After all, ToME is still a game, too, so here one can list game improvements that could or would be done in 2.4, if we were going to have such a release.

This is different from the ToME 3 development To-do list, because that list is engine-oriented, while this list is ToME-module oriented.

Chatter

Anonymous: (about front-loaded skill points) Is this really a good idea? The Bree house quest gives you a bunch of levels and for me at least it's the mid-high levels before I've got a great kit that are the most problem.

NeilStevens: See NeilStevens/Lessons From 2.3

GreyCat: I'd like to see the Bards pumped up a bit.

RavenRed: GreyCat, see "Demonic Howl" in the demonology section of the CVS. A complementary style GF for Bards along the same lines would probably be a good idea. Also, Mindcraft re-entering the GUSS is excellent. SHould Necromancy follow?

ZizzoTheInfinite: I touch on some of the Bard issues in my Bard module. For the pval issue, I introduced the relatively common instrument ego Well-Crafted, which just increases the pval; with this, (+2) and occasionaly (+3) instruments aren't hard to acquire from the Bree minstrel shop. As for spells, a cone effect is currently AFAIK only available as a modified wave effect, as used by the module's Shockwave spell. And as for spells only affecting hostiles, I assume you're thinking of spells along the lines of the Drum spells (slow/confuse badguys), or maybe variants of some of the Harp spells (healing/hasting friends); as RavenRed suggests, those will most likely need new damage types that do a friend-or-foe check. In fact, that's a good idea, that I should probably add to the module at some point...

NeilStevens: I suggest you two head over to the IdeaArchive if you're going to go into this in depth.

TheFalcon: Errm, what does the last point on the list actually mean?

TobiasParker: For the princess names, couldnt you just make a really simple code that takes the random name generator and apply it to the princess monster?

NeilStevens: Not in ToME 2, because the monster name comes from the race, which is predetermined.

HarryErwin:


IngeborgNorden: What do you mean by "front-loading" skill points, Neil? I'm used to the ToME 2 skill system, so changing it too radically (either the power level or the mechanics) will make ToME 3 and modules more difficult.

As far as Mindcraft is concerned, moving those powers into the Mind school seems like a mixed blessing IMO. On one hand, it guarantees some spells to anyone who learns the skill (even if they lose every book to a Scatter Items trap). It also makes more sense for standard ToME to treat mental powers as magical; the current system seems too much like the psionic powers in sci-fi/futuristic RPGs. I've seriously considered removing any Mind Blast/Brain Smash attacks from my new module projects (except the "themeless" Freeband, perhaps) precisely because those attacks feel as wrong in my settings as nuclear waste does in Arda.

On the other hand, splitting the same school into "book" spells and "bookless" ones might seem confusing or unfair to some players. Then again, I've added no-instrument ("vocal") songs to the Music school in T-Plus; of all the game-balance complaints people have made, almost no one brought up those songs. :-) Speaking of Music spells more generally...the spell ideas and "generic" instruments above +1 sound reasonable to me (no pun intended). Perhaps musical-instrument shops should exist in a few towns on the standard gameworld map, as they do in a few modules: because bards are forced to find instruments in either a dungeon drop or the Black Market, they're usually unable to cast useful spells at mid- to high levels in standard ToME.

NeilStevens: What we do in ToME 3 will have NOTHING to do with modules at all.

And as for Mindcraft, the idea is that Mindcraft gives bookless ACCESS to schools. The schools will not be tied to books or not. So using mindcraft would give you bookless access to Globe of Light, Essence of Speed, and Stone Skin, perhaps, but using sorcery would still require books.

IngeborgNorden: Thank you for explaining the Mindcraft overhaul; I might not agree with which spells belong there, but that decision is in the devteam's hands. I apologize if my module references offended you; I thought that sometimes we might agree on similar changes for different reasons. Basically, these were the points I wanted to make:

  1. I shouldn't object to a school sometimes requiring books and sometimes not, if I'd used a similar idea myself.
  2. Some damage types associated with Mindcraft are just as inappropriate to a Tolkienian setting as they are to my own; if brain-smashing and mind-blasting powers feel wrong in Middle-earth, will Mind specialists need to rely on "outside" attack spells in ToME 3?
  3. Bards need better access to instruments and some spell tweaks to make the class both playable and believable. I don't know how ToME 3 will handle this problem, but ToME 2 made songs almost useless at any level. (Musical spells drained mana too quickly, even with maxed stats and powerful ego instruments: I experimented in wizard mode several times.)

P.S. Could you please explain what you meant by front-loading skill points? I've never heard that term used in either a gaming or a computing context.

NeilStevens: Your points are noted, but I'm not inclined to remove sanity attacks. Without them Mind school is rather weak, I think. They'll fit in nicely.

As for front-loading: What I mean is, giving more points earlier in the game. In practice, right now, that means a character at birth in ToME 3 is awarded 12 skill points. That's all.


Color discussion moved to Developers Corner/Adding colors

Developers Corner/Future Game Features (last edited 2006-12-05 14:37:06 by fw-gw-atm)