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Author Topic: Tome 4: Tales of Maj'Eyal  (Read 473247 times)

Graven

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1260 on: August 11, 2013, 07:17:57 am »

Sounds good to me. Any major changes since 1.0 I should be aware of? I'm kind of out of the loop on Tome.
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1261 on: August 11, 2013, 07:18:58 am »

After winning my first Yeek (a Summoner) and enslaving the whole world with "the Way", i have been toying with Halfling Rogue and was surprised how horribly bad they were in early game.
I lost a lot of them

Then after leveling one that got lucky enough to get decent gear early, and getting the stealth finally decent (first few skills level being as good as not having it with the other skills from the stealth line) and so every action not removing it anymore, the character become surprisingly powerfull, with stealth and hide from plain sight on autocast (and the talent that prevent actions  to remove stealth), it's critical hits heaven, with tons of bonuses in the Pride my character managed while using Flurry to get 2000 damages against some of the enemies not specifically protected against my type of damage !

Though he's far from invulnerable, i took "Lucky Day" prodigy and wear some +luck items to help getting more than 100% evasion for 3 turns when losing 10 % health from the Halfling racial ability , but it looks like despite it is at 102% , it does not stop any aoe damage and sometime i even noticed that normal melee attacks are not evaded at all !
It seems sometime it works as it should, but some other times it's like it's not there (despite listed if you look at your character)

Additionally, every single monster of the game is able to "briefly catch sight of you" , regardless on how high your stealth power is (i'm currently at more than 90 and still get the message everytime, the same as when i had much less stealth power).
Fortunately it does not mean they know where you are -exactly- as they don't all shoot you on sight, but they still move to you for melee, fortunately again you still benefit from not being seen regarding the hit bonuses of your skills and weapons.

The fun with Rogues is when you have high Misdirection, it's hilarious when they miss you when shooting their spells/abilities and hit someone else :)
« Last Edit: August 11, 2013, 07:25:00 am by Robsoie »
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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1262 on: August 11, 2013, 11:14:11 am »

Sounds good to me. Any major changes since 1.0 I should be aware of? I'm kind of out of the loop on Tome.
Yeah, me too. I... guess there probably have been, but blazes if I can remember what. Changelogs, etc., so forth.

Apropos to nothing, I suppose, I have to say that... reavers are, quite possibly, the most metal users of the light tree in the game (barring adventurers, anyway). Corrupted strength just makes things... amusing. An actual reason to use bathe in light! Have you ever killed a storm drake by activating bathe in light? Now you can! I just did. Healing and murder in one delicious package. Shield yourself and punch their face in, in the same action! It's pretty great. Corrupted strength in general is pretty awesome if you've got any active spell talents, really.

E:At least until you end up beside something with significant retaliation damage, ahaha
« Last Edit: August 11, 2013, 11:25:58 am by Frumple »
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1263 on: October 06, 2013, 05:51:00 pm »

Time for a little bump : on the ToME4 board you can help the beta test of the incoming version 1.05 :
http://forums.te4.org/viewtopic.php?f=38&t=38900

temporary changelog, some interesting new stuff :
http://forums.te4.org/viewtopic.php?p=162768#p162768
« Last Edit: October 06, 2013, 05:52:53 pm by Robsoie »
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Ukrainian Ranger

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1264 on: October 07, 2013, 03:43:32 am »

Quote
Buffed Quick Recovery, Fast metabolism and Spell Shield, they now have bigger bonuses and scale with mastery
Good, the whole tree was quite pathetic

Quote
Retch now also has a chance to remove a detrimental or beneficial (depending on undead status) physical effect
Ghoulish Leap cooldown reduces with level
Ghoul talent now provides a maximum damage cap. No blows can deal more than X% of their total life
Quite a buff for ghouls. And NPC ghouls will become way more annoying

Quote
Chant of Light now also increases fire damage
Time to make high magic summoner

Quote
Yaechs and Nagas in Murgol lair have dropped damage by 35%
The Ritch Hive Mother dropped damage by 30%
Heh, Yeeks will have easier early game, time to try non solipsist\summoner
Maybe even melee guy
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Robsoie

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1265 on: November 13, 2013, 07:56:46 pm »

