This page contains user-contributed suggestions for the Theme module and discussion thereof.
Contents
Current discussion
Suggestions currently under review/discussion.
Somnolent: New to here, been mucking around with TOME for a while and just tried out theme recently, really liking it so far. Anyway, just wanted to point out that the new corruptions which have been added aren't balanced at all, none of them seem to have negative consequences applied yet, while granting very powerful abilities i.e. telekinesis/teleportation.
FuriousOne: Yes, that is a problem. I'm taking a hard look at the corruptions and trying to make them more balanced.
TobiasParker: I have a few corruption gripes. I do not want to see all corruptions have super-negative bad effects, like aggravation for example. But i would like to see the majority of corruptions, especially the new ones be accessable only to demons. I am going to expand on this in the ideas section if i get a chance but it makes sense that only fully corrupted demons would have access to some of morgoths more insidious mutations.
FuriousOne: Thanks for your thoughts! I'm definitely going to refer to IdeaArchive/Corruption Thoughts when I rework the corruptions.
ArthurReyes: I've been giving Aule a lot of thought. I know you've given me credit for Angainor, but that doesn't stop me from suggesting more. (ah, the taste of fame!). So here's my opinion after playing a lot of Stonewrights, worshippers of Aule. While it seems that the uncapped to_h, to_d, pval power of his enchants spells is considering broken, I'd like to further add that Stonewrights might be too good to pass up if you want to play an Axemaster. My suggestion (including those I made previously) (Still wavering on these, just a rash of ideas, I'm not dead set on any of them right now)
1.) <Removed>
2.) Combine enchant spells in Forge of Aule. The spell can enchant *any* non-art. My suggested caps for the spell are as follows:
- a.) If the object has no bonus to hit, damage, or armor class, then it stays 0. b.) Weapons are limited as such: to_h/to_d = Spell Level, to_a = level/7, pval = level/7 c.) Armor: to_h/to_d = level/2, to_a = level, pval = level/7 d.) Rings: to_h/to_d/to_a = level/2, pval = level/7 e.) Amulets: to_h/to_d = level/3, to_a = level/4, pval = level/7
- My tests show that the best pval that can be achieved by a stonewright, with max prayer and spell power + Mage Staff of Power (Pval 10) is 10. I also have the modified code to implement these suggestions. (Those classes without access to Spell Power would have a max pval of 7 if they have a Mage Staff of Power +10) f.) Forge of Aule can "remove curse" on cursed items. (Haven't researched this yet, but I bet I can find the code and implement it.) g.) Forge of Aule can recharge items. (Haven't researched this yet, but I bet I can borrow Recharge and nest it in an IF statement for sticks only.) h.) Sticks and Staves should be improved by the Forge of Aule spell, but I'm not sure what the flags are for the level of a stick. (Haven't researched this yet, but I bet I can find the code and implement it.)
3.) The suggested Aiganor spell which slows monsters.
4.) Piety does not increase over time, but decreases slowly. Piety is only gained by sacrificing objects of worth. (A new ability for those with at least 1.000 in Prayer). Sacrificing objects increases piety by the value of to_h, to_d, and to_a; and by PVAL * 100, and AGGRAVATES nearby creatures when used. (Imagining priests breaking out the hammer and smashing the object to bits)
5.) If you are pious (x,xxx piety) Aule provides resistance to Fire.
6.) If you are very pious (xx,xxx piety) Aule provides immunity to Fire.
7.) Drop the improvement to hit/damage that Aule grants. Purely martial boni should be the realm of Tulkas.
FuriousOne: Excellent suggestions overall, especially on piety. Thank you!
I'm doing a lot of reworking of Aule; I will possibly remove the enchant capabilities altogether and perhaps make the enchantments gifts from Aule a la random stoneskin casting -- if you are praying and pious, there is a chance Aule will give you an *excellent* item. I'm still thinking about it -- Nienna (or Lorien) and Orome are also on the table; once I tweak Mandos and Varda I should be able to come up with a thematic set of spells for all of them that are not as unbalancing as right now.
MasterNightfall: Anyone else think that the way the PVal on the Rogue's prefix and the of Speed suffix on boots stack is a bit... Unbalancing?
"a Rogue's Pair of Hard Leather Boots of Speed [3, +7] (+13)"
Effectively, +13 to Stealth, Speed, Luck, and Searching. On a pair of boots.
