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Fungah!
Apr 30, 2011

I am a Kandyman of my word!


Agean90 posted:

Oh boy a named mindslayer white worm mass cloned itself and killed my level 3 rear end by chain spiking auras at me and putting up enough shields to make it unkillable

I had a brawler hornet swarm yesterday that hit me about a dozen times in a turn for 30ish damage each time, then uppercutted me to end the turn (and also kill me). Elites are kind of stupid at the moment

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Wafflecopper
Nov 27, 2004

Heyyy watch it chief


Yeah I don't know why the dev thought adding random minibosses would be a good idea when random bosses were one of the main complaints people had already. They're not even worth any extra xp over the basic mobs and the loot they drop is usually just a lovely green.

Okita
Aug 31, 2004
King of toilets.

Wafflecopper posted:

Yeah I don't know why the dev thought adding random minibosses would be a good idea when random bosses were one of the main complaints people had already. They're not even worth any extra xp over the basic mobs and the loot they drop is usually just a lovely green.

I like the random minibosses, they cut through the monotony of plowing through massive groups of trash mobs

Jowy
Dec 4, 2007

Jesus Christ, it's a Pyro!

The random minibosses are a neat idea but basically they need to be toned down.

I know the patch notes included nerfing the absurd talent levels some random bosses could spawn with but I guess it's not enough. Took a doomed to ancient elven ruins, an ant vomited two 320 damage arrows at me. I basically took two steps and saw a loading bar pop up.

Not that this is a particularly foreign experience () but it still sucks!

Buffed doomed are super cool, coincidentally, and I actually enjoyed playing as them for once. Need to fiddle with the buffed reaver some more, though.

Tendales
Mar 9, 2012


First impression, I'm not liking the elites. They're just added difficulty without improving the gameplay. When I find them, I'm not making interesting gameplay decisions, I'm looking for whatever cheesy exploit I can scrounge up to save my doomed rear end.

ExiledTinkerer
Nov 4, 2009


Still need to dip back into b39 to tilt at my existing remaining windmills, but really not liking what I'm seeing of these crazy elites that don't seem to add little more than an increased shot at getting splatted no matter what you do and for no apparently interesting gains versus a mini-vault or proper boss and the like.

It "feels" like the sort of thing that, when toned down, would be nifty---especially when the long fabled power absorber race/class or mimic or whatever makes it ingame to harvest to randomly interesting bounty.

Maybe I'll get to it this weekend, hard to say as I'm backlogged in so many directions I've not had time to play anything in what feels like ages.

duckfarts
Jul 2, 2010

Ask me about Alpha Protocol



Fungah! posted:

I had a brawler hornet swarm yesterday that hit me about a dozen times in a turn for 30ish damage each time, then uppercutted me to end the turn (and also kill me). Elites are kind of stupid at the moment
On the other hand, a swarm of hornets gave you a fatal uppercut.

oneliquidninja
Jan 6, 2007

I swear I wrote something funny here.

Beta 40 released!! (Important hotfixes)

Apparently there's a bad bug that can make items disappear in b39.

http://te4.org/download

JosephWongKS
Apr 4, 2009

Setz sama posted a new 4koma! I've gotta tell everyone RIGHT NOW!

oneliquidninja posted:

Beta 40 released!! (Important hotfixes)

Apparently there's a bad bug that can make items disappear in b39.

http://te4.org/download

Game still largely unplayable due to ridiculously overpowered mini-bosses. I can't decide whether this is a good idea poorly implemented, or just a terrible idea.

Fungah!
Apr 30, 2011

I am a Kandyman of my word!


JosephWongKS posted:

Game still largely unplayable due to ridiculously overpowered mini-bosses. I can't decide whether this is a good idea poorly implemented, or just a terrible idea.

Counterpoint: after you hit level 6 or so (i.e. after you clear your first dungeon), the rares are actually kind of fun, and while I think the spawn rate needs to get dialed down a bit further, they're definitely not a bad idea. I'd say if they didn't spawn until you were level 6+, they'd be more of a fair and interesting addition to the game.

The other thing is that I kind of wish the reward for beating them was a bit better. You don't get that much more experience from killing them, and I mostly get white and green trash items off of them. I kind of think that killing one should guarantee you a blue or better, considering how scary they can be

JosephWongKS
Apr 4, 2009

Setz sama posted a new 4koma! I've gotta tell everyone RIGHT NOW!

