Imbue these seeds onto your items to gain a wide array of new talents and passive benefits, and summon the demons within them to fight on your side! Ever looked at a gigantic demon-cursed minotaur and wished it was on your side for once? Well, now you CAN summon one to pound your foes into paste while you cast devastating spells from afar, or call forth a squad of Fire Imps to pelt your enemies to death while they exhaust themselves on your impenetrable defenses! Demons have persistent health, making them a little more precious than disposable necromancer skeletons or summoner beasts, but can be revived from death nonetheless. Unlock a new class, the Demonologist, with an all-new item enhancement mechanic! Bearing a shield and the magic of the Spellblaze itself, these melee-fighting casters can grow demonic seeds from their fallen enemies.Armed with flame magic and demonic strength, they delight in fighting against overwhelming odds, softening up the crowd with waves of fire, then feeding on the flames and suffering of their surroundings to stay alive while quickly reducing any group to a pile of ash and gore. Start with a new class, the Doombringer! These avatars of demonic destruction charge into battle with massive two-handed weapons, cutting swaths of firey devastation through hordes of opponents.They imbue these victims with magical powers to better survive the ensuing stresses - can you use your new-found abilities to escape the legions of Mal'Rok? As the barrier between our worlds begins to crack under their scrutiny, helpless Eyalites have begun to disappear, whisked up to serve as their slaves and playthings. Their Fearscape floats far above the skies, watching and waiting, but not idly their agents scout the land, their legions build up their forces, and their scholars develop new spells and strategies. Many in Maj'Eyal have heard of "demons", sadistic creatures who appear seemingly from nowhere, leaving a trail of suffering and destruction whereever they go. Re-organized Audiomancy files so new data paths are obvious. Improved memory usage & got rid of Entity:loadList injection. Tried to balance overall volume, some sounds were too loud relative to others. when attacking shivogoroths.)Ĭorrected the horror impact sound mappings. Improved custom sounds for blade weapons & tridents.ĭistinct critical hit sound added for blade weapons.Ĭhanged/improved "crystal" impact sounds, made less longwinded & obnoxious (e.g. Reduced volume of the universal crit sound layer and blade crits.Īdded "Audiomancy Addon Options" to the main game menu - enable/disable the unique critical hit sound for each weapon type,Īlong with the universal critical sound layer ("gong" sound) that plays overtop any ranged or melee critical hit. This should fix various misc issues, anything dependent on the second return value.Īlso cleaned up a few stray typo semicolons (the consequences of switching between multiple programming languages) which may or may not have been causing other various and possibly undiscovered issues. PS: Somehow the website tags got duplicated and I'm unable to edit them.įixed the attackTarget hook (thank you to "Chief of Kilimanjaro" and "purpel frog" in the ToME Discord) it now properly returns two values. I attempted to maximize compatibility, replacing a single function and using superloading and hooking for the rest.įeel free to reach out to me with any issues you discover or ideas/suggestions you may have on Steam or at ![]() There is still more to do, especially in terms of providing distinct sound effects for various game mechanics and talents, but the code as-is will affect almost every sound played in the game while adding more. Multiple hits trigger multiple sounds, e.g. Melee and ranged talents you would have expected to produce sound before likely will with this mod. Ranged weapons have separated attack and hit sounds. ![]() Many weapons have distinct critical hit sounds as well. ![]() Weapon types (sword, great axe, mace, sling, bows, etc.) have distinct sounds in combat, along with NPC types having different impact sounds. It enhances the code introducing random variance, layering, and new trigger points. It started with the High Quality Sounds mod (thanks to Gurkoz), but it does a bit more than replace sounds. Version 1.2.1 released see change notes.Īudiomancy is an audio enhancement for ToME that does not affect music.
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