:_PHASE_DOOR", {cooldown=7, range=10, dur=5, power=15}),

type = "construct", subtype="golem", image = "npc/alchemist_golem.png",
starting_intro = "ghoul",
life_rating=13,
poison_immune = 1,
cut_immune = 1,
stun_immune = 1,
fear_immune = 1,
construct = 1,

moddable_tile = "runic_golem",
moddable_tile_nude = true,
},
experience = 1.5,
}

« Last Edit: December 13, 2013, 06:22:06 pm by Robsoie »
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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1300 on: December 13, 2013, 07:18:47 pm »

It's just something that's never been finished, mostly. Think DG may or may not have plans to flesh it out -- it was/is planned to be a race/class choice (i.e. a race with no class options) with some unique mechanics. Can't remember anything beyond that, but no, it doesn't have anything to do with the alchie golem. That thing's defined elsewhere.

That said, you can unlock the runic golem manually via some lua editing, there's just not much point to it. Iirc, there's an addon or two that does something along those lines, and I think one that tries to actually do something with it.
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Singularity125

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1301 on: December 13, 2013, 09:21:22 pm »

@Singularity125:
Bulwarks are actually pretty rough going for new players due to their extreme lack of ranged attacks and magical defenses in the early to midgame. If you run into troubles, you can get the same basic melee style AND magic-type damage with a sword-n-board wyrmic, or for a really straightforward ranged type, the alchemist has you covered. I'm shamelessly plugging my Alchemist starter guide here.

Actually I'm quite enjoying this character so far. I like being able to turn my defense into offense with shield pummel and such. I've had a couple dumb deaths so far... (Note to self 1: If your character trembles in fear on entering a new area, you'd better pay attention to that! Note 2: Vaults aren't to be messed with either) But I'm still alive, somehow.

This is what I'm running with right now. http://te4.org/characters/98638/tome/a30543db-7736-4f36-8f6e-1ee8f51c611c Feel free to criticize what I'm doing. I'm sure I could optimize things better, but oh well. :P
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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1302 on: December 13, 2013, 09:34:30 pm »

Eh, you honestly look like you're doing fine for that early in the game, build wise*. Probably want some more riposte eventually (though after you get assault. You are getting assault next level. That's not a question.), since counter-assaults et al do some serious damage. Will probably want to grab the step-up (battle tactics? I'unno, I never remember) tree come level 20, though. Step up is pretty godly, especially once 5/5'd (or is it 4/5'd? Whenever it hits 100% proc, anyway). All of the talents in that tree are pretty decent, really, iirc.

*Except you'll probably want to max out shield wall fairly soon. The stun res is verra' sexy, and the rest of it's decent, too.

As for the crystal focus, something more detailed is probably earlier in the thread. Short form is it turns (or did, anyway) a plain white weapon into an artifact. Part of what it does during the process is multiply the base damage by a certain amount, so you'll probably want to hold off using it until (if) you luck upon an unenchanted voratun or stralite one-hander. It's not really the best of weapons for a bulwark (I'd personally recommend the femur, if you find it, hohoho), though every melee critter probably likes to have it around (one of the other things it does is turn the weapon's damage type to arcane, which isn't resisted by much. Good for use against physres heavy enemies.). S'better for the magic hybirds, mostly.
« Last Edit: December 13, 2013, 09:39:11 pm by Frumple »
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Aoi

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1303 on: December 13, 2013, 09:36:37 pm »

I actually love Bulwark's *early game*. If you stack your regen/heals, or pick a durable race, they can pretty much walk through anything. Slowly.
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Darkmere

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1304 on: December 13, 2013, 10:16:01 pm »

Yeah the early game is great. Daikara and the necro pride are not. :)

I've beaten the game with a Thalore antimagic bulwark and it was my... second win I believe, so I do like them. They're just not as prepared for the entire game for newbies as the old tutorial would want you to believe.
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And then, they will be weaponized. Like everything in this game, from kittens to babies, everything is a potential device of murder.
So if baseless speculation is all we have, we might as well treat it like fact.
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