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Author Topic: Tome 4: Tales of Maj'Eyal  (Read 491974 times)

Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1500 on: January 09, 2014, 03:24:08 pm »

Oh i feel really bad for poor Urkis, my good Iunytar used Rush then Flurry followed by Dual Strike ... and Urkis was dead.
Good i had all my lightning res on and some very good items and skills, poor Urkis couldn't do much to stop that powerful marauder.

Spoiler (click to show/hide)

Really, when you can finally get your hand on good weapons, and progress in levels, marauders start to become scary.
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Graven

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1501 on: January 09, 2014, 05:47:31 pm »

Yeah, Marauders are pretty fun once they get going. Headbutting things never stops being a hilarious image.

Speaking of fun... I just gave a Paradox mage a try in the new version. Everything was wonderful until the point where I instagibbed myself for the third time [backfires in a prolonged battle are inevitable, despite how careful you are with Static History] and decided that yup, this character isn't going anywhere goodbye Eidolon my only friend.

Might give those armour rogues a try or a Marauder or something. I do have two characters in the East, but they're on 1.13. Are saves compatible? I want to collect new artifacts. Collecting stuff is the best part of "gear" games. Man I love collecting stuff anyone have any spare stuff they don't use because I think I can carry one more War axe or something.
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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 #1502 on: January 09, 2014, 06:00:49 pm »

I never tried to use saves from an older version in a newer version (there's a case to check in the Load Game panel i think) , but that can often be the source of errors.

Anyways, the Skeleton Marauder continues to brutalize the poor enemy bosses, this time it was the turn of Ungole the spider boss in the East.

Flurry and criticals (with some skills that add some synergy and additional hits) can be fun, just not for the target :D



I lost my 1st life in the post-Dreadfell Ambush, because apparently if you kill the boss of the ambush, and then if you're killed in turn (everything i had to heal or shield myself was on cooldown unfortunately at that point) you lose one of your actual lives, unlike if you're killed with the ambush boss being alive.

No idea if it's a bug, but as it's my only death so far it wasn't important, i could still get the boss loot and destroy ridiculously easily (damn annoying those chaff managed to kill my character before) the remaining orcs once i came back from eidolon

Oh and i got a lot of errors from rushing an enemy , using flurry or even sometime just hitting.
All errors were reported from the ingame online report, hopefully will be fixed next time, fortunately none of those errors lead into an invincible enemy or a broken quest.
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Graven

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1503 on: January 09, 2014, 06:22:09 pm »

So checking the Character Vault, I noticed that none of the recent Shadowblade winners got Ambuscade at all.

From what I remember of times immemorial when I played Shadowblade, Ambuscade and Shadow Veil utterly broke the game.

Can anyone enlighten me why? Like, literally, none of them got it, and yet they all won, and I didn't, so they must be doing something right. How would you play a Shadowblade without sending a legion of shadows to massacre the world while you sit in the safest room you can find stuffing your face with pie?
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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."

Darkmere

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1504 on: January 09, 2014, 06:39:14 pm »

Ambuscade was apparently nerfed into obsolescence. You lose it if it breaks line of sight, among other things. Everything I've read lately says skip the whole tree.
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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.

Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1505 on: January 09, 2014, 06:59:47 pm »

Ouch, i should really have avoided the clone battle in that crypt from the east, it showed me how flurry can one shot a character, mine actually (while my own flurry didn't killed the clone, damn randomness).
Ok, i'll try again in 10 levels, but that skeleton is really getting xp slowly, it's not going to be very nice if i manage to keep up to the Pride.
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1506 on: January 09, 2014, 09:04:51 pm »

I noticed on the website version 1.1.5 is now available, but there's no news/changelog , considering how quick since 1.1.4 it has been, i guess it's only about some hotfixes maybe ?
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1507 on: January 10, 2014, 07:28:14 am »

http://te4.org/blogs/darkgod/2014/01/news/tales-majeyal-115-aka-stoke-me-clipper-released

 the patch notes :
Code: [Select]
Expanded changelist:

Fixed unarmed display of combat speed on gloves/gauntlets
Fix Temporal Form prodigy
When the game refuses to load a savefile due to the stone warden addons being offline, it will let you force it to load -- at your own risk
Made the portal in the Slazish Fens more visible in ASCII mode
Fixed Bill's Tree Trunk
Changed the way the Steam builds are done, this may help reduce the download size on new patches (not thsi one thougth)
I've had enough trying to justify the breeding pits. Or seeing un-intended, by me - the maker of the game, references to real world terrible events. It's gone now.

The removal of breeding pits is going to be harsh on the low XP races like the skeletons that really needs all the XP they can to compensate with their large XP malus, and there's no more way to limit the amount of orcs patrols anymore without that zone.

They should have just changed the zone disturbing theme and/or content instead of removing it like that in my opinion, i was thinking about some kind of orc war training/boot camp to fit with the warlike orc lore, but whatever.
« Last Edit: January 10, 2014, 07:30:08 am by Robsoie »
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1508 on: January 10, 2014, 10:22:01 am »

Removing one of the Pride wouldn't be bad, as it's a bit too repetitive for fun, the necro pride has its own layout, the warriors pride (the one that end in slime tunnels) has its own layout, but the 2 other ones are exactly the same in layout (only enemies changing) so one of those 2 Prides disappearing (or working as alternate version of each other , similarly to the West dungeons having alternate) wouldn't actually hurt the game .

The High Peaks is a bit too long in my opinion, same for Dreadfell, i think they could be shortened.