Fungah! posted:

Counterpoint: after you hit level 6 or so (i.e. after you clear your first dungeon), the rares are actually kind of fun, and while I think the spawn rate needs to get dialed down a bit further, they're definitely not a bad idea. I'd say if they didn't spawn until you were level 6+, they'd be more of a fair and interesting addition to the game.

The other thing is that I kind of wish the reward for beating them was a bit better. You don't get that much more experience from killing them, and I mostly get white and green trash items off of them. I kind of think that killing one should guarantee you a blue or better, considering how scary they can be

Counter-counterpoint: I can't get past lvl 2 of any dungeon, let alone clear them, because all of them have a mini-boss at lvl 2 that I can't beat.

Fungah!
Apr 30, 2011

I am a Kandyman of my word!


JosephWongKS posted:

Counter-counterpoint: I can't get past lvl 2 of any dungeon, let alone clear them, because all of them have a mini-boss at lvl 2 that I can't beat.

Can you sneak around them or find some way to lock them down long enough to get by? If not, then why not start a new character? Not like you've put a ton of time into this guy and that situation's not terribly common

Ashenai
Oct 5, 2005

You taught me language;
and my profit on't
Is, I know how to curse.

JosephWongKS posted:

Game still largely unplayable due to ridiculously overpowered mini-bosses. I can't decide whether this is a good idea poorly implemented, or just a terrible idea.

I'm having no particular trouble with the minibosses, I think they're cool as is.

Then again, I play Alchemists

Wafflecopper
Nov 27, 2004

Heyyy watch it chief


If you play a class that has a tough start they can be ridiculous. My earlier post was a bit exaggerated. I do like the idea, it's just the way some characters are straight up boned and how there's like 3 or 4 per level and the risk/reward ratio for fighting them sucks. I agree with the poster above who said they should drop guaranteed blues. Even just making them worth a not-insignificant amount of xp would do.

THE PWNER
Sep 7, 2006

Come daddy, I'll show you the end-game!


Do the mini bosses even reward you at all? I feel like if they don't drop anything worthwhile or give you a large amount of exp or something they're just more potential random deaths with no reward for avoiding the potential random death.

Ashenai
Oct 5, 2005

You taught me language;
and my profit on't
Is, I know how to curse.

THE PWNER posted:

Do the mini bosses even reward you at all? I feel like if they don't drop anything worthwhile or give you a large amount of exp or something they're just more potential random deaths with no reward for avoiding the potential random death.

I think they drop a guaranteed magic item, but yeah there's no guarantee that's it's going to be anything good (and it usually isn't.) The risk/reward definitely feels out of whack.

Linux Assassin
Aug 28, 2004

I'm ready for the zombie invasion, are you?

I think that guaranteed blue with a 10% chance of being a purple would make the things a new favorite.

I don't think they should drop yellows, they are random mini-bosses and not deserving of carrying named items (even if named items are often worse then a maxed out purple)

(Is purple the right colour for the super-rares?)

The Moon Monster
Dec 30, 2005
THIS CUSTOM TITLE WILL COME IN HANDY WHILE LURKING


The minibosses aren't bad as long as you can make it to level 5 or 6 without running into a Green Mold Elite Archer or something. I like them but I can see why people wouldn't. By the way, Doomed are super fun/awesome now so try them out.

Fungah!
Apr 30, 2011

I am a Kandyman of my word!


Linux Assassin posted:

I think that guaranteed blue with a 10% chance of being a purple would make the things a new favorite.

I don't think they should drop yellows, they are random mini-bosses and not deserving of carrying named items (even if named items are often worse then a maxed out purple)

(Is purple the right colour for the super-rares?)

Regular enemies drop fixedarts and randarts for me all the time, wouldn't be out-of-place for rares to drop them also. I just think white and green items should get removed from their drop table.

And yeah, purple are the items with the best egos

Linux Assassin
Aug 28, 2004

I'm ready for the zombie invasion, are you?

Fungah! posted:

Regular enemies drop fixedarts and randarts for me all the time, wouldn't be out-of-place for rares to drop them also. I just think white and green items should get removed from their drop table.

And yeah, purple are the items with the best egos

I realize that there is no special precedent for not dropping any of the fixed named items; just that- there a random enemy who may or may not be rolled for a given floor/level, with random stats- don't give them the option of dropping a piece of equipment that has fixed stats; make everything about them random.

Tequila
Apr 16, 2002
DRIVE BY RANDOM TITLING! YOU MAY BE NEXT!

Has anyone discovered the mindstar psiblade talent tree?

I assume its the new creation unlock.