Version 1.05 got released 2 days ago, and it has a new trailer :
http://te4.org/blogs/darkgod/2013/11/news/tales-majeyal-105-aka-mental-anything-released

Code: [Select]
Release highlights:

    * Huge improvements to many visual effects, spells and tiles
    * Combat log reworked to be far more readable, log heals, shiedsl, absorbs
    * New special effects for each point accuracy over defence
    * New difficulty mode: Madness, for those that mastered Insane ;)
    * Training room in the Sher'tul Fortress
    * Faster saves
    * New Archers tree: Excellence (new tree), Poisons and Traps
    * Many new hooks and tools for addons/modules makers
    * Infinite scaling: talents should scale much better past 5/5
    * Tons of rebalancing and improvements to many talents, objects, artifacts and zones
    * IMPORTANT: saves are not compatible from 1.0.4

 
Expanded changelist:

    * Added a graphical effect for healing and regen effects to most of those effects
    * Using Aegis on shields will visualy change them
    * Damage shields, absorbs, ... are now noted in the log
    * Heals are now noted in the log
    * Venom drakes can now appear in the noxious caldera and in gorbat pride
    * Flat damage cap% is now applied after shields
    * Disruption Shield now partially absorbs the hit that makes it explode
    * New "punches" sounds for barehand combat
    * NPCs can use Shoot Down
    * Adventurers start with both gloves and gauntlets
    * Unarmed 0.6 attack speed is bound to Empty Hands, not to being a Brawler
    * New Actor:checkPool method to facilitate learning pools/... on talents learnt
    * Adventurers now learn Empty Hands when learning barehand talents
    * Swords, axes, maces, staves, daggers, whips, tridents, bows and slings now have special "unique" effects when hitting a foe for each attack you have over their defence
    * Player can now tag objects with a name; tagged objects can not be dropped, destroyed or transmogrified until the tag is removed
    * Fixed actor execution loop to crrectly resume at the next actor after the pause: aka this should fix Through the Crowd
    * Automatic talents will be used in order: instant ones first, then higher CD ones first. Only one non-instant talent will be used each turn
    * Orcs will search your buddies for the staff too
    * Stone Walking and Gem Portal do not fail due to melee autotarget
    * Corpses (from the curse) coming out in the middle of an attack will not be destroyed by said attack
    * Improved combat logs
    * New achievements for Normal (Roguelike), Nightmare/Insane/Madness (Adventure)
    * Achievements list onyl shows the ones for the current difficulty to reduce clutter
    * Add range to the map tooltip
    * Temporal Augmentation Robes talent level reduced
    * Nerf Colaryem a little
    * Most summoned actors do not drop loot anymore
    * Buffed starting gold to 15
    * Marauder's Thuggery tree is now Generic
    * Marauder's gained Bloodthirst tree (1.1, locked)
    * Staff Mastery & Mindstar Mastery trainings now respect previous knowledge and do not screw you over
    * When leaving a level with a dominated npc it will be freed from the control instead of waiting for your return
    * Torment ammo doesnt have wielder bonuses and instead gets combat bonuses
    * archery_projectile is now available to addons
    * Alchemists can now unlock a golem replacement: the Drolem !
    * Drolem is buffed a little
    * Tannen's Tower level 4 has a different LOS system, making the Drolem obscure more of the field again
    * Nourishing Moss tactical infos fixed
    * Female Dwarves can unlock some cosmetic facial pilosity (because the lore says so!)
    * Keybinds are displays more succinctly, so [A]+[S]+Keypad 6 will now appear as ASk6
    * Actor's on_takehit and hook "Actor:takeHit" now get a parameter that telsl them the damage type, if available
    * New Fortress feature to unlock for 50 energy: training room!
    * Fixed mind talent procs happening more than once per turn
    * Runic Golem can not be unlearnt
    * New GameOptions:tabs hook
    * New melee "whirlwind" effect
    * New effect for Tempest
    * When leaving a level all player originated projectiles are removed
    * Ward talent lists available wards
    * Wraithform now teleports if you end up in a wall
    * Applied infinite scalingto prodigies
    * Gem Golem can not be unlearnt
    * Temporal Clone can not be used out of range
    * Aether Beam and Gravitic Trap can not be placed in walls
    * Nature's Pride goes on cooldown even if there was room for only one treant
    * NPC are less confused by being LOS'ed
    * Rares should be more interresting/powerfull
