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Author Topic: Tome 4: Tales of Maj'Eyal  (Read 493995 times)

Zireael

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2070 on: February 05, 2015, 09:56:53 am »

For those interested, i noticed there's a public beta test you can play for ToME4 1.3 here :
http://te4.org/blogs/darkgod/2015/02/beta-test-13-has-begun

Not playing with, so i can't say what's new/changed as i don't see a changelog on the website and board at the time.

The changelog would be ridiculously long, believe me. 8k lines in the git changelog.

Here's a quick rundown by stuntofthelitter of ToME forums and reddit:
Quote
Total Chronomancy rework. Temporal Warden and Paradox mage changed very much (Too much to list, ask about specifics if curious)

Wyrmic change. This is the Wyrmic Tweaks MkII addon by SageAcrin if you want to look up what exactly was done.

New race. Ogres! The start to this unlock can be found on the third floor of the Halfling Ruins (30% chance, 100% if Shalore). Lore for this was written by Hogulus, the same person who did the demon lore in the Ashes DLC.

Redone icons for many things! Very nice looking icon changes.

Many, many quality of life changes. Seriously, too many to even list or recall. There's now a choice to skip to the last floor of a t1 or not when you're high enough level (rather than being forced), You can now see the actual effective stat change with diminishing returns taken into account.

Many bug fixes. Minor, but I'm most happy about getting noxius caldera's lost wife dream finally fixed.

So much more. I'm looking forward to the changelog actually getting put together, because I can't even recall most of the changes to list if I wanted to.

I'll add that the bug fixes include various performance improvements (looking at you, Classic UI & string display!) and level/ego generator improvements.
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2071 on: February 05, 2015, 11:00:14 am »

Thanks for posting this Oneir and Zireael, looks like it's a much bigger update than i thought.. and one new race ! i'll give it a play soon then ,
Spoiler (click to show/hide)

edit : running a Shalore Oozemancer , i'm crashing the game a bit too much, when doing a Slime Spit followed by an Acid Splash, a new bug i never experienced in previous versions.
Spoiler (click to show/hide)
« Last Edit: February 05, 2015, 04:39:53 pm by Robsoie »
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lemon10

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2072 on: February 05, 2015, 11:59:00 pm »

Just finished a game with the new paradox mage. Had no real trouble at any point and only died twice (the first time because I thought contingency always  auto-reactivated, even if it was disabled by antimagic). The bosses were just steamrolled, and they both died very quickly.

Managed to even kill amma and Linalli without even dying, and cauterize only getting triggered once. I suspect that it is in large part that I am now used to playing on nightmare, and felt like having a easy game (so I simply played on normal).

The class is way more fun to play then they were (in addition to being significantly more powerful). They have a ton of good damage abilities, as well as some pretty great synergy on their stuff.

The good:
+Tons of AOE damage.
+Tons of defensive options. Not only do you have a ton of great defensive sustains, you also have tons of defensive passives, and you can activate all your sustains at once without worrying too much about the paradox cost. Seriously though, so many defensive options, especially if you play cautiously.
+Quite a few escape options.
+Very respectable single target damage (not amazing, but endgame you will be dealing +1000 damage every turn with good artifacts. In the fight vs Linalli I was doing 1500 damage per attack 50% of the time, with a single 3k damage crit).
+Paradox is far less trouble then it was. It can still be a issue (especially if you set it high), but it is quite a small problem most of the time (since you can easily run away and get it all the way down again), and the pre 600 anomalies aren't that dangerous. The only real trouble I had with it was when I set it to 1000 and forgot to put it back down, and promptly got 4 major anomalies in the first 5 seconds of a fight.
+Very quick in both movespeed and casting speed. During fights you typically have a 30% casting speed buff after the first few spllcasts, which allows you to cast multiple spells and avoid getting hit too many time during any action. In addition to that tons of your abilities can be activated instantly, which really helps getting out of tricky situations.

The bad:
+You cannot contingency Shalore's Timeless ability.
+You want a ton of category points, because pretty much every one of their trees are awesome.