Klaus Kinski
Nov 26, 2007
Der Klaus

The Moon Monster posted:

The minibosses aren't bad as long as you can make it to level 5 or 6 without running into a Green Mold Elite Archer or something. I like them but I can see why people wouldn't. By the way, Doomed are super fun/awesome now so try them out.

They really need to not spawn in the starter dungeons or as slimes/molds/worm masses.

e: The run after I post this, I run into an aura spiking green worm mass in the skeleton starting dungeon. This is pretty dumb.

Klaus Kinski fucked around with this message at May 13, 2012 around 09:12

oneliquidninja
Jan 6, 2007

I swear I wrote something funny here.

The mindstar talent tree is for summoners and I think you can get it from escort quests too as an antimage.

Random elites are being looked at. In the SVN they multiply as the base mob now if they can multiply.

Lexorin
Jul 5, 2000



I've yet to make it to level 4 without getting murdered by a mini-boss. They wouldn't be that bad if you had any chance of escaping them. The only time I've beaten one was because it was slow enough that I could kite it around a pillar for 20 minutes while I healed and occasionally hit it. It was neither fun nor interesting.

I usually like rogue-likes but this is retarded.

ProfessorCirno
Feb 17, 2011

The strongest! The smartest! The rightest!


The mini-bosses have two major problems from my view. The first is how laughably hard they are especially in early levels, and the second is that you don't really get anything from it.

The main problem as I see it between the two is that it really helps cement the class/race combos that dominate hard and the class/race combos that are "weak." I took a skelly archmage for a spin and defeated every miniboss without breaking a sweat - I'm assuming this is why they don't give a big load of XP or super sweet items, because otherwise some classes would be basking in amazing in every single stage. But at the same time, for the non-super powerful dudes, it means minibosses aren't just really irritating, hard, and sometimes impossible - it means that there's no payoff from defeating them anyways.

Jowy
Dec 4, 2007

Jesus Christ, it's a Pyro!

Since I doubt most people here read the tome forums (poo poo I barely read them) but random elites early on are apparently getting nerfed. If the posted changes go through, they can't spawn in your starting area and ones under level 12 get a percentage damage penalty, on top of them not being able to split into more elites for enemy types that can split.

So that is good news!

However if you're too impatient (and I wouldn't blame you, I just got dicked over 3 times in a row getting a skele brawler off the ground) there's a no rare monsters addon apparently available from the main site.

oneliquidninja
Jan 6, 2007

I swear I wrote something funny here.

Here's a link to that.

http://te4.org/games/addons/tome/no-rare-monsters

mister
Dec 18, 2011


Jowy posted:

Since I doubt most people here read the tome forums (poo poo I barely read them) but random elites early on are apparently getting nerfed. If the posted changes go through, they can't spawn in your starting area and ones under level 12 get a percentage damage penalty, on top of them not being able to split into more elites for enemy types that can split.

That sounds good. So far I've found that once I get a couple of levels and some decent loot to give me options, the random elites aren't that bad. They've given me a couple of tense moments in parts of the game where I would usually just be cruising through mashing z.

Honestly, the random elites have kinda overshadowed the rest of the release which has been really great. Before this I tried doomed once and just quit before lvl 10 because I thought they were boring. Now I'm tearing things up with mindstars and shadows. The new charms system is pretty cool, the new egos are awesome, and the fix to the alchemist quest makes it much less aggravating. I haven't played much since getting my first win, but once the early game random elites are toned down I'll be playing a lot more.

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG BLAH BLAH BLAH BLAH

Here's a funny thing: I prepurchased Diablo 3 a few days ago and got this game to pass some time until Blizzard opened the doors - and now I'm actually having a hard time picking which game I'm more interested in playing. Tome is fun!

Lexorin posted:

I've yet to make it to level 4 without getting murdered by a mini-boss.

I'm actually finding it a lot easier than most roguelikes I've tried, especially as Rogue with traps. Traps are pretty powerful, usually I end up killing myself with my own explosion traps. A huge help is to find a phase door rune ASAP, or for the classes that start with access to the Field Control skill set, you can start as Cornac and immediately unlock it and put a point in Disengage (almost as good).

Angry Diplomat
Nov 6, 2009

Winner of the TSR Memorial Award for Excellence In Grogging

Did Cornac, or really any of the races, get tweaked at all recently? I'm thinking of picking this game up again and I'd like to know whether Dwarves are still loving ridiculous, Cornac are still neat but underwhelming, and Higher still have a hilariously gimmicky and mostly useless racial talent tree.