    * Allow Gestures to respect Gloom status effects
    * If the Weird Pedestals event can not generate an artifact it will make a randart
    * Lost merchant will not generate antiamgic items for arcane characters
    * Clarification to Heightened Senses/Infravision tooltips
    * Scaling Bug fix in Darkness talent radius
    * Scaling fix to hate generation
    * Fixed typos in NPC definitions to prevent unintended agro
    * Fixed bug in BattleTrance
    * Fixed Grim Resolve not curing poison/disease
    * Fixed Vimsense power when used with items
    * Fixed tactical ai info for Mindlash talent
    * Fixed character sheet to correctly show archery damage based on ammo
    * Added addons url to the addons menu
    * UIs can now have special mouse cursors
    * Added two new hooks to the boot module "Boot:load" and "Boot:run"
    * Fix maestrom
    * Fix necrotic aura
    * Infinite scaling applied to npc talents
    * New gfx effect for Frostdusk
    * New hook "GameOptions:UIs" to add new uis to the ui selector
    * UIs definitions are now loaded from files in /data/gfx/ui/definitions/ so that addons can add new ones
    * Attachement spots for particles can be read from a file per tileset
    * Fixed Projectile class subclassing
    * Tooltip for projectiles now shows who cast them and their self/friendly fire status
    * Wards are now correctly colored by damage type
    * Projectiles can be fired over chasms in the alt-maze
    * Meteoric Crash can now crit (using the highest of spell or mind crit chance)
    * New Uttercold visuals
    * New Wings of Flames graphics! Find them!
    * Argoniel learnt how to use Irresistible Sun
    * Applied infinite scaling to afflicted
    * New Flames of Urh'Rok gfx effect
    * Juggernaut effect is now correctly classified as physical. For Zonk, with love
    * Brawler's combo points last two more turns
    * Fixed Pulverizing Auger in some zones
    * Shields now "wooble" when hit
    * Fixed crystal set proc
    * Fixed slight particles display position error
    * Added a slight outline to currently moused over item on the map
    * New starfield shader is hungry, so a new video option to enable volumetric shaders is added. It is *off by default*, turn it on if you trust your GPU :)
    * Fixed strange graphical artifacts around some texts
    * Text outlines are much better now with shaders enabled
    * Improved shields shader
    * When disarmed the weapon will disappear from the character doll
    * Buffs with charges (like Combo points) now display their charges
    * Buff/debuff remaining time is correctly centered
    * Added the Excellence tree to Archers, granting them more utility and survivability
    * Venomous Strike works with ranged weapons too
    * Implode has a distortion effect
    * Archers now get access to both Poisons and Traps trees
    * Poisons now work on both arrows and shots
    * Distortion tree got .. distortion shader effects
    * Irresistible Sun got distotion effects
    * Added distortion effect to meteor crashes
    * Added options to disabled "advanced" and distorting shader effects
    * Improved water display (with a shader)
    * Applied infinite scaling to chronomancy
    * Particle systems can have a subparticle attached
    * New fireflash and flame effects
    * New Gravity Well effect
    * Fast Curse Dispel is considered an important achievement
    * Applied infinite scaling to corruptions
    * Particle systems can now define a global use_shader={type="foo"} to attach a shader
    * Particle systems can check availability of shaders
    * Particle systems can now also the background that is under them, allowing things like distortion effects
    * New distortion effect for the Repulsion Blast and Gravity Spike
    * The final artifact from the final fight now requires less to wear so you can bask in its glory
    * Applied infinite scaling to celestial
    * Weapons can have multiple masteries talents, the best is used
    * Added "Chat:load" and "Chat:add" hooks
    * Through the Crowd now also makes you like being in the crowd, +10 all saves for each friendlies in sight
    * Infinite scaling applied to psionics; solipsism mechanics have been adjusted
    * Temporal Form only converts 50%
    * Reduced Guardian of the Wood all resistance bonus
    * Buffed artifact ammos
    * Highscore core is less ToME-centric
    * New difficulty mode: Madness (locked). More high level foes, stronger, with much more rares, more randbosses and a unique "Hunted!" debuff!
    * Block is only used in melee by tactical AI
    * Fixed bloated ooze damage absorb when using only one ooze
