Covenant
Savant
- Joined
- Aug 3, 2017
- Messages
- 371
On top of that, you got killed in a non-mandatory zone, which is always a gamble on roguelike mode.
If they don't want me to go to Elven Ruins they shouldn't put the best music in the game there.
On top of that, you got killed in a non-mandatory zone, which is always a gamble on roguelike mode.
I think ToME's very good, but at the same time I dislike it quite a bit for reasons exemplified by the above; it's very all or nothing.
If they don't want me to go to Elven Ruins they shouldn't put the best music in the game there.
Afaik it's made by about 1 dude and a few testers.I wouldn't say ToME is a small game, let me tell you.
Although Darkgod oversees it all and is responsible for the massive codebase, most content is created by several categories of contributors that come and go. Classes, races, and balance, nowadays, tend to be heavy collaborative efforts, usually starting as mods, most of the principal art is drawn by Rexorcorum and the project was enriched by diverse talent over the years. It also began life as Tales of Middle Earth in (I think) 2004 and had to be massively revamped to expunge all Tolkien references and create an identity of its own. It's definitely no tiny indie.Afaik it's made by about 1 dude and a few testers.I wouldn't say ToME is a small game, let me tell you.
https://git.net-core.org/tome/t-engine4/activity
I meant that it has a lot of content and isn't small by any means.Afaik it's made by about 1 dude and a few testers.I wouldn't say ToME is a small game, let me tell you.
https://git.net-core.org/tome/t-engine4/activity
Ah, so that's where the name came from. I thought "Maj'Eyal" was a strange name, and I keep saying "Taj Mahal" in my head.It also began life as Tales of Middle Earth in (I think) 2004 and had to be massively revamped to expunge all Tolkien references and create an identity of its own. It's definitely no tiny indie.Afaik it's made by about 1 dude and a few testers.I wouldn't say ToME is a small game, let me tell you.
https://git.net-core.org/tome/t-engine4/activity
Ah, so that's where the name came from. I thought "Maj'Eyal" was a strange name, and I keep saying "Taj Mahal" in my head.It also began life as Tales of Middle Earth in (I think) 2004 and had to be massively revamped to expunge all Tolkien references and create an identity of its own. It's definitely no tiny indie.
What is the difference?Ah, so that's where the name came from. I thought "Maj'Eyal" was a strange name, and I keep saying "Taj Mahal" in my head.It also began life as Tales of Middle Earth in (I think) 2004 and had to be massively revamped to expunge all Tolkien references and create an identity of its own. It's definitely no tiny indie.
And it's still thoroughly suffused with Tolkien-isms. Hell, at one point in the game your objective sits literally under the title 'There And Back Again'.
(it's my dream that one day, an equivalent to DarkGod will create an equivalent to Tales Of Maj'Eyal, based not on Middle Earth but rather on Clark Ashton Smith's Averoigne; then I'll know happiness)
In older versions the wandering patrols used to be twice as fast (i.e. the same speed as you). It was even more annoying than it is now. I don't understand what they add to the game other than to perpetuate that feeling you describe of 'Need to constantly pay full attention', even on the world map.Also I hate the way traveling bands on the overmap can randomly be ridiculously powerful. It's one thing in vaults, where you have to purposely go in there, but you have to walk over the world map! Still, they're fairly easy to avoid if you're mindful.
I had that item which would give me a lot of energy shield if enemy would remove big chunk of my health bar. Made auto exporing a lot easier. If it would proc then I would escape and proceed again with caution.I know you can use various skills to "scout" on some classes, but that gets really boring really fast.
What is the difference?Ah, so that's where the name came from. I thought "Maj'Eyal" was a strange name, and I keep saying "Taj Mahal" in my head.It also began life as Tales of Middle Earth in (I think) 2004 and had to be massively revamped to expunge all Tolkien references and create an identity of its own. It's definitely no tiny indie.
And it's still thoroughly suffused with Tolkien-isms. Hell, at one point in the game your objective sits literally under the title 'There And Back Again'.
(it's my dream that one day, an equivalent to DarkGod will create an equivalent to Tales Of Maj'Eyal, based not on Middle Earth but rather on Clark Ashton Smith's Averoigne; then I'll know happiness)
I also feel, partially due to the previously mentioned lists of items, that TOME quickly mentally fatigues you from paying full attention at all times. You're autoexploring, killing things, reacting to what happens in fights, and suddenly you're on the verge of death from some random enemy. I know you can use various skills to "scout" on some classes, but that gets really boring really fast.
Both Summoning (augmentation) and (advanced) buff your summons in some way. You have to unlock them when you get category points (the first one is at lvl 10). I wouldn't put points into the melee offensive skills, especially since that category is locked, psiblades are enough.I went with summoner. Does it make sense to put points in melee offensive skills or should I focus on buffing summons? (Although to be honest I don't see any talents directly impacting the summons, apart from the summon talents themselves).
He means Combat Techniques. I honestly don't know why Summoners even have this tree.If you're talking about Combat Training, the only useful skills for a summoner are Thick Skin (which I think probably every single class in the game wants at some point, it's just that good, remember to keep a set of con-boosting gear if you do not intend to increase it), and Heavy Armor Training for massive armors (especially because fatigue does not affect equilibrium) and more armor hardiness. That's it, summoners should only bump attack if you're safe and bored, they have other stuff to do otherwise. If you're talking about Psiblades, I'd say get three points in the first skill (no rush) and hope you get some alchemist escorts to top it off, or do it later with leftover points. The other important skill in the tree is Leaves Tide, which I'd put 2 points ASAP for the miss chance (it applies to summons also), you probably don't need to increase it anymore, as your mindpower and mindstars will probably carry it the rest of the way.
I'd guess it's for Blinding Speed with Frantic Summoning for instant summons, maybe (much better to go Shalore or Yeek than do that)? Hell of an investment, but could be a great payoff. Also, Rush used to be able to target empty spaces, so it was an escape mechanism. Other than that I'd say it's an artifact of deprecated design philosophies ToME used to have.He means Combat Techniques. I honestly don't know why Summoners even have this tree.If you're talking about Combat Training, the only useful skills for a summoner are Thick Skin (which I think probably every single class in the game wants at some point, it's just that good, remember to keep a set of con-boosting gear if you do not intend to increase it), and Heavy Armor Training for massive armors (especially because fatigue does not affect equilibrium) and more armor hardiness. That's it, summoners should only bump attack if you're safe and bored, they have other stuff to do otherwise. If you're talking about Psiblades, I'd say get three points in the first skill (no rush) and hope you get some alchemist escorts to top it off, or do it later with leftover points. The other important skill in the tree is Leaves Tide, which I'd put 2 points ASAP for the miss chance (it applies to summons also), you probably don't need to increase it anymore, as your mindpower and mindstars will probably carry it the rest of the way.