EDIT: Added some stuff to the post.
« Last Edit: February 06, 2015, 07:01:16 pm by lemon10 »
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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 #2073 on: February 06, 2015, 10:40:05 am »

Finally did it with a Shalore Corruptor (i forgot how tedious Corruptors were with the vim management, i'm not going to bother with that character more now i reached that goal)

don't read the spoiler in case you'll want to find all the lore about it, as it's summarized in that panel.

Spoiler (click to show/hide)

Anyways, that's done now, going to see how those things play

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Uristides

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2074 on: February 13, 2015, 03:36:50 pm »

I'm not sure if I'm just having luck or whatever, but Sun Paladin is such a blast I just don't even.
I mean, I'm a damn careless player and I usually dive into silly risks without a reliable escape method and get pwned and stuff, but with SP I'm actually surviving that stuff quite well. Melee monster? Eat my shield. Ranged monster? Eat my nukes. Assorted popcorn? Get martyred away. All shields and (self-)heals on cooldown? I can Bathe in Light + Providence and still dish enough damage to kick you straight into the eidolon plane!
CC is kinda iffy and I did have trouble with the weirdling when he spanked enough pos out of me to force my sustains off(and then I went upstairs to recharge, went down again and bashed him away in a couple of hits) but overall I feel like a bulwark on steroids.

Still on the Daikara though, hopefully things will stay this way until I at least put the master down for once.
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XavierIII

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2075 on: March 17, 2015, 09:50:14 pm »

This just updated with 1.3. Chronomancers got reworked, wyrmics got a buff, and a new race was added. I figured I would give everyone a heads up.

Hope you all have a good ( insert time of your choice here)
« Last Edit: March 17, 2015, 09:56:53 pm by XavierIII »
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2076 on: March 17, 2015, 10:27:23 pm »

Nice !

Here's the changelog
Spoiler (click to show/hide)
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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2077 on: March 17, 2015, 10:56:17 pm »

Teleportation inside vaults (i.e. they're now a lot more dangerous at low levels~) and squelching escortees if the player dies... ouch. Seems like lots of interesting other stuff, though.

E: Ach, this update seems to have pretty seriously buggered backwards addon compatibility. Having some hefty problems (including sporadic worn item deletion >_>) when trying out the new TW.

On the other hand, time hounds as a summons. That's a helluva' angband/T2 callback. You even have your own little mini-vault instakill thing going down, s'pretty nice.

E2: And they're actually pretty beefy. Just watched a full trio solo a dream horror. I was impressed :V
« Last Edit: March 18, 2015, 03:09:49 pm by Frumple »
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Darkmere

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2078 on: March 18, 2015, 05:44:40 pm »

That's kind of reassuring, I was trying out a time warden myself and the dogs looked interesting. I assumed as per my usual picks it would be bottom of the barrel as far as skills go, but it sounded too fun not to try it.

They really did a number on them though, all that new stuff took a while to read through.

Anyone tried wyrmics? I was one of the three people who liked the older version, so I'm curious what the big changes bring.
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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.

Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2079 on: March 18, 2015, 06:48:06 pm »

A lot's definitely changed, though I'm so-far actually having an easier time of it than I normally do, TW wise... though I am running chaotic races (which can give you a random extra talent level per level -- I mostly run it because I'm addicted to psi-wielding :P), which makes things a smidgen easier.

Still, despite the loss of stat gains, they've also lost strength dependency entirely and have gained some pretty nice quality of life stuff -- never having to manually switch weapons is pretty amusing. Buncha' other stuff, too. It's pretty neat. They feel a bit more livable and still do some nice damage and whatnot.

And the hounds are kinda' amazing meatshields, especially once you get the third talent running -- something that literally can't die for 5+ turns at a minimum and shoves itself in the way of whatever's trying to kill you is pretty great. Still a level off from the 4th tier, though. I'm kinda' disappointed they went with C instead of Z for the ASCII symbol :V

Though speaking of mods, don't try to run the older faerie one with the new TW. While dark fae TWs are kinda' amazing (those clones are glorious), it also sporadically deletes your offhand and ammo items. Which is bad.

Haven't tried the wyrmic changes, yet. If it's anything like one of the mods that were running around, it's definitely a bit of a nudge upwards in regards to power, though.

