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Author Topic: Tome 4: Tales of Maj'Eyal  (Read 492866 times)

Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #495 on: August 21, 2012, 07:07:53 pm »

Heyo, B42's out. New class, reavers have become delicious, plenty of other junk. Fun times all 'round.

From the site, release highlights:
New event/zone: the Dogroth Caldera and various associated subzones
New class: Psionic / Solipsist: The world is but a mere projection of your thoughts you are all powerful! Or are you?
Better levelup interface
Reaver improved
Rogues get a new Scoundrel tree
Archmages get a new Aether tree
New "minor" events; like special features in some zones
Better shield graphics ahoy !
Infinite Dungeon improvements
Many bugfixes & polishing

Spoiler: Expanded changelong (click to show/hide)
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Neonivek

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Re: Tome 4: Tales of Maj'Eyal
« Reply #496 on: August 21, 2012, 07:18:18 pm »

Ugh, going to have to unlock a lot of new classes. (I feel like cheating... but I don't want to...)

Poor Mages... the game tries to trick you into doing a quest you won't win.
« Last Edit: August 21, 2012, 07:21:35 pm by Neonivek »
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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #497 on: August 21, 2012, 07:23:12 pm »

... which one? The initial archmage quest?
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Neonivek

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Re: Tome 4: Tales of Maj'Eyal
« Reply #498 on: August 21, 2012, 07:29:22 pm »

... which one? The initial archmage quest?

Yep
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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #499 on: August 21, 2012, 07:35:27 pm »

You know about the phase door thing, right? Where it's controlled and has a massively reduced cool down and mana cost? You can bounce around like a pinball on crack in that joint. That's why there's a cheevo for not taking any damage. Because you can actually do that :P

But yeah, the text of that offer might be able to stand a harshening or something. Make it a bit more obvious it can kill you. I guess, anyway. Archmagi trivialize most things.

And there's always yeek/dwarf/undead! They don't even get to try that quest~ Ghoul archmage is kinda' hilarious. Skeleton archmage is best archmage, because skeleton+aegis=win. Close to it, anyway. Etc., so forth. Undead are great in T4, really.

But anyway, yeah, if you want me to hit you up with an unlock file, just yell. It's pretty easy to text-editor your way through the unlocks. Takes seconds, too.
« Last Edit: August 21, 2012, 07:38:16 pm by Frumple »
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Neonivek

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Re: Tome 4: Tales of Maj'Eyal
« Reply #500 on: August 21, 2012, 07:56:31 pm »

I guess it depends if unlocking things feels like an accomplishment or just busy work.

Ohh well the only classes I ever unlocked are the Summoner and Wizard anyway... >_<
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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #501 on: August 21, 2012, 08:50:25 pm »

Several are definitely accomplishments (and some are viciously hard, especially if you're not cheesing things), but a few are busy work (reaver and the archmage specialist trees, ferex). It's a bit of a mixed bag, partially intentially -- as a rule, the more complicated the class, the harder it is to unlock. Couple of exceptions, but that's generally how it runs.

The base classes are... well, they're interesting enough. Zerkers and alchies are easily two of the most powerful classes in the game, and archmagi (which aren't base, but usually either the first or second unlock) are god-tier, too. Summoners can cheese their way through the game and are pretty top-notch without it... honestly, all the classes are viable (and have been won, repeatedly), powerful, and interesting. Some are just trickier to get a functional build going :P

But yeah... I do like alchies, zerks, and arcane blades (of the base classes, though I probably wouldn't recommend ABs unless you've got a really good idea what you're doing; they're pretty weak if poorly built.), so the initial stuff isn't exactly stifling. Several of the unlocked ones have more... zing, though.
« Last Edit: August 21, 2012, 08:54:01 pm by Frumple »
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Neonivek

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Re: Tome 4: Tales of Maj'Eyal
« Reply #502 on: August 21, 2012, 09:59:47 pm »

Oddly enough no matter what happens the class I do the best with and like the most is the Summoner

But that in a way annoys me. There is this large selection but the only competent character I am with is the Summoner (and one time the Archer)

Pro-Tip Summoner: For the most part going halfway with a summon isn't going to get you too far, most offensive summons only come into power at the 5th tier. It can be the difference between a creature that can only barely kill off a single ordinary enemy and a summon that can even bite a chunk out of bosses. Mind you having a lot of chumps to die while you wait for the stronger summons to be able to summon again isn't a terrible strategy either. It is how I beat some bosses WAAAAAY before the level you were expected to beat them.
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #503 on: August 22, 2012, 01:44:44 am »

Great an update ! just in time for me to get back into ToME4.
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Neonivek

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Re: Tome 4: Tales of Maj'Eyal
« Reply #504 on: August 22, 2012, 01:50:40 am »

Quote
Some are just trickier to get a functional build going


Tome is a lot like playing a Tower defense game. You have to see how the point mechanics are for each class.

Is it a class where you try to get to the top of the hill as fast as you can? or is it one where you try to have as many skills as possible?

As well determining how to spend your superfluous attribute points as well for better armors/weapons.

Plus just like a tower defense game there are a few speed bumps and fake outs as well to try to stall you.