    * Added an option to disallow online event pushes (but why would anyone do that is beyond me!)
    * Online events can now happen in the Infinite Dungeon too!
    * Thieves NPCs are now correctly competent with a dagger
    * Dominant Will works on elites
    * Burnt to the ground achievement is now achievable
    * Prothotipe's Prismatic Eye correctly imbues its spell proc whem imbued on an item
    * Grappling correctly checks no_breath
    * Mitosis & Call of the Ooze correctly respect maxes
    * Bear NPCs stats changed to str/con
    * Bloodspring triggers at 15%
    * Steamroller makes Rush cost only 2 stamina
    * Revisionist History lasts 20 turns
    * Corrupted Shell increases life by 250
    * Fungal Blood also removes up to 10 magical effects
    * Never Stop Running cost reduced to 12
    * Vital Shot cooldown reduced to 10
    * Windblade radius increased to 4
    * Superpower grants 50% of strength as mindpower
    * You Shall Be My Weapon and Massive Blow cooldown reduced to 10
    * Windtouched Speed increased to 20%
    * Mental Tyranny now only converts 33% of the damage
    * Temporal Form prodigy temporal damage is now always *current* highest +30%
    * Swift Hands prodigy allows wear/takoff for free only once per turn
    * I Can Carry The World! prodigy also granst 20 strength
    * Talents can now have properties: callbackOnAct, callbackOnActBase, callbackOnMove, callbackOnRest, callbackOnMeleeHit, callbackOnMeleeMiss, callbackOnArcheryHit, callbackOnArcheryMiss
    * Altered/tweaked/improved many artifacts, keep your eyes open for new fun stuff!
    * Special effects on artifacts can now be described with wielder.special_desc
    * Achievement for killing all 4 slime tunnel bosses
    * In cheat mode one can shift+left/right click on buffs/debuffs to adjust duration
    * Ruined Dungeon can have a different set of clues
    * Added infinite scaling to techniques
    * Ruined Dungeon will not generate without the 6 guardians
    * Orc babies do not drop loot
    * Traps disarm & detection power scale with level
    * Ruined Dungeon orb summons do not drop items
    * Sludgenest wall poping slimes power now gradualy increases. Staying inside is not advisable.
    * Added 5 achievements for staying in the sludgenest for many turns (one every 100 wall slime pops)
    * Improved look of the huge sandworm burrower
    * Yaechs and Nagas in Murgol lair have dropped damage by 35%
    * The Ritch Hive Mother dropped damage by 30%
    * Chant of Light now also increases fire damage
    * Golem Power now also adds mastery with staves, daggers and exotic weapons (but not mindstars)
    * Fixed Star Shot
    * Prodigies dialog allows to unselect
    * Huge tweaks to many ego items to make them more interresting
    * Changed Evasion talents to not let characters become melee immune
    * Applied infinite scaling to the cunning tree
    * Saving happens in a separate OS thread, making saves much less painful
    * Zones can have a temporary memory cache. ToME uses it to keep the last 3 visited zones (and associated levels) in memory, making switching between them much faster
    * Bathe in the Light now provides a damage shield to all affected creatures and fire damage to all damage creatures
    * Precognition dissipates when switching level
    * NPC will not use automatic talents with hostile targets
    * Eldritch eyes do not affect a yeek when they are destroyed when dominated
    * Really, do not annoy Linaniil ... but if you do you get an achievement
    * Yeeks can not dominate themselves
    * Diggers now provide a dig talent and can be used while carrier instead of wielded
    * Bone Shield looses a charge only if the damage is > 0
    * Meteoric Crash stun chance uses spell or mind power, as the damage does
    * Fixed anmalice proc
    * Protective Aura correctly grants physical saves
    * Combat Training talents split into two lines
    * Object tooltip now shows which talent mastery affects them
    * Last level of Reknor can not have obelisks and such
    * Added "alter_level_data(zone, lev)" possible callback for level creation
    * Alternate Daikara has pyroclasts falling whe nthe players getin range 6 instead of 3 and the last level has more trees
    * Alternate Sandworm lair has more giant tunnelers
    * Alternate Norgos lost Frozen Feet and the shivgoroths got a little damage penalty
    * Alternate Maze "normal" horrors have been replaced by temporal ones
    * Nerfed Shardskin damage and changed his talents a bit
    * Air bubbles have a more explicit description
    * Killing an aquatic horror will fill the surroundings with air bubbles
    * Reduced Maleable Body effect
