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http://t-o-m-e.net/mailman/listinfo/tome/
Happy to test; which mailing list?
Well Rush allows melee types to close the distance to ranged attackers.
I agree with the penalities they may be too much.
I have already reduced Flame damage in beta3 :/
But yes the problem might lie in the convertion from magic to spellpower or the stuff additing to it.
Maybe I could add a "heightened senses" talent to melee classes that would work kinda like infravision, detecting stuff out of light but in LOS. It kinda makes sense, a battle hardened warrior is always aware of his surroundings, noticing things others do not.
Dual wielding should not work well with swords I need to fix it :/
Yes I know hopefully this will be sorted out :)
Could you post on the mailing list about it please, Neil is looking for people to test 10.x for him
I haven't gotten Rush yet, but I'll try playing fighters for a while and check it out. Really though, I don't think one talent is going to close the gap between fighters and magic users.
Offensively, mages are quite a bit more powerful than fighters. Maybe artifact weapons alleviate this, I don't know. I think one of the biggest problems is how often you miss in hand to hand combat as a fighter, but your spells don't miss.
Another point of weakness for fighters are their talents though. Compare a sustained spell to a sustained fighter skill. Most spells (like telepathy or stone skin) give the player a power up at the cost of some of their magic, with no other downside. Almost all of the sustained fighter abilities cost stamina *and* carry a weakness (for example, shield wall lowers your attack). I happen to agree with this, as it makes the player have to think about which ability to use, rather than leaving it on forever. However, I think the penalties are often too extreme. I don't think it's necessary to add penalties to magic users, since mana is generally more important than stamina.
My talent recommendations are as follows:
Cut the penalty for using Shield Wall in half, or make it so the penalty goes down as the player adds ranks to it.
Keep the penalty for the Berserker talent at a constant -5 instead of having it get worse as the player adds ranks to it.
Make Precise Strikes a passive skill with no downside. Maybe the added accuracy and more frequent critical hits will help fighters keep up with mage damage better.
It might also be worth turning the damage down a bit on a few of the mage spells out there. Don't get me wrong, I like the mage having a lot of offensive power. It's a lot of fun, but when you can steamroll bosses in two or three rounds before they can even get a hit off, something's wrong.
I don't know if the spells themselves are too powerful, or if the magic stat improves damage by too much, or if mage staffs of power add too much damage, but one of those should probably be weakened. Maybe a simple solution would be to make it so you don't find crazy powerful staffs of +30 to arcane power as often or as early.
Maybe it would be a good idea to make it so the Arcane Power talent had 10 ranks like Weapon Combat does, and then decrease the power of each rank so a mage with 10 points in Arcane Power would be as strong as a mage with 5 points in it currently is.
Defensively the biggest advantages a mage has are the ability to attack from range, the sense spells, and the teleport spells. One idea you might like would be to make staffs require both hands, so a mage character can't use a shield unless they're willing to give up some of their attack power.
I also think it would be nice to improve the light radius of all light sources by 1 or 2, because warriors are severely limited by a small circle of vision, but a mage can just cast sense or telepathy and get by just fine.
Unrelated, but it would be nice to have a suicide command if the player decides they're done with a character, or they get stuck and want to delete their save file, or something like that.
Is there any particular advantage to dual wielding daggers instead of any other type of weapon? The game seems to advocate doing that on a rogue, but I'd just as soon use a longsword or something in my dominant hand.
What does the fatigue penalty do? My assumption was that it caused slower energy regeneration, but I don't know.
Yeah, but still unplayable. If, as I gather, 10.6 is required - and I cannot run them using 10.5.8 - then the user base is going to be rather small for now!
Humm
I'd probably help if I reduced the cooldown on Rush and gave it earlier to warriors ?
And if fatigue penality was higer for mana ?
Yeah, I put one point in each armor talent, and I maxed out the health talent. Right now I don't think fighters can keep up with mages for damage, and they're also limited by range. Once a mage gets the same armor a fighter can have, they're stronger, harder to kill, *and* more versatile.
Most of my attacks were in the 150-250 range, if I remember correctly. I was using a staff of power for +31 to spell power (the Staff of Destruction is trash compared with some of the stuff you find lying around or in Angolwen's shop).
How much damage did you manathrust & flame did ? With what kind of equipment ?
It works, you get to angolwen and get back afterwards.
Interresting build, you learnt combat training and pumped the armor & health talents ?
I'm confused, why is the spell level multiplied by 1.3?
Anyway, yeah, no cheating, but only on normal difficulty.
The character was is a Dunadan Mage with maxed manathrust and flame spells, like 500 hp, and heavy armor. Level 16. He was wrecking people left and right.
By the way, what happens if you use the "Teleport to Angolwen" ability after you've gotten to the second continent? I didn't dare try it in case it would get me stuck.
Sense uses the spell level after mastery (so spell level * 1.3) consider it a little gifft ;)
You already got to the spider cave ???
Without cheating ?
What kind of character ? on what difficulty ?
PS: the crash is probably found now, should be fixed for next beta
Okay, so I was in the cave after Moria to unlock Sun Paladins, right? But my game crashed. So I reloaded my last save, and it was before Moria, but hey, no big deal, I'll just curbstomp those guys again and be on with it.
When I got to the boss room though, the boss wasn't there, and I didn't have the orb, so I had no way of moving forward. Anything I can be do about that, or will I just have to wait until next time?
I thought that Moria and the Spider Cave were better than previous dungeons. They had more of a consistent theme going. Both were pretty easy though (but I didn't get to finish the spider dungeon, so I can't say how the later parts of it are).
Also, the sense spell is sensing traps for me at level 4, but it says that it finds traps at level 5.
Looks good so far. I want to try out this Sun Paladin business.
One bug I noticed, and I'm not sure if it's new to this version, is that if I'm wearing equipment that increases my attributes, I can use those attribute boosts to learn skills that are above my actual attribute levels. For instance, with a constitution of 15, and 2 rings of +5 constitution, I was able to get level 2 of the health skill, despite the fact that the constitution requirement for it is 20.
Game often crashes for me when entering / exiting areas. But so far I'm enjoying it much.
Yay for submunitions!
You can try those programs:
http://recordmydesktop.sourceforge.net/about.php (not sure if it supports opengl)
http://nullkey.ath.cx/projects/glc/wiki (supports opengl)
This is very cool. Please continue the awesome.
loading a save doesn't work on my mac
Thanks, my bad 8)
Fixed ;)
Obviously it's the one labeled 'Windows'.
After the other one labeled 'Windows'.
Where's the OSX build???? can't find it! 8___(
Yes what is seen is seen, it is just a display effect