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Author Topic: Tome 4: Tales of Maj'Eyal  (Read 492726 times)

Graven

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Re: Tome 4: Tales of Maj'Eyal
« Reply #705 on: September 26, 2012, 08:38:41 am »

Well, I actually died! To the Pale Drake's bullshit fire damage, no less, but that at least helped me discover the importance of resistances.

More importantly, I killed the second boss in the Sandworm lair and got Wyrm Bile and promptly drank it all up. Did I mess up too badly?

edit : Also I think my game is broken, because I'm supposed to search for an Athame and Diamond in Reknor, but the entire thing is empty. When I first went in there I got the message about more bodies and yellow light, but... nothing happened. I've been in and out at least 4 times, and there is nothing at all here. On top of it all I gave the stupid orb of many ways to that asshole in Last Hope to study it, so apparently I'm stuck.

edit : Dig? How would I actually realise to dig! I mean I thought "hey, maybe I should dig a bit" but the game was running so slow, and with the triple saves every time I change level it drove me insane! I'll try it later, thanks, hopefully it's that, I've been playing this fucker 2 days now.
« Last Edit: September 26, 2012, 10:33:39 am by Graven »
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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 #706 on: September 26, 2012, 10:28:40 am »

It's an easy thing to miss. Did you check the treasure room? You have to dig a bit.

Spoiler (click to show/hide)

If it's not there, then yeah, something broke. IRC folks can probably walk you through fixing it, though!
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lemon10

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Re: Tome 4: Tales of Maj'Eyal
« Reply #707 on: September 26, 2012, 10:59:09 am »

edit : Dig? How would I actually realise to dig! I mean I thought "hey, maybe I should dig a bit" but the game was running so slow, and with the triple saves every time I change level it drove me insane! I'll try it later, thanks, hopefully it's that, I've been playing this fucker 2 days now.
You shouldn't have to dig, if you do there was a slight glitch. If you dig out the whole map and the boss isn't there anyways, then there is a big glitch.
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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.

Un67

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Re: Tome 4: Tales of Maj'Eyal
« Reply #708 on: September 26, 2012, 06:31:35 pm »

How are Reavers actually supposed to play out? The concept seems cool - dual wielding and corruptor powers, both things I like, but I'm not sure how any of this stuff is supposed to synergize.
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Graven

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Re: Tome 4: Tales of Maj'Eyal
« Reply #709 on: September 27, 2012, 05:59:05 am »

Edit : Nope, couldn't win. In High Peak I just started getting instagibbed, for no apparent reason. I lost a ton of lives, then lost my last one and the blood of life at the top, trying to disable the 4 portals. I took so much damage, even with 50+ of all resists, there was nothing I could do. Actually there probably was, I just didn't know what. I also didn't know what stats I needed in items, since there's about a thousand of them; it took me until nearly the end to discover that "changes damage" does not, as I assumed, change the type of damage my autoattacks do, it just increases the appropriate damage. My fault for not knowing, yes.

I really don't think I'll be playing Tome 4 anymore, or at least for a while. It drags on and on and on, runs worse than Diablo 3 later on, and I'm starting to find certain parts of it retarded. Like the 20 different kinds of resists, damage, status effects and item stats; the ridiculous talents random rares can spawn with; and mostly, getting attacked outside of LOS. Sorry Tome, that's bullshit and there's no way you're convincing me otherwise.

I had absolutely no idea whether to stack resistances, armor, defence, status resistances or saves, and I couldn't get all of them, especially since the best randarts I found were powered by arcane forces. So I tried to get all the resists I could, but I kept getting stunned and frozen, then I switched some gear for stun resistance, but just started getting blinded instead, and in the end I started taking way too much damage to handle.

Oh well, enough whining. But if anyone can write a short guide on items, like what items to stack to increase your damage on the different classes, or what defenses are best, I'd be really grateful, and I assume other people who are about as good as me at Tome. It has a fun combat system, but I'm pretty sure I hate everything else in it by now.
« Last Edit: September 27, 2012, 12:16:12 pm by Graven »
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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 #710 on: September 27, 2012, 03:02:10 pm »

Yeah the annoying thing in ToME is that even at your maximum level, with near all resistance to their max (and their max is 70% if i remember well) , you can still be killed in 1 or 2 shots if unlucky.
It sure may help to keep the player on his toes, but it can be indeed frustrating.

