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ToME 2.4.0-ah released
Hi all,
I've tagged and released ToME 2.4.0-ah. Source can be downloaded here: https://github.com/tome2/tome2/tree/v2.4.0-ah (Click "Clone or Download", Click "Download ZIP".) This being a .0 version and given the extent of code changes, players should probably expect a few bugs. Please report any bugs you find here: https://github.com/tome2/tome2/issues Changes: Code:
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Cool! It looks like you have dumped a lot of the dreck that never worked properly.
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These changes all look pretty solid. Glad to see this hoary old goat getting some attention. :)
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Aparently I am the only one who likes alchemists. I saw "removed" and stopped reading there :(
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It might be worth seeing if there's some way to retain the Alchemist's other abilities without having the scummy ultimate power and without polluting the dungeon with essences everywhere. The abilities to craft your own egos and to have a failure-free recharging method for high-level devices were both pretty neat. Maybe instead of having essences as separate items, you could use essences directly from items that "contain" them? So you could make a Freezing weapon using a stack of Potions of Resist Cold, because each potion contains a Cold essence. Or you could use wands/staves of the appropriate types as storage batteries. |
I have played many alchemists and never made more than 1 or 2 artifacts with each. The ability to blow up your toon out of proportion is there, but as you said, grindy and arguably boring. But 1. it is not the only way to get super toons, there are others in tome, 2. the interesting part about alchemists is actually the start - if you dont mind shopping for "properties", the things you get first make going to different dungeons viable; certainly thats a lot more interesting than the optimal melee start - orc cave to get the 3 guaranteed artifacts - and 3. there may be people who like that, grinding for ages to get 10k hp or such, whats wrong with it ?
As for essences, its a simple thing to automize them, naturally I do it with all non-alchemists from the start. The only changes I would like are weightless essences and indestructable quest essences (if they arent already, I havent tested that). |
Three cheers for your work on this, AnonymousHero. ToME is one of my favorite roguelikes.
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They did add a lot of useless-for-everybody-else items to the game though. Maybe essences should be gained by destroying ego items/jewelry/etc, and make the player sacrifice an artifact to create a new one? |
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Another possibility for essences is that they become some weightless, immaterial, non-inventory-item thing that is tracked separately. Like, when you drain an item, the essences go into an "essence pouch" which you can examine from ~, and essences never appear as items in the wild. Caves of Qud uses this approach for its crafting components. |
Sangband has weightless essences likewise in a pouch. you used to find them near stuff of the same essence. Acid essenses near black dragon spawns. Death essenses near bad potions etc.
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