Tales of Maj'Eyal

Tales of Maj'Eyal

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Odyssey of The Summoner (for ToME 1.7.4+)
   
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11.464 MB
21 Jul, 2021 @ 8:50pm
21 Jan, 2024 @ 8:13pm
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Odyssey of The Summoner (for ToME 1.7.4+)

Description
Howdy, this is Kamani. Nekarcos made this incredible addon, but has long since been inactive. I just wanted to play on the most recent version of ToME when I played it, so this is my mini-update. I will NOT be adding new content, and all credit goes to Nekarcos, who actually made this. If you find any bugs, please report them to me.
Oh, and OotS will run better with Embers of Rage enabled (it should work without it, but most of my testing was with EoR enabled), and will run fine with Ashes and Cults enabled, but neither of those should affect it much.

Anyways, here is the original description:
This is a highly extensive "unofficial DLC" that takes the summonable creatures from the Summoner class and turns them into fully-talented, highly-comprehensive classes with their story and unique events.
This pack features the ranged summons: Hydra, Fire Drake, Flamespitter Ritch, War Hound, and Minotaur.

*** Disclaimer: This is NOT a full release. There WILL be errors and unpredictable behavior. I am patching things out actively, so play with discretion and send as much feedback as possible to the forum thread to accelerate the completion process!

Details:
This modifies the "Age of Ascendency" story, as you are no longer human, but rather, a natural, spiritual being. This means several conversations and services may become unavailable or even change to behave in new ways.
The plot's progression is mostly unchanged, but now you are operating under the command of an ominous individual known only as "The Summoner". He sends you off to do tasks-- But in the end, it is up to you to decide whether you will work cooperatively with him or not.
This was a labour of love, and I would want nothing more than for you to enjoy a new flavor of experience-- And a new type of challenge and difficulty in Tales of Maj'Eyal.
Please, enjoy!

Expanded Details:
"Hydra is a nigh-indestructible damage sponge that doles out as much as it takes, capable of attacking several times and several targets per turn. It possesses Feral, Glare, and Drool heads, each respectively associated with its Physical, Mental, and Magical wellbeing. You can choose whether you want to bite, stare, or spew your enemies to death-- Or maybe even some combination of such!"
"Fire Drake is a dedicated pet general, leading a batch of child fire dragons called 'Drakelings'. They are capable of growing and learning many of your talents-- But you must choose whether you will dedicate yourself to nurturing them, or making yourself powerful enough to protect them from the dangers of Eyal. Cooperation and good education is the key to success!"
"Ritch is a fullblown assassin, possessing a variety of techniques that want nothing more than for its victims to bleed, burn, and die to death-- And not necessarily in that order. Most significantly, they can craft and engraft bladed weapons to replace their claws, making them the only Avatar class capable of utilizing human weaponry. Killing is a skill, and you're good at it!"
"War Hound is an agile skirmisher that sacrifices little to attain maximum damage. Performing a large number of attacks per turn, as well as having a variety mobility talents, there is no distance that can keep this fighter out of combat. Alternatively, use your powerful tracking skills to always be aware of your enemies. Run circles around them, hunt them down-- Either way, your bite hurts!"
"Minotaur is a powerhouse with many humanoid qualities, invoking both nature and craftsmanship to annihilate anything in its way. Using its rugged strength to crush enemies, utilizing its cunning of the civilized world, or even tapping into its mystical gifts, this fighter can always find a way to put its hoof into your behind. Brute force is ALWAYS the answer!"
25 Comments
Doesn't Learn From Mistakes 19 May, 2022 @ 1:20am 
Here's the full list of addons I'm using:

-Custom Difficulty
-Improved Auto-Explore and Rest
-OotS
-MorVarch's Improved Escorts
-Escorts Enhanced
-Faster Run/Rest/Explore
-Store Restocker
-Talent Training
-Spell Merchants
-Merchant on the Map
-Zomnibus Addon Pack
-Melinda on the Map
-Nur Kit

