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2. it means that if you are an undead you have to wear the stupid garbage cloak forever. i am not going to micromanage that thing and reequip it every time i leave a zone (since without it, the addon doesnt work)
Try Zomnibus addon instead. It doesn't remove the patrols entirely, but it allows you to dodge or fight them when they are nearby. Then ask the shertul butler to integrate the cloak to your undead, freeing your cloak slot from the thing.
Edit: oops, apparently both do the same thing. Zomnibus is still worth trying, tho, as it's more updated.
but back to topic: why are invisible enemies displayed invisible? it sux...
Yeah, the right-click thing is annoying because it's hard to restrain yourself from using it when you're in a pinch.
But regarding that point : "my character OBVIOUSLY knows where the invisible enemy is" just because you know doesn't mean invisibility bonus are negated. You still have 66% chance to miss as melee , and the enemy damage is still reduced (depending on the source of invisibility)
have the enemy invisible when you have no idea that they are even there.
have the enemy in this blue-ish transparent shader if your char knows where they are (but they are still invisible, so all effects of that apply)
They don't appear when you don't see them.
They appear briefly when you briefly see them.
Those are three different cases, hence the three different result in display
so why does my character have more game information than me if i don't want to waste a bunch of time rightliclicking squares?
briefly seeing them has the same gameplay impact than it being blueish transparent. if you breefly saw them, and then the enemy turns invisible again, that would be fine. but they don`t turn invisible again. their sprite turns off but your character "sees" them.
The characters then start shooting wildly, aiming at nothing and hoping to get lucky (aka they are right clicking with their mouse on the squares in ToME). They know something is there, they have seen it, though they can't see it anymore.
These characters realize they can't use their eyes as primary sense here and use the other senses to get a lock on the alien. Just because they sense that something is there does not allow them to see it with their eyes (catching "sight" of an invisible creature in ToME only to have it disappear from view again).
When the characters are certain of where the creature is, even though its invisible, they still can't aim as accurately as if it were visible, (hence a 66% to hit penalty in ToME). But they do know generally where the creature is (ranged attacks in ToME showing the square the invisible enemy is on).
C'mon Yiasmat, it's not that overly difficult, but it's also not as simplistic as you are trying to make it sound either.
https://www.youtube.com/watch?v=aqDwqdSF6Ec
first of: tome is a game. game design should stand before everything. making something realistic should never come at the cost of making it tedious. the fun and gameplay stands at first place. so even if this would be the more realistic system, it is defenitly not the best one for the game flow.
second: that still leaves out the part, where your character has more information than you. I AM guessing where the preditor is. HE already knows. I am prohibited from doing what i would do in this situation (back up around a corner and rest) cause HE knows that the enemy (which DID NOT flash visible again) walked around the corner too and is still in sight. I never saw that. But he knows it. He knows when it backs up, he knows always exactly where it is, he is apparently a god of predicting things from one simple flash of visibility.
and all of this doesn't matter if you are a ranged char. there is no guessing where the invisible enemy is. you click your spell, and your all knowing character will still target the enemy. this only comes into play when you do not have any ranged skills at your disposal. at which point, and i have to say this again, it becomes tedious.
1. if you don't like our game, play something else. what? that's not the point a game should have... they should avoid tedioum so people dont leavue so people play the game.
2. i doubt it will be changed either. but not being vocal about something you think is clearly wrong with the game will never make it change. this way, i at least told my opinion.
and on a side note: its really sad that it wont get changed. it wouldnt take that long to code since the mechanics and everything is already there....