I don't know the full deal about the Sorcerous amulets, but I imagine that they are meant to have the penalty of -to hit, and -to damage. (At least some kind of penalty is provided) Perhaps it would be in 'theme' for a Rogue's boots to give penalties to todam? Not that it would fix anything for mage-types (Which already have the game on easy mode IMHO, but that's beside the point)...
Just a player's 2 cents on an item. Great module overall!
FuriousOne: Thanks! 8D Heh, yeah. I'm going to reduce the pval drastically, drop the to_h and to_d bonuses and make speed a chance rather than a guarantee. The sorcerous amulets got axed already; they're neat for munchkinism but with no real hope of balancing short of giving them all the aggro flag. ---
Implemented
Suggestions that have been implemented into the module.
FeathinSilyar: On the subject of the difficulty dragons have in tunnelling, unless they get a wand of dig or learn the spell dig, how about a ring type that activates for dig or gives it as an ability? It could be a Ring of Dig, or maybe an ego type such as "Earthen".
SimonSorc: I don't see why wands of dig aren't enough. They're cheap, not heavy, and one is indestructible. But I do think characters with a STR of 30+ should be able to dig granite with a throwaway weapon as a tool - BUT VERY SLOWLY and with potential to break the weapon. (-;
FeathinSilyar: Wands tend to get drained by such things as Lichs, and destroyed by the occasional waste wands trap (which even destroys the indestructible one!)
FuriousOne: An Earthen ego type for rings sounds cool. I'll probably implement it.
FuriousOne: I've implemented Dwarven ego types for rings and amulets now.
BurbLulls: Just a thing I noticed, not really a bug; for the Minas Anor library quest, you cannot put spells into your books from any of the new Valar yet.
FuriousOne: Thanks. I haven't gotten around at taking a second look at those spells yet, because there are more deity-spells coming. I will get to it though.
FuriousOne: The new Vala spells now show up in the spell selection screen.
RedNaga: I'm not sure if this is an intended thing or a bug, so i'll just ask there first. You implemented many 'U' powers as mutations, but the 'polimorph' one can get things really weird.
I was playing with a demon (Lygrog) and was happily polimorphing myself (mainly to try to get rid of the annoying 'Demon skin' mutation) when... i turned into a Maia!
Now Agrorenn is a Maia (Lygrog) with the maia stat bonuses (and drain exp), all available equipment slots, +16 speed and almost all resistances and abilities as intrinsic. Is this supposed to be or just an unwanted side effect?
FuriousOne: Thanks for bringing it to my attention. No, this shouldn't happen -- I'll exclude the demon race from having this power.
RedNaga: actually, i think it would be best to remove this power completely. I assume it would give weird results with dragons as well, and it will lead to unbalanced and normally unavailable combinations at best (like elven vampires with intrinsic light resistance or troll zombie with 40 or so natural strenght). Another thing to consider is the skills feature: some races have considerable skill penalties at start (especially in stealth...), which could be skipped entirely by starting as another race and then managing to polimorph to the desired one later.
As far as i know this power is never used in ToME, so i assume it is a remnant from old Angband or Zangband code. It is probably not thought to work in conjunction with the (more advanced) ToME engine featuring subraces and skills.
RedNaga: Another thing i'm not sure if it is a bug or not... if you try to enter Mordor from the wilderness map via the Black Gate you are blocked, but if you use normal travel the black gate is not only perfectly accessible, but no more difficult than any other Mordor wilderness.
A suggestion: why not make it into a special town-like level. It would be unpassable from wilderness travel (as it already is), and when entered from normal travel it would be a special (and hard) level full of orcs, ogres, trolls and maybe other nasties (N?). This would make the choice on how to enter Mordor way more interesting (and closer to the tolkienish view).
FuriousOne: Very good idea, but I'm probably just going to make the Black Gate inaccessible completely -- that was an oversight of mine; I'll have to change the terrain features to make sure there are only black gate squares on that wilderness square, no other feats. The Black Gate is actually passable in overland mode if you have a source of mountain climbing.
FeathinSilyar: Several times new module users have been somewhat flummoxed (myself included actually) in trying to get Theme to run, since it doesn't decompress to a folder named "theme" automatically. Users have to create the folder themselves, otherwise they end up with the slew of subfolders directly in Mods. Since Theme is frequently where module newbies cut their teeth, it'd be cool if it unzipped to already be in a "theme" folder.
FuriousOne: It should unzip to a "theme" folder now. If anyone has trouble with it, let me know?
Kn: Should yeeks be in this game? I don't recall any yeeks in middle earth.
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