Tales of Maj'Eyal

Tales of Maj'Eyal

38 ratings
Extra Dungeons
   
Award
Favorite
Favorited
Unfavorite
File Size
Posted
Updated
136.394 KB
19 Feb, 2014 @ 3:56pm
10 Apr, 2020 @ 10:06am
10 Change Notes ( view )

Subscribe to download
Extra Dungeons

Description
Makes certain locations accessible to all characters, where they would previously be locked to specific races or privy to the whims of the RNG.
The dwarven capital city Iron Throne and its attendant dungeons, are accessible to everyone as opposed to merely dwarves;
The island of Rel, its attendant dungeons, and the yeek town of Irkkk also become accessible to everyone via the halfling complex;
In addition, the two random dungeons, the Caldera and Sludgenest, will occur 100% of the time for all races, as opposed to 30% of the time for most races.
Due to the difficulty of the halfling complex, the dungeons around Irkkk received a boost to their maximum monster level and maximum item quality. This should have very minor to nonexistant effects on Yeek characters.
24 Comments
AkaviriBlade 6 Jan, 2024 @ 5:30pm 
I finally got around to looking in to it, I fixed it my own janky way by just assigning the Sludgenest and Noxious Caldera zone data to a world map encounter. It was easy enough, I'm sure there's a better way to do it by eliminating the spawn requirements, I just couldn't find the .lua that contained that data.
AkaviriBlade 3 Apr, 2023 @ 5:43pm 
I remember trying and trying to get SuperLoading to work for 'Spell Merchants' but i guess I just couldn't wrap my brain around it, so I just stuck with what did work: "OverLoading" (because it just works! with 16x the detail, x4 the siz..) Hey!!! Todd! Stop it! Get outta here!

Anyway, It's unfortunate our mods conflicted, they would have made a good combo! But since, you are no longer going to update this mod, I will go ahead and (attempt) to add the random chance dungeons to a fixed spot on the map (I had considered this before but, I didn't want to diminish your mod)

My main need to do this is to prevent my merchants from blocking these randomly spawning dungeons, basically I need to sit them down and say STAY! so I know where they are so they don't interfere with anything else I decide to add to the map in the future.
Waladil  [author] 20 Mar, 2023 @ 4:35pm 
Probably not gonna update this further, folks, I don't remember the details, I never learned how to actually do things *right* (there have been some funny bugs based on that), and I haven't been feeling playing ToME myself lately.

HOWEVER, if anyone wanted to take a peek at the lua code it's honestly not that hard to re-create.
Nekohime 20 Mar, 2023 @ 6:52am 
Any chance of an update with the Scourged Pits and Old Conclave Zones?
MamaHorseteeth 1 Nov, 2020 @ 12:49am 
Does this work with the Scourged Pits that are only guaranteed to drem? Or the ogre complex that favors a wood elf finding a boss?
Waladil  [author] 10 Apr, 2020 @ 8:39pm 
I'm actually working on it now. Well, technically I'm working on learning how to do a better method of modding that'll make for less conflicts.

At the moment it should be fine with vanilla 1.6.7, but can easily conflict with other mods.

(There's an easy way and a hard way. If two mods do things the easy way, stuff breaks. That's what's happening with spell merchants.)
Punful Guy 10 Apr, 2020 @ 7:29pm 
Update?
Zalpha 3 Mar, 2020 @ 6:04am 
This mod conflicts with Spell Merchants mod. (Just informing others).
Waladil  [author] 24 Sep, 2018 @ 8:34pm 
No idea but quite possibly. Haven't updated it for the new DLC, or even played it myself. It depends on how they're added
Mr Smith 24 Sep, 2018 @ 7:08pm 
Does this disable the Forbidden Cults tentacles that often spawn in dungeons? Since adding I haven't noticed anymore, but that could just be RNG