E: Oh wow. 3 round max strength sashy with a 23rd level TW. Mostly due to the hounds, who were putting out ~450 damage/round total on their own, and completely surrounded her. That whole, "Yeah, I'm going to stay here and keep hitting you for another 6 turns after you flatline my health" thing is pretty incredible.

E2: Annnnd they just tanked pretty much the entire ambush. After dropping more or less the entire thing's (outside bossdude) health reserves to half on the first turn via overlapping breath. Not sure how they're going to hold up into the late game, but for the west? The hounds are entirely excessive. They've got more HP among the three of them than I do, do roughly the same damage per turn on average as the actual warden can at full blast (and more, when breathing or with the global speed buff going), and they can't die until at least seven turns after they are killed >_<

And the blink regen can reset the unkillable state! This is freaking bonkers. Also their stats are kinda' crazy. Their everything scales off my magic stat... apparently on top of a base. Which means with my 76 mag, they've got a flat 96 in everything. Any one of them was about on par with any critter in the melinda crypt. They're still matching 1-to-1 vs elite undead and junk (and, of course, they're very rarely alone). It's faintly ridiculous.

Have just noticed that blighted summoning does absolutely nothing for them, though, which is unfortunate. Putting elemental discord on something that does no fire, cold, acid, lightning, or nature damage is... perhaps something of an oversight :VScratch that. Discord's retaliative, not offensive. The lack of a t on dealt threw me off :-\
« Last Edit: March 19, 2015, 02:05:46 am by Frumple »
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Darkmere

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2080 on: March 19, 2015, 01:47:50 am »

So... finished up the Ogre unlock. Their racials look absurd at first glance. extra infusion slot, instant refresh on all infusions (and wipe saturation effects), mainhand a 2-handed weapon, and some active crowd control resistance.

So I went ahead and rolled an ogre sun paladin for when my Warden hits a dead end... or more likely wins.

For what it's worth, I thought the quest area/lore was more interesting than the old breeding pens without oozing genetalia at me. So that's a plus.
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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.

Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2081 on: March 19, 2015, 03:18:52 am »

Well, uh. Huh. Turns out that not only can the hounds solo a dream horror, they can one round a dream horror, with the blink buff going. That's... that's beautiful ;_;

E: Ha! Apparently someone's already won on insane with a 1.3 wyrmic. Turns out someone wasn't paying the most attention to Ice Wall's numbers :V
« Last Edit: March 19, 2015, 10:58:18 am by Frumple »
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Darkmere

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2082 on: March 19, 2015, 11:03:27 am »

I unlocked the hounds.

Yeah they're... yeah.got lucky with the wierdling douche and he didn't purge them. dead from them and the echoing arrows in 2 turns. So........

Lol @ OP wyrmics. I guess it's about time they caught a break? :)
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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.

Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2083 on: March 19, 2015, 12:34:22 pm »

That was interesting. I didn't know you could run into sashy twice in one run. I now have two crowns of burning pain >_>

E: Welp! Hounds just mostly cleared the armory death room by their lonesome. I helped a little with arrow echoes and spamming blink to keep the numbers up, but. Yeah. They did most of the work.

Seriously, decent damage + seven turns of invulnerability + unending supply = faceroll. Those hounds are kinda' ridiculous.

E2: Did it sub-40, too (if barely -- the last of 'em got me up to 40 :P) and mostly t4 items. Critter hasn't even gone back west yet~

E3: And now they've solo'd all the backup guardians -- most my warden did was the occasional blink command to get them in place, or catch 'em back to a teleporter. Don't think the damage output can keep up with higher difficulties, but insofar as trivializing normal, the hounds seem to manage that without much effort. Eesh.
« Last Edit: March 20, 2015, 02:50:30 am by Frumple »
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Darkmere

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Re: Tome 4: Tales of Maj'Eyal
« Reply #2084 on: March 20, 2015, 02:11:41 pm »

Hehe. Some glitch with dispelling sustains on a rare in Grushnak pride has given me 3 extra hounds. 6 of the bastards is beyond overkill. Yes, they still resummon to 6 after a few die. Looks like this game is over.
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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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