Official Addons:
-Embers of Rage
-Forbidden Cults
-Ashes of Urh'Rok
-Items Vault
-Possessor

Hope that helps.
Kamani  [author] 19 May, 2022 @ 12:52am 
I just tested it and it behaved normally for me. Do you have any other addons, or did you get some kind of error that could indicate what exactly caused it?
Looking through OotS code I don't even really see it modifying Aeryn's movement so I don't know if OotS could normally cause this.
It's also possible that OotS has some kind of error that can only come up under certain situations, but I did test it with the official addons, so it definitely isn't happening under normal scenarios.
Doesn't Learn From Mistakes 18 May, 2022 @ 11:19pm 
Minor bug: Aeryn won't budge after talking to her and triggering the Aeryn reflection. Talking to her again repeats the identical conversation, but without the reflection this time. I just have to teleport/dig past her every time I want to head on in. However that means that the many prides of the orcs quest can't be given by her while keeping her alive, but killing her seemed to work to trigger it.
Kamani  [author] 16 May, 2022 @ 8:15pm 
Directly modifying old-forest-note-5 shouldn't normally matter, since it's the action of learning the lore, not the text of the lore or anything, but if it replaced it or unsafely altered learnLore it could be an issue. I can take a look at it some time when I'm going over OotS stuff.

Happy to help.
Doesn't Learn From Mistakes 16 May, 2022 @ 3:40pm 
Thanks for the reply. I puttered about my other addons for a bit and the answer is likely spell merchants, which also modifies old-forest-note-5. I've set OOTS to a higher priority than it, which should *hopefully* work; in the meantime I got around the matter by hoarding enough unlife and of the deep items and upchucking them for the water breathing ability.

The help is appreciated.
Kamani  [author] 16 May, 2022 @ 11:00am 
The reflection should trigger the moment you pick up the note. If you read carefully, it triggers when learnLore is called with the lore being that note. However, if you got that reflection and then made a different choice, you cannot get that same reflection later.
I just checked and the reflection is still working for me, so I suspect you might have just accidentally hit a dialogue trigger for one of the other options and missed it or something, although if you have an addon other than OotS that unsafely modifies lore learning, it might mess it up. OotS is compatible with most addons, but if others modify things unsafely it won't always be.
Doesn't Learn From Mistakes 16 May, 2022 @ 6:29am 
What are the exact triggers for zoneLakeNur, then? Looking at the code, the call for that reflection is old-forest-note-5 - I have that particular lore piece given that the note is in the way, but walking along the lakeside doesn't trigger anything.
Kamani  [author] 15 May, 2022 @ 8:38am 
There is a way around that:
Firstly, if you gain water breathing properties, your drakelings always do too, so you only need one source of water breathing.
Secondly, there's a certain secret in the Lake of Nur that can be obtained by the looking for another way option and searching for a few times that will give you a +100 Air item and each of your drakelings a water breathing item (and it is totally possible to just put the water breathing rock from one of them to you and have a free source of waterbreathing for all of your party). Honestly I think maybe that one should be not secret since otherwise Nur's pretty much impossible, but I didn't make it and I don't plan on changing it.
Doesn't Learn From Mistakes 15 May, 2022 @ 4:31am 
Played until lake of nur, had all my drakelings drown. Oh well, that was a good run, but finding three whole water breathing rings by that point in the game, if they even exist, is a non-starter. I don't suppose there's any way to place them in reserve or anything, but i guess summons are mostly designed in vanilla to be expendable.

It might be nice to make them innately not need to breathe or find some other way around this, but it's not a big deal I guess.
Kamani  [author] 14 May, 2022 @ 8:21am 
It is correct. They scale beyond that, but if you are in advanced talent displays (normally enabled/disabled with 'x' while looking at talents), only the first five levels are displayed. This is a Tales of Maj'Eyal problem (it can come up without addons in the Infinite Dungeon and everything), but you can just disable it while looking at those talents by pressing 'x' (might be possible to change the keybinding, but that's the default and it should say what button you can press in grey text between the Description and Extra Info).