    * Converted all wild gifts to infinite scaling
    * Diggers should be instantly usale even at high speed
    * Upgraded LuaJIT to 2.0.2
    * getCharmPower now takes a first parameter "who"
    * Objects from worldmap ambushes and farportal zones grant less money
    * Birther can apply data to the party
    * Easy mode now also halves all detrimental status effects
    * Fixed traps in immediate melee mode
    * Cavern generator can place doors
    * Doors can have a "door_sound" field to tell which file to play when opened
    * New hook "UISet:Classic:Resources"
    * Fixed Prox halfling Feet when used on a halfling
    * Allow quests to be in addons data folder, referncing them like zones with an "addonname+" prefix
    * Chagned the particle effect for aerther vortex (thanks umbrall)
    * In zones with walls on grass you can see small leaves of grass extending over the walls
    * New dirt road gfx in the trollmire
    * Roomer generator can now understand the = symbol to define tunnels, if not present it defaults as it did before to the floor
    * Upgraded the grass to look like nice foresty grass
    * Fixed stealth/invisibility: npcs could go straight to the target (it still hindered them though)
    * Updated grass to look more like grass and less like golf terrain :)
    * Ctrl+P (by default) now allows disabling/enabling all automatic talents
    * Tentacles can not be summoned out of range
    * Ambuscade shadow can not teleport
    * When a summon dies/disappears, any NPCs targetting it will start looking for the summoner
    * Added "infinite scaling" methods
    * Applied infinite scaling methods to all spells
    * Eggsack & crystal shard summons do not grant exp when killed
    * Retch now also has a chance to remove a detrimental or beneficial (depending on undead status) physical effect
    * Ghoulish Leap cooldown reduces with level
    * Ghoul talent now provides a maximum damage cap. No blows can deal more than X% of their total life
    * Animate Blade / Crystal Shard summons do not drop items
    * Leveling up/down Mimic removes the effect
    * Buffed Quick Recovery, Fast metabolism and Spell Shield, they now have bigger bonuses and scale with mastery
    * Buffed the Eternal Night set
    * Timed effect duration reduction from Time Shield and other such effectsonly affects detrimental ones
    * Fixed Doomed unlock
    * Removed Rain of Death vault
    * Pulverizing Auger max range limited to 10
    * Thalore Blight resistance reduced
    * Fixed Receptive Mind debuff
    * Rockwalk does not break Body of Stone
    * Eldritch Stone now grants mana regen on rest
    * Fix Deeprock Form preventing unlearning last talents
    * Eldritch Stone now is affected by Aegis
    * Eldritch Stone graphics updated
    * Stone Wardens automatically unlocks Wilders
    * Elemental Split only takes a turn if at least one half got summoned
    * Mountainhewn Deeprock correctly grants immunities
    * Eldritch Stone durations scale with talent
    * Eldritch Stone effects have 100% chance to trigger
    * Eldritch Stone effects apply power is based on the highest of spell or physical power
    * Stone Wardens Stone Half now correctly knows Stoneshield
    * Angolwen shops are finally free from their gfx glitch
    * Mindlash psi cost now increases the more it is spammed
    * Boosted Stealth initial value
    * Lost Merchant artifact creation list is split into subcategories
    * Birth screen will not spin the CPU madly
    * Target tactical info now looks better!
    * Addons in chardump will be stoerd differently to make the Vault able to search them correctly
    * Wraithform has a graphical effect
    * Increased font size on main menu
    * Heat Beam Rune, Frozen Spear Rune and Insidious Poison Infusion will not affect crosstier effects anymore
    * Resting will not spam the log with messages about party members healing
    * Long chat dialogs will scroll
    * Archery launchers can now have a damage multiplier and an on fire callback
    * When in underwater levels the screen will very slightly .. hum .. wooble
    * Buffed Mind Parasite
    * Reduced Mucus equilibrium regen
    * Natural Acid and Corrosive Nature now have a cooldown
    * Mindslayer spiked shields have a new gfx effect
    * Added a hook "GameOptions:generateList"
    * Add new hook "ToME:runDone"
    * New awesome graphical lore for Nur, made by "Impy"
    * New achievement for winning the game without ever going west.
    * When using a hotkey to trigger a talent/item that requires a target, pressing the hotkey again will validate the target just like enter and space
    * Shatter won't stop at the first non-frozen foe it finds

