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Re: Toorumifier 1.00

Posted: Thu Oct 30, 2014 7:11 am
by Palandus
Thanks.

Also for the other guy, you can actually have another race's specific trait. My entire party has Mutation, and they are an insectoid, a minotaur, a ratling and a lizardman. You can also have more than two by adding the traits via console or python. Probably simpler to just use the console.

Re: Toorumifier 1.01

Posted: Tue Feb 10, 2015 6:15 pm
by Frenchie
For those that already have played Toorum in LoG2:

- is it playable in all difficulty modes? Did someone already achieved the end in hard mode?
- if you would change the traits, race and class what would benefit Toorum the most? Toorum seems to be a battle mage, but being a farmer might raise his level faster. A lizard resists all +25% and an insectoid has -50% change of getting body parts injured. As for traits the lizard's fast metabolism increases health/energy regeneration by 30%. Ratling's mutation for random attributes not strong enough?
- What was the hardest part? Petrified or feet injured and surrounded seems to a hopeless situation (unless there is a way to nulify petrification)

Seeing the above an insectoid farmer with fast metabolism and mutation might not seem a bad idea. And perhaps add the +25% resist by console as well.

Re: Toorumifier 1.01

Posted: Tue Feb 10, 2015 6:37 pm
by Dr.Disaster
Frenchie wrote:For those that already have played Toorum in LoG2:

- is it playable in all difficulty modes? Did someone already achieved the end in hard mode?
Regardless of Toorum's properties it's essentially playing the game with a single character so you might want to check out this thread.
Caution: it might contain spoilers!
Frenchie wrote:- What was the hardest part? Petrified or feet injured and surrounded seems to a hopeless situation (unless there is a way to nulify petrification)
Petrification in a single character run is an immediate "Game Over".
The hardest part is prolly the same as with a regular party: don't get cornered.

Re: Toorumifier 1.01

Posted: Tue Feb 10, 2015 7:20 pm
by minmay
Frenchie wrote:For those that already have played Toorum in LoG2:

- is it playable in all difficulty modes? Did someone already achieved the end in hard mode?
yes

petrification is not really a threat, since the buildup takes forever and you can perfectly predict when a medusa will attempt to do it

hardest (most annoying) parts are probably mosquito swarms in keelbreach bog and sewers, since you cant use melee on them and bombs will often hit the capsule in the wrong place and fail to do damage, and unlike pretty much every shrakk torr in the game, mosquitoes are in places where you don't get to cheese them with doors

Re: Toorumifier 1.01

Posted: Tue Feb 10, 2015 8:52 pm
by Dr.Disaster
minmay wrote:hardest (most annoying) parts are probably mosquito swarms in keelbreach bog and sewers, since you cant use melee on them and bombs will often hit the capsule in the wrong place and fail to do damage, and unlike pretty much every shrakk torr in the game, mosquitoes are in places where you don't get to cheese them with doors
Have to disagree on the "cant". It requires a lot more Accuracy to score hits against mosquito swarms compared with other monsters but they can be brought down with melee. Yet the best option to fight them is Fireburst.

Re: Toorumifier 1.01

Posted: Wed Feb 11, 2015 12:11 am
by minmay
i didn't mean literally can't, i meant it's a stupid thing to try to do on a solo character, unless you can door dance/exit dance them (in which case they are obviously harmless no matter what, so why are we even mentioning it?)

fire magic skill is useless for basically everything else on a solo character, so i figured it was a dumb enough investment that it's not worth mentioning; getting early concentration instead seems pretty much strictly better, since lightning rod does almost identical damage to level 1 fireburst against a mosquito swarm, it's useless against everything that isn't a mosquito swarm, and the 9 charges from the first one are plenty to get to the door or teleporter in keelbreach bog, then you get venom edge which is better than either option since it's actually ranged

but ok if for some insane reason you are getting multiple levels of fire magic on a solo character, then yes fireburst is the best option against mosquito swarms, most people would probably prefer to train skills that are useful against more than 1 monster though

Re: Toorumifier 1.01

Posted: Wed Feb 11, 2015 5:11 am
by Frenchie
Toorum LoG1 had fire magic besides earth magic. You left it out of the python script as you deemed it useless? Since you mentioned lightning rod and venom edge, does that mean that swarms can be fought with shock and poison as well?

Re: Toorumifier 1.01

Posted: Wed Feb 11, 2015 5:22 am
by minmay
toorum in LoG1 had armors 8, axes 5, earth magic 5, compared to 7 skill points for a normal human with skilled
he had spellcraft, swords, and fire magic available, but started with no skill in them; wizards in LoG2 don't start with free skill levels in all magic skills, nor do rogues start with free skill levels in missile weapons and dodge. there's no concept of "class skills" at all in fact. so starting him with skill points in all the ranger skills isn't really more consistent, and you also (except for armors which makes sense at 2) lose the distinction between the ranger skills he started with points in and the ones he didn't, unless you also give him further extra levels of earth magic and whatever you translate axes into, which would be pretty silly - this game is easy enough already!
i chose to give him 1 skill point in both heavy and light weapons since the swords/axes/maces/daggers distinction doesn't really translate into the heavy/light weapons distinction at all (you can sort of argue that heavy weapons is parallel since there are more heavy axes than light axes, but that's reaching imo)

if it were a matter of uselessness i certainly wouldn't have started him with earth magic =P

Re: Toorumifier 1.01

Posted: Wed Feb 11, 2015 7:02 am
by Frenchie
I tried toorumfying with traits from different races like "fast_metabolism" while the race was "insectoid", but the trait wasn't there. There's no workaround to have it included? When you choose a different portrait is it embedded or linked to the save game? If embedded I'll copy the script, save game and portrait in the same directory. I used python toorumify quicksave.sav savegame01.sav which resulted in 2 savegames with the same name "quicksave" at the load section. Can you modify the script so its name will be the same as the output file without .sav of course? Or just give it the name "Toorumified"

Re: Toorumifier 1.01

Posted: Wed Feb 11, 2015 11:47 am
by Dr.Disaster
Frenchie wrote:Since you mentioned lightning rod and venom edge, does that mean that swarms can be fought with shock and poison as well?
Mosquito swarms can be fought with melee, ranged, fire, lightning, air and water. Scoring melee or ranged hits on them is quite hard because of their Evasion 60 stat which requires a lot of Accuracy or luck to get past. Now spells ignore Evasion and with swarms rather low health and being vulnerable to fire the prolly best attack to deal with them is Fireburst.

Regarding "fast_metabolism": this trait is race specific and only available to lizardman.