Tales of Maj'Eyal

Tales of Maj'Eyal

Extra Dungeons
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
果然喵 26 Aug, 2018 @ 8:11pm 
使某些位置可供所有角色访问,以前它们将被锁定到特定的比赛或知道RNG的一时兴趣。
矮人的首都城市铁王座和随之而来的地牢,每个人都可以使用,而不仅仅是矮人;
Rel岛,其随之而来的地下城以及Iekkk的小镇也可以通过半身人的建筑物到达所有人。
此外,两个随机地下城,Caldera和Sludgenest,将在所有比赛中100%的时间出现,而大多数比赛的时间为30%。
由于半身复合体的困难,伊尔克克周围的地下城获得了最大的怪物等级和最高的物品质量。 这应该对Yeek角色有非常小的到非直接的影响。
Shinesman Khaki 12 Aug, 2017 @ 6:47pm 
Thanks.
Waladil  [author] 10 Aug, 2017 @ 12:25am 
Finally got around to updating for 1.5.5, should be all better now
Dienes 2 Aug, 2017 @ 9:05am 
I just went looking for why the mage wasn't spawning for me and I can confirm its this addon. The error is that at some point in the base game the mage was added to the base game's data\maps\wilderness\eyal.lua. I think it was done becausae sometimes the mage could get stomped by a patrol spawning. To fix you just need to add addSpot({14, 25}, "world-encounter", "angolwen-quest") on line 443 like it is in vanilla.
Waladil  [author] 29 Jul, 2017 @ 9:02pm 
Yeah, that makes perfect sense, Shinesman. It's happened before because I'm shit at code... um... sorry I guess. I can't guarantee that I'll take the time to fix it anytime soon.
Shinesman Khaki 29 Jul, 2017 @ 7:37pm 
Just a comment - this reportedly breaks the apprentice mage quest - the apprentice doesn't show on map. It's possible that it's one of my other mods, but chat confirmed that this has that effect.
Kitemay 26 Feb, 2016 @ 2:13pm 
ahh you couldn' add a warp npc or something? also housepet, starkeep, and peppersuace may be willing to assist you with that,
Waladil  [author] 26 Feb, 2016 @ 12:28pm 
@kitemay Honestly, I'm pretty crap with code. Doing DLC stuff is pretty far beyond me.
Kitemay 26 Feb, 2016 @ 5:13am 
don't suppose you could make orcs reach the original area and vice versa?
Xekura 5 Jul, 2014 @ 11:54am 
yeb, just found it, thank you
Waladil  [author] 5 Jul, 2014 @ 9:57am 
Hrm. Well, looks like the update DIDN'T break that (although I needed to update it anyway). The tunnel back from the Yeek Island is the same place you came in, between the mountains and the forest on the top side of the island. The tile is really hard to see, though.
Waladil  [author] 5 Jul, 2014 @ 8:48am 
I was worried the new update would break my addons. I'll get updates out ASAP -- I coded these really lazy and something about them breaks with pretty much every new version.
Xekura 5 Jul, 2014 @ 6:49am 
hi, how can i get back from Yeek island, there is no way out and i stuck there =..= :redteam:
Lasserith 5 Jun, 2014 @ 12:32pm 
Thanks for putting this up here as well.