For the last battle a tactic that proved -very- efficient for me :
Spoiler (click to show/hide)

But if the adventure mode frustrated you enough to want to try something else, give a try to the Arena gametype you surely unlocked already, it's very fun and refreshing after a long adventure mode, and perfect to try many builds and skill combinations (as you level a very lot quicker)
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lemon10

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Re: Tome 4: Tales of Maj'Eyal
« Reply #711 on: September 27, 2012, 03:49:54 pm »

I am making this post on the assumption that you were a solipsist (since you talked about playing one a few posts ago), and will just talk about them.
Edit : Nope, couldn't win. In High Peak I just started getting instagibbed, for no apparent reason.
Yeah, high peak is kind of ridiculous hard even as a solipsist (I lost 4 of my lives there). I think its because you go 95% of the game being completely immune to 99% of all the enemies and being able to melee them to death without even using talents, then go to a place where you take real damage from every attack. You don't expect it and think you can sit in melee range of that rare/unique for like 5 turns and be totally fine, when since he is level 80 he kills you in two turns.
You really should just ignore the rares and get up to the final level ASAP.

Going into the final battle you need: A movement infusion and the controlled blink ability.
There are a bunch of other abilities that *really* help, but most are fairly optional.
Spoiler (click to show/hide)

I had absolutely no idea whether to stack resistances, armor, defence, status resistances or saves, and I couldn't get all of them, especially since the best randarts I found were powered by arcane forces. So I tried to get all the resists I could, but I kept getting stunned and frozen, then I switched some gear for stun resistance, but just started getting blinded instead, and in the end I started taking way too much damage to handle.
Honestly, I didn't find AM worth it for my solipsist, there are so many great arcane items and runes that it really hurt not being able to use them, I kept forgetting to put my AM shield on when I needed it, the first ability in the tree isn't much better then divination, and you already have a comic amount of damage shaving, so a bit more is kind of MEH.
Not being able to use the runes and items really hurts a lot.
Note that the below advice applies *only* to solipsists, every class has different needs.
For defensive choices:
Resists: Get as much resist-all as possible (rank 5 thick skin+rank 5 of the ability that means that your summons gives you bonuses), and just try to get all the others as high as possible in general.
Armor: Pretty useful most of the time, you probably want to get the best plate armor you can wear, and don't bother with it after that (besides the dreamforge ability)
Defense: Don't really bother, more is better, but don't chose items for how much they give you, since you won't really be threatened by melee attacks and the other things you get or better.
Status resists:
Stun: Very nice to have a resist of, but not super critical, you can just run away (or use abilities to block their sight, or knock them back, or teleport away, or use a movement infusion or put them to sleep, or use summons).
Freeze: Rather annoying, but its not very dangerous *usually* since it blocks 60% of the damage you receive, and the rest probably won't do much damage past your sheilds, if you really need to get away you can use a infusion to break it then escape.
Blind: Use telekinesis on the boss/rare, and now being blind doesn't matter
Anything mental: Use your mental blocking ability
Anything magical: Use a infusion/remove all ability (The chase is on or whatever its called), you can't really do anything else about these if they get past your saves.

I really don't think I'll be playing Tome 4 anymore, or at least for a while. It drags on and on and on, runs worse than Diablo 3 later on, and I'm starting to find certain parts of it retarded. Like the 20 different kinds of resists, damage, status effects and item stats; the ridiculous talents random rares can spawn with; and mostly, getting attacked outside of LOS. Sorry Tome, that's bullshit and there's no way you're convincing me otherwise.
Yeah, the pacing starting in dreadfell gets really bad, going from fresh and quick to slow and tedious (for me at least).
Yeah, the dozens of different resists are huge pains in the ass.
As is getting attacked from out of LOS (although by the end of the game that stops happening since you get +6 light radius lamps).
Getting instakilled (from max->0 without a single action) is complete bullshit, and they should try to reduce how often it can happen (but as a solipsist you don't ever really need to worry about it).
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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 #712 on: September 29, 2012, 06:35:06 am »

Wow, thanks for the expansive replies, guys! I'm probably not going to stop playing tome because I adore the combat system, but I'll sure as hell pine after balance changes a lot.

One last request, though. Can someone post a general gear-guide of sorts, for casters, melee and ranged? Just the general baselines, like shoot for high armour, or this and this damage is the most important, stuff like that.
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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."

