Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Is it possible to disable some talent from auto-using ?
things that popup a dialog will break the game.
Have been playing the game for only a few hours, but quickly recognized that fighting in lower level areas would be a chore.
Having this is in my active mod-list is great boredom insurance. Thank you!
Also, I love all the useful options to tweak the settings. I truly only want the AI to handle the easy stuff for me. Glad to see it can be configured to stop at the certain enemy rarities, health thresholds, etc.
After sinking nearly 200 hours into ToME, I have found that person: Me.
I tend to revisit this for touchups every year-ish, so maybe it'll happen. The github for it is public though, if anyone feels like contributing (ha!).
No idea! I have never tested adding the addon to an existing save, so I'm not sure how that even works. I don't know if the ToME engine even allows for loading a save with mismatched addons - I tried just now and my save without the addon simply was not available to be loaded. It's possible there's a trick to adding an addon to a save file, or that I need to do something to the addon to allow it to be added, but for now I think that the TE4 engine requires that a save be loaded with the same addons it was created with (likely because of lua bundling).
Good point. I've been pretty dissatisfied with how effective Hunt state is and regretted leaving it there without me working on it. I've added an option to ignore Hunt state entirely, which causes the AI to respond to unexpected damage by stopping and asking for human help. This can be a little annoying in places like Trollmire where it gets attacked walking around a tree and is gets confused, but it's probably going to be an appreciated option for a lot of purposes.
Does it work only with new game? Can't activate after loading previously game.
Thank you so much for the hardwork you've put in it! It brings a new "playstyle" for the game, at least for myself.
Other than the obvious (the paradox and c.staff), it just breaks at the state of "hunt". I've lowered the 1000 turns to 500 because it's getting annoying getting stuck at it, but other than those things, this is the best mod I've downloaded.
I was trying to add a GUI so that particular skills like command staff and paradox (or just anything you don't want it to use) can be excluded from the AI's knowledge and it stops pressing them on cooldown, but in the present version there's no workaround. I'm not actively maintaining the mod, so that GUI won't be coming any time soon.
I don't have the chronomancer unlocked so I can't test why it might be breaking, but i've looked at chronomancer-related code and it's pretty complex so it could be anything. I would assume it's just not safe to use the AI with chronomancer for now.
Stopping at stairs is a feature that was implemented in the very first version of the AI, and it's still in there, but it works only rarely for some reason. I've never managed to find out why.
I'll look into hunt state later this week. It’s a solution to "rest loops" where the AI trys to rest while being shot by out-of-sight enemies, so it needs an advanced concept of “safe”. If the turn counter is being set outside the AI actions like your “AI stopped” message is suggesting (d'oh) then it's possible the hunt timeout isn't being tracked properly as well.
Unfortunately, it keeps getting stuck at the hunt state for me (PAI_STATE_HUNT), resulting in it standing there until the turn limit is hit. And it does this quite a lot. Sometimes it can clear a whole floor no problem, other times it just stops and times out over and over and over.
Additionally, it seems like every time the turn counter hits the set amount (+1), the message saying the AI stopped comes up in chat.. even if it hasn't been used for those x+1 turns.
There's some other improvements that could be made, such as stopping at chests or stairs (and not pingponging between stairs), but the main showstopper is the hunt lockup which is harming usability.
Maybe one day ToME will get that auto-battle feature DCSS has, but until then..
Wanting to speed through the early game is pretty much why I made it. I kept noticing myself essentially just holding in arrow keys and I would say "you know, I could just write a script to do this", and eventually I said it enough times that I just... wrote the script. Good to hear it's useful for other people too.
It has brought me much entertainment. Thank you.
I've seen a few "configuration menus" but they've mostly been smallish things where you click on a field and input a single value; really clunky to work with on a large scale and impossible to just see all the values. I'm ambitiously going for something more like the main game's settings panel with two-column format.
I still don't have any time scheduled for developing this mod, but these tantalizingly realizable fixes have tempted me.
It seems to have some issue with Command staff?I take off the staff and it works good.
As for not using a specific talent, that's a feature I want to get into the next mega-patch that adds configurations, but I haven't found time to work on this mod since I started my job, so no idea when that'll come out. Early estimates conservatively predict within the next five years. Hopefully I can get that time down to months, but no promises.
The forum link at the top can direct you to the te4 page for this mod, which is on version 1.4 already.