Though of course the XP progression will have to be thought again to compensate as the end game really needs your character at its top.
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Darkmere

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1509 on: January 10, 2014, 11:18:07 am »

There will be a replacement zone for the breeding pits. I assume it'll be some kind of hidden barracks where the orcs are training teenagers or something, but we'll see. I'll miss it, too, but it is on steam now, and that means more people who want to be offended will see it. Beyond that, the less said about the debacle thread over there, the better.

I think the game *feels* too long because so much of it is similar-looking. There's the basic "stone walls, square rooms" that's used for.... well... kor'pul, rhaloren camp, elven ruins, dark crypt, halfling ruins, the maze, vor pride/armory, gorbat pride..... I think a little visual variety and tweaks to the map generator to make those zones stand out is far preferable just just axing content.
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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.

Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1510 on: January 10, 2014, 12:40:49 pm »

About the game length, i still remember when nearly every dungeons had much more levels most of all looking the same, it was really boring after a while.

And worse, there wasn't yet an autoexplore function, Maze had 5 repeated immense labyrinthic levels (instead of 1+a very short basement as it is now) that you had to explore without any autoexplore, when i managed to get to the minotaur was roughly when i simply ceased to play with my character due to not having fun anymore.

The shortening of every dungeons coupled with the addition of the autoexplore made the campaign immensely more interesting to me.
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Darkmere

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1511 on: January 10, 2014, 02:07:02 pm »

Edit: Though, I will grant that the Pits could have done with a few slight tweaks in terms of taste. The description of the boss being a start. Though the fuss everyone is making is just ridiculous.

I think this was the most widely agreed on aspect of the problem, and I'll be honest and say the descriptors were over-the-top and tasteless. Personally, I just didn't read them after the first time and moved on, but the unfortunate truth is that being in a public venue (Steam) is opening up to that kind of agenda from various groups. Trying to keep the content behind a warning that references the holocaust (even though I believe it was probably accidental) was ... a Bad Move. Sprite and descriptor changes would have alleviated the biggest concern from the majority of those who had issue, in my opinion. I still stand by my statement that, while unfortunate, removing the content now that the game is in a more public venue was the best choice. The game doesn't need THAT kind of controversy surrounding a small side area, which left unchecked could have eventually tainted potential buyers' perceptions and cost them sales and support.
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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.

Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1512 on: January 10, 2014, 02:45:25 pm »

Ouch, i should really have avoided the clone battle in that crypt from the east, it showed me how flurry can one shot a character, mine actually (while my own flurry didn't killed the clone, damn randomness).
Ok, i'll try again in 10 levels, but that skeleton is really getting xp slowly, it's not going to be very nice if i manage to keep up to the Pride.

I got my revenge, my skeleton marauder went back after gaining 7 or 8 levels to that damned clone, and Giant Leap-ed on him (one of the best prodigy for melee character, great for offense and great for escape) and then Flurry teared him apart.

Marauder once they get their skills going well are extremely powerfull, still with 2 daggers it's more than often that a Flurry deals more than 2000 damage , and with the counter strike and etc... being surrounded is not much of a problem, you automatically deals lots of damage to your attackers.


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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1513 on: January 10, 2014, 05:23:13 pm »

Yes ! Victory ! Iunytar the Skeleton Marauder just annihilated all his enemies and won the game !


Out of the early game that can be very hard or normal depending on what kind of dagger you're using, the Marauder increase in power when improving the skills and unlocking some trees during the progression of the campaign will make him incredibly strong .

The Marauders can be as scary strong as an Oozemancer, and i didn't even took the antimagic/fungus part (undead can't join Zigur)  i think that's the 1st time i dealt so much damage (more than 4000 ) in 1 turn to Elandar with a single use of Flurry :


It looks like beating the bosses give you enough XP to get to level 50, as my skeleton marauder after completing everything and running a few farportal was only level 46 when it was time to get into the Sanctum.

I took the stone alchemy tree from an escort in early game, so i could increase Imbue Item to 5 and so get the Crafty Hands prodigy to be able to imbue 3 of my worn items instead of only 1 for the endgame, it really helped to make my marauder better.

On the good advice from the ToME4 board, i  used a moonstone on the belt (+60 to stun/freeze immunity) allowing me to free the 2 rings slots for more usefull bonus (i was using +30% stun resist rings on both, as stun is the worst thing to be affected by when you use an undead that can't then use an infusion to get rid of it) and used 2 diamonds on the other 2 items (adding +5 to all stats for each items) , giving some impressive results in combination to the already nice item was using.

Giant Leap proved to be the best prodigy i could take for that Marauder, great damage if used offensively with the multi-hits of a marauder, and great survival asset if used to retreat a lethal situation.

All in all, i had a lot of fun with that character.
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DeKaFu

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1514 on: January 10, 2014, 05:26:07 pm »

I haven't seen any of the drama that led to the breeding pits being removed so I don't know what the arguments were, but I will say that I won't be sad to see them go.
I thought the concept was quite interesting, in a horror sort of way, but it was also... deeply disturbing. Like, in a made-me-feel-physically-ill-and-want-to-put-the-game-down sort of way. It managed to strike a cord that just left me feeling awful and horrified.

I'm sure it's a matter of perspective and many people would take it in stride, but having something like that blindside you in the middle of an otherwise fairly generic fantasy game wasn't a great experience. Not having to make the choice between visiting the place and giving up much needed XP sounds pretty good to me.
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