DarrenGrey

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Re: Tome 4: Tales of Maj'Eyal
« Reply #713 on: October 07, 2012, 10:41:34 pm »

Tales of Maj'Eyal is being greenlighted.
I'm hoping there will be a mod workshop similar to Dungeon of dredmor.

A bit late to reply, but I should note you can currently make add-ons to the game as is.  It can be a bit fiddly, but there's loads of them made already: http://te4.org/tome/addons

Also, the Steam Greenlight page is here: http://steamcommunity.com/sharedfiles/filedetails/?id=93674769  If you're a Steam member and would like to see the game on the service then you should go vote it up  :)

Also also, beta 43 should be out soonish, and the intention is for this to be the last beta and content-locked.  So after that all focus will be on bugfixing and balancing before the v1 release.  I see a lot of complaints of balance on here, and I'd suggest if you're unhappy about something to post a bug report for it.  After v1 there will still be updates, but the main focus will be on a new campaign where you play as orcs with steamtech (awesome, right?)

Also also also, I'm the main lore guy for the game.  If you have any lore requests let me know!
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dei

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Re: Tome 4: Tales of Maj'Eyal
« Reply #714 on: October 11, 2012, 09:28:50 pm »

I've given up on this game because with the exception of Fatal Labyrinth and that one Princess Maker roguelike there isn't a single roguelike I can win at. I will say though that if I did get back into this it would probably be after I somehow can afford exploration mode, which really seems to be the only way I could win Tales of Maj'Eyal.

Oh well, I'm having more fun with Dungeons and Dragons right around now. Have fun with ToME I guess.
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lemon10

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Re: Tome 4: Tales of Maj'Eyal
« Reply #715 on: October 11, 2012, 09:46:12 pm »

Play a yeek solipsist. Even I won as a solipsist, and that was on my second try (AKA, the first try where I was a yeek, had a clue what I was doing, and the game didn't bug out and die on me).

As a solipsist you are are A) Super crazy tanky, pretty much every death is personally your fault over multiple actions (from level 30+ you can melee every non-unique non-rare to death, even without any melee skills), you are so tanky you put a bulkward to shame B) Deal great irresistable damage (nothing resists mind damage, which you deal tons of).

They will be nerfed next version, but winning as a solipsist right now is crazy easy.
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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.

Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #716 on: October 11, 2012, 09:56:25 pm »

If it matters, you can very easily activate debug mode and debug-resurrect as many times as you feel like. Other than invalidating your character for the online vault (no effect on manual character dumps!), it's functionally identical to exploration mode infinite lives.

Not being able to win at a roguelike is nothing to be ashamed of or worry about, though :P There's plenty of people that's been playing RLs for years without a single victory, or only one or two (and then with specific games; I can walk Incursion up and down the sidewalk nearly blindfolded, but I've never beat Angband, ferex.).
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tootboot

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Re: Tome 4: Tales of Maj'Eyal
« Reply #717 on: October 11, 2012, 10:37:43 pm »

Not being able to win easily is pretty much one of the defining features of the genre.  There are exceptions but most of them require mastery of multiple systems to get anywhere near winning.  That takes time to acquire.
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #718 on: October 11, 2012, 11:07:22 pm »

ToME4 is not an easy roguelike, as long as i remember having played it there are still even now many situations in which whatever high level and items you have it's possible to be killed in a few turns.

Or even killed in 1 turn for the characters that do not have much health, like yeek archimages, oh the nightmare on one side they're super powerfull but that combo is easily insta-killed by nearly everything that is able to attack first from out of your sight (like when you're at a corner, do not see the monster far but it can see you and cast spell you to death) due to the lack of health.

There's the easy mode (no achievement , could be a problem if you want to unlock some classes) that provide the player with more lives.
Or there's always cheating, either by backing up the saves (do it anyways before entering any new dungeon even if you don't plan to cheat, it's the only way to continue using a character if you run into a dungeon loading bug that will destroy the save) or using the debugging consolse to refill your health if you don't want to lose definitively a character you enjoy playing with.
« Last Edit: October 11, 2012, 11:12:40 pm by Robsoie »
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Seriyu

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Re: Tome 4: Tales of Maj'Eyal
« Reply #719 on: October 12, 2012, 02:33:29 am »

Extra lives are actually tied to adventurer mode, not difficulty, which doesn't disable achievements/class unlocks. I reccomend playing on it, for a lot of the reasons Robsoie mentioned.  :P
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