Tales of Maj'Eyal

Tales of Maj'Eyal

91 ratings
Infinite500: Game Play Beyond Level 50
 
Rate  
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
0.497 MB
Dec 1, 2013 @ 10:28am
Mar 25, 2017 @ 8:57pm
22 Change Notes ( view )

Subscribe to download
Infinite500: Game Play Beyond Level 50

Subscribed
Unsubscribe
Description
te4 discussion thread: http://forums.te4.org/viewtopic.php?f=50&t=35016

Version 3.0: Compatible with ToME 1.5.0

This addon supports game play for character levels higher than 50, primarily for the infinite dungeon (I.D.). This implements a number of subtle changes, rescaling game mechanics and balance for character levels above 50 in the Maj'Eyal, Infinite, and Arena campaigns for ToME. The intent is to make it possible (though certainly not easy) to reach level 500 of the Infinite Dungeon. This is not a nerf or a buff to game difficulty per se, but, rather, an extension of the well-balanced game play from the Maj'Eyal campaign to higher levels.

Some talents and status effects have been adjusted to accommodate the higher character levels possible. You can see a summary of these by checking the "Infinite500" tab in Game Options.

Once a character enters the I.D., the level 50 cap is removed and normal stats-per-level progression is enabled from level 51 onward. The limit on how high primary stats may be trained is removed (limited by character level as normal) and dependent computed value limits are also appropriately increased. No additional Prodigies are gained automatically after level 50. (Note that additional category points and (rarely) Prodigies can be gained by completing I.D. challenges.) Talent mastery levels can be improved more than once, and talent levels are unlearnable as normal in the I.D.

NPC levels in the I.D. have been adjusted to be compatible with higher game difficulty settings.

Most monsters and bosses from the Maj'Eyal campaign are imported into the I.D. along with their respective unique drops.

Traps have been added back to the I.D.

Isolated shops can appear randomly in the I.D. There is guaranteed to be at least one shop on level 1, and they become more common for the first few levels, and then more rare with depth.

Random escorts may be randomly generated on each level in the I.D. unless a challenge has been started, until the normal number (9) have been attempted.

The lichform quest is completed in the I.D. with a new random drop instead of automatically being completed at the appropriate step. There is a new greater vault in the I.D. that affects this quest.

The Corruption/Hexes tree can be learned from a new random drop.

Most major events from the Maj'Eyal campaign are enabled in the I.D., and there is a new event that can award the cursed-aura tree.

Undead characters starting in the I.D. begin with an artefact cloak. This is similar to the Cloak of Deception, but its stats scale with character level and it can spawn randomly for other characters.

This addon incorporates some modified game mechanics:
The ability to shrug off critical hits has been changed. Instead of using the percent value to ignore crits completely, it reduces the crit multiplier by the same amount to a minimum of 100%.

Modified checkHit and checkHitOld functions are employed that allow for wider level differences between opponents (see http://forums.te4.org/viewtopic.php?f=36&t=35229).
Saving throws have been modified slightly to make them more effective at reducing the duration of status effects you fail to save against. (See http://forums.te4.org/viewtopic.php?f=36&t=36715 for details.)

Things planned for the future: scaling of world artefacts with character level, map effects with dungeon level.
< >
52 Comments
Rougheredge Feb 5 @ 12:24pm 
is this still being worked on? Cause it's really awesome.
󠀀󠀀 Aug 7, 2018 @ 10:10am 
BEWARE! Doesn't work with Cults! https://i.imgur.com/tt8ic77.png Lost a sure win because of it.
nightkiba May 29, 2018 @ 9:33pm 
no! never!?:steammocking:
anpalcactus Jan 14, 2018 @ 4:35pm 
Well, I assume there should be a unique drop for Tinkers as my escort didn't unlock categories.
Parks_XIN Aug 21, 2017 @ 8:44am 
It doesn't seem to work to me at 1.5.5.
Hachem_Muche  [author] May 23, 2017 @ 5:24pm 
@Reidan:
I'm not seeing any errors with spinning beam traps and necrotic minions. What circumstances are you seeing the errors?

As for traps in general in the I.D:
I500 doesn't change any of the traps (it just adds the standard ones back into the I.D.)

Traps in general received some general buffs recently, and investing in survival skills is expected for certain campaigns. It's not all bad though; the new survial talents are quite good (not just for dealing with traps).
Reidan Apr 29, 2017 @ 6:20am 
also, necrotic minions + rotating beam traps seem to cause a ton of lua errors
Reidan Apr 27, 2017 @ 10:03am 
whats up with the traps in ID? radius 7 that does 10-20% of your hp and 25-50% of escort's hp per turn seems completely absurd - out of 7 escorts this run, 6 of them I had 0% chance of saving because they ran into a single trap dying almost instantly since I don't have high cunning with 10 points in survival. Is this bugged or are you trying to make people invest heavily into countering them?
Yusu Mar 29, 2017 @ 2:52am 
Hmmmm, you are right. It seems not starting with an additional inscription is an adventurer thing, not an infinte dungeon thing.
My bad
Hachem_Muche  [author] Mar 28, 2017 @ 10:21am 
@Yusu Infiniite500 doesn't make any changes to character birth. The talents/categories characters start with depend on both class and race. Can you find a specific case where a starting character using I500 is missing some starting talents and report it?