Random bosses sound neat-o and I'm keen to see how they shape up once they leave their proof-of-concept stage. And holy crap Doomed are actually good now, yessss

Torokasi
Jan 13, 2011

Powered up to a level 2 super schmendrick.


Angry Diplomat posted:

Did Cornac, or really any of the races, get tweaked at all recently? I'm thinking of picking this game up again and I'd like to know whether Dwarves are still loving ridiculous, Cornac are still neat but underwhelming, and Higher still have a hilariously gimmicky and mostly useless racial talent tree.

Random bosses sound neat-o and I'm keen to see how they shape up once they leave their proof-of-concept stage. And holy crap Doomed are actually good now, yessss

Dwarves got a mild nerfing to the third skill, are still otherwise very solid. Higher are better if only due to having good compatibility with the antimagic tree's secondary bonus - you get the fungus tree for saving Derth as an antimagic user and returning to talk to the lady who gives the quest, and fungus tree basically is the Aegis tree for antimagic users. Cornac also benefits, because fungus tree costs a cat point, but is still underwhelming kinda - very focused reward. Halflings will be buffed in b41 thanks to edge. Highers may also be revamped some by then, we'll see - there's been some preliminary talk about what to do with their latter three skills, but nothing solid yet.

Also, glad to see that my addon's gotten some publicity and love! There's also one that simply reduces the rarity of rare monsters to a third of what it currently is, if you like the idea but not the spawn rate. (There's also one that makes everything past the very first screen and vaults rare monsters. Uh, if you beat that, lemme know so I can stare.)

Flesh Forge
Jan 31, 2011

LET ME TELL YOU ABOUT MY DOG BLAH BLAH BLAH BLAH

What got buffed for halflings? I haven't played terribly far in (up to 12th on an archmage) but I alredy liked halflings a lot as they are.

WAMPA_STOMPA
Oct 21, 2010


Man, I keep dropping this game and coming back after new releases. Just looking at the changelog, looks like the disease and shadow trees got buffed? So doomed and the disease-throwers are cooler now? I always did like those guys.

Fungah!
Apr 30, 2011

I am a Kandyman of my word!


WAMPA_STOMPA posted:

Man, I keep dropping this game and coming back after new releases. Just looking at the changelog, looks like the disease and shadow trees got buffed? So doomed and the disease-throwers are cooler now? I always did like those guys.

Yes and yes. Doomed are a ton of fun now and reaver/corruptor are just as awesome but way more viable. Do yourself a favor and download either the no-rares addon or the rarer rares addon that Torokasi is shilling a couple of posts up (Torokasi, I love you for making those)

Tufty
May 21, 2006

The Traffic Safety Squirrel

This game really needs to get an iPad/tablet port Last I heard somebody was attempting it and had a bit of luck but it didn't lead anywhere.

b0lt
Apr 28, 2005


Fungah! posted:

Yes and yes. Doomed are a ton of fun now and reaver/corruptor are just as awesome but way more viable. Do yourself a favor and download either the no-rares addon or the rarer rares addon that Torokasi is shilling a couple of posts up (Torokasi, I love you for making those)

Everyone should stop being big babbys and play with the All Rare Monsters, All The Time addon

WAMPA_STOMPA
Oct 21, 2010


After a few tries doomed seem to play about the same as they used to, just better. Plus there's that fears tree, not sure if it's new. I never have enough points to feed my doomed- shadows, gestures, the damage trees, dark gifts, unnatural body, maybe antimagic and/or harmony... there's too much to take. Haven't had any problems with rares.

Agean90
Jun 28, 2008


Crap, I had a really good alchemist going, now hes stuck on the world map and wont move. Any suggestions on how to fix this?

Torokasi
Jan 13, 2011

Powered up to a level 2 super schmendrick.


Flesh Forge posted:

What got buffed for halflings? I haven't played terribly far in (up to 12th on an archmage) but I alredy liked halflings a lot as they are.

Crit skill also covers mindcrit.
Second skill is now looking to be "take x% damage, get an evade buff" ala shalore invis.
Third skill buffs phys/mind/spellpower and phys/mind/spell save for each enemy in sight(? might just be adjacent, I'm bad at remembering things)
Fourth skill removes the statuses as well as provides temp immunity.

Agean90: Jump into Tome's IRC chat, wait until someone (prolly DarkGod or someone who's had the same problem, if anyone) is in to help, get help is all I can suggest. It sounds similar to other issues I've heard of, but I don't know the fix.

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WAMPA_STOMPA
Oct 21, 2010


I was poking around the forums and found that the creator wants to introduce steam-powered technology classes eventually.

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