It is why I can spend several runs just trying to get a functional build on a single character.
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tompliss

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Re: Tome 4: Tales of Maj'Eyal
« Reply #505 on: August 22, 2012, 06:45:16 am »

I'm begining to play (played others roguelikes, mostly DCSS), with a "normal" human warrior (bulwark).
I am doing pretty good (remember playing 1 or 2 games long ago, and dying during the first quest), as I got through the whole first quest, killing the "bonus boss" without any problem : I focus on defence (using "Shield wall" and "precise strike" all time, and infusions for healing and reducing damage), and lure monsters around corners to fight 1v1 in melee.

I am now in some sort of necormancer's castle (read a journal entry about that), which is more difficult : I am getting some HP regen debuffs which nearly netralize my infusions, from traps, so I've got to play in a safe way...

Anyway, any advice ?

I am level 7, and building the character with strength first, then dexterity and constitution. Mostly because many skills have a strength requirement. and even that way, I have a hard time gathering loot, as i get encumbered very easily... Am I doing anything wrong ?

I read I can unlock other classes with achievments, but I don't see a list of undone achievments, so I guess I'll have to try everything ... or is there ?
(I mean, other than a wiki, spoiling the achievments)

I prefer to play in a small window (hey, i'm at work ! :D ), but the menus (and mostly the inventory and the leveling menu) doesn't fit a small window, even in ascii... Any way to reduce their font size, or anything like this ?


[EDIT]
err ... just died ...
Got encased in ice, and a shade finished me (didn't use every power I could...).
Those traps do some damage ... :(
« Last Edit: August 22, 2012, 07:05:36 am by tompliss »
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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #506 on: August 22, 2012, 08:43:48 am »

There's not a list on undone achievements, unfortunately. S'mostly intentional, as a great deal of them are, well, major spoilers.

As for bulwarks, it's mostly just a case of maxing shield wall and tanking your way through the first tier dungeons (which you were doing! Is good.), which'll get you to level twelve or so and open up a fair number of options, including your first unlocked tree, which can bring quite a bit to the table.

Biggest advice in your case (to be considered for your next chara) is to not do kor'pul as your second dungeon. There's six "first tier" dungeons available to all characters (and as many as two more, for some races/classes), and the shade (kor'pul's boss, which is what killed you) is one of the nastier bosses. There's a dungeon to the east of the starting zone (follow the tree line right, until you find a small opening. It'll zig-zag north into a small area with two dungeons and a town.) that has a much easier boss (norgos, in the furthest west/left dungeon in that little area) that you can kill for more experience and a chance at some better loot. Then you can come back and give a try at the shade a bit tougher and better equipped.

As for traps, mostly just pay attention to them -- most of them have set areas of effect and you can avoid them if you're being careful. Remember to rest up after getting damaged (try not to explore unrevealed parts of the map at less than full health, or with talents on cooldown), and don't fight in/on traps if you can avoid it -- and you usually can, though it may mean leading your enemy away from it.

As for what fighter bulwark skills to invest in... best way to help us help you is a character dump or (even better) a link the character's online profile, if you have or can/are willing to make one. Shield wall is a standard thing for fighters, but you can probably safely ignore precise strikes for a while -- it reduces your attack speed, which cuts into your (already hurt from shield wall) damage, and the accuracy isn't terribly needed early on, especially if you're putting some points into dexterity and picking up the passive accuracy booster when you're able. The crit boost is more of a mid/late game thing, when you've got the crit (and a higher dexterity) to really capitalize on it. Early game for a bulwark is mostly tanking it up and beating everything to death with your shield, heh.

Anyway, the biggest habit to break I can think of, that you would have picked up from other roguelikes, is conservation. There are very few limited or unrenewable resources in T4, and unlike many RLs -- RPGs in general -- the melee classes are all very much reliant on regular usage of their active talents. You can (mostly) safely blow everything on every enemy, and then rest up and do it on the next one -- and not only can you, you want to. T4's built such that you're intended to use shield bash (amongst many others) on everything but the most trivial of enemies, so get in the habit of doing that. In DCSS terms, think of yourself as more of a melee-range caster than a fighter or berserker or whathaveyou.
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Graven

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Re: Tome 4: Tales of Maj'Eyal
« Reply #507 on: August 22, 2012, 08:50:57 am »

I've been wanting to jump back into this for a while, but my biggest problem is I don't really have a lot of time on my hands, and I remember palying a game of Tome 4 for like two days to die somewhere in the Prides and be bored out of my tonsils. Has the game been, well, shortened? I really like the combat, but it feels like a slog, especially in the East, compared to Dungeon Crawl, where I can consistently try for a three-rune win in like 4 hours.
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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."

Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #508 on: August 22, 2012, 09:05:29 am »

Most of the dungeons lost a few levels here and there a while back, but it does still take a while if you're hitting up all the zones you can and fully exploring the ones you do. Less time if you don't do that, but that's obviously a bit more dangerous (might be a bonus!).

You might enjoy arena mode if you'd like some quick combat, I suppose. It's much quicker, if a bit simpler.
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #509 on: August 22, 2012, 10:38:49 am »

And those new random spawned elites, oh those elites ...
Sometime you may face a really strong one that is able to destroy you quicker than a dungeon boss, so be carefull

Most of them are strong but not impossible, but a few of them may kill you once or twice no time before you can destroy them (can't imagine how it must be on Insane then :D ) .

But that additional difficulty , coupled with shortened dungeons makes ToME4 actually more fun to replay, i finished the game long time ago but couldn't replay it without unfortunately getting bored.

It was a great decision to make the dungeon shorter and add random elites, i replay the game with pleasure.
« Last Edit: August 22, 2012, 10:42:46 am by Robsoie »
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