The training room is not that great from what i got during one of the 1.05 beta, it's mostly usefull to learn what kind of damage, or average damage by turn you're really dealing against 1 or X amount of units.
Tough i'm still a few 1.05 beta behind so it could have been made more usefull since then
« Last Edit: November 13, 2013, 07:58:20 pm by Robsoie »
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Darkmere

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1266 on: November 13, 2013, 08:00:46 pm »

The game's been greenlit for Steam, as well. So I can actually play a stone warden some day.
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Re: Tome 4: Tales of Maj'Eyal
« Reply #1267 on: November 13, 2013, 08:03:58 pm »

This game is hard, you know that?
I need to unlock some of the OP classes. So far I have found rolling with Cornac Archmage, sinking a ton of points into the beam spells, and a few into aegis while saving that category point and praying for the light to be my best run.

Seriously, aegis + light is wonderful...

Satarus

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1268 on: November 14, 2013, 01:27:02 pm »

Why save the category points?  Unlock meta and one of the bonus elementals and maybe temporal for that Essence of speed buff.  If you happen across any more category points, use them on extra inscription slots. 

But if you want to be OP and unlock a few class/races, just roll summoner.  Once you can summon drakes, your troubles are over.  Don't forget to go anti-magic for that life/equilibrium restoring goodness that is the fungus tree.
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guessingo

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1269 on: November 14, 2013, 02:53:56 pm »

so is the developer basically done updating this game? There has not been an update in months.
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Aoi

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1270 on: November 14, 2013, 03:00:48 pm »

so is the developer basically done updating this game? There has not been an update in months.

Tales Of Maj'Eyal 1.0.5 Aka "Mental As Anything" Is Released!
Submitted by darkgod on Tue, 2013-11-12 02:18

Also, you can pick up the alpha/beta releases if you're so inclined, plus check out other people's mod/ules.
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Niveras

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1271 on: November 14, 2013, 07:42:19 pm »

To be fair, the 1.0.5 update was quite a long time compared to some previous. However, I believe there's still some Stuff planned - for example, an alternate campaign played from the perspective of an orc - so there'll probably be a couple updates forthcoming still.
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Frumple

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1272 on: November 14, 2013, 08:11:27 pm »

... there's about a half dozen alternate campaigns planned, actually. You can scrum through some of the various development ideas still lurking around here, albeit somewhat unorganized. Though don't ask me where anything is in it, ha. Still, beyond the orcs, spiders, trolls, the tentacley dudes, naga, and I think one or two more have been mentioned at one point or another as possible campaigns to be explored after the base Maj'Eyal one is complete, assuming they're all still on the table.

Incidentally, the git's also a good thing to RSS if you want to see if any work's being done. Even when there's not a major update push, it's not uncommon for stuff to pop up on the git.
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Max White

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1273 on: November 15, 2013, 09:16:54 pm »

So currently I am doing pretty much every area in order of difficulty. Start with Trollmire, move onto Norgos' Lair, then Scintillating Caves. Then go onto Kor'pul, Heart of the Gloom and Rhaloren Camp, and so on, doing pretty much every area to get maximum exp and cool items.

Is there a downside to this sort of method, or is grinding recommended?

Aoi

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Re: Tome 4: Tales of Maj'Eyal
« Reply #1274 on: November 15, 2013, 09:20:47 pm »

So currently I am doing pretty much every area in order of difficulty. Start with Trollmire, move onto Norgos' Lair, then Scintillating Caves. Then go onto Kor'pul, Heart of the Gloom and Rhaloren Camp, and so on, doing pretty much every area to get maximum exp and cool items.

Is there a downside to this sort of method, or is grinding recommended?

No real downside, other than it's kind of boring and timeconsuming.
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