TomeNET: soloist vs events. Some statistics

Main problem about events @ Soloist mode that it’s ruins fair RPG character
progress. Example of player progress in TomeNET:

1) get fire res
2) enhance weapon +5/+5
3) enhance weapon +10/+10 (going from +9 to +10 is 10-15 enchant
scrolls btw)
4) enhance armour
5) get FA (you need to get it asap, at least at 15 lvl)
6) get see_inv (at 20 lvl
7) enhance weapon +11/+11 +12/+12 ..
8) get fear (for melee)
n) get ESP (30 lvl+) & etc

Having powerful item at lvl 1 isn’t right for ‘Soloist’ mode. People who approve this say that it’s just an alternative way to get powerful item for the same amount of time which you would get it during traditional dungeon-crawling gameplay. To prove that it’s wrong: just some more statistics from my past steams @ Soloist mode VS NE mode: Continue reading

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[TomeNET] Control problems: bottles, /fill, wrong glyph bug

TomeNET in compare to other roguelike games got almost perfect user experience in terms of keyboard controls. Having ‘last’ object’ option made life so much easier and I wanna say HUGE thanks for devs for adding it. But having fixed major controls problems exposed tiny problems which we didn’t notice before.. And now when you play – you notice them all the time and they really mess gameplay enjoyement.

We could call this “3 potion’s problems”:

1) Empty bottles are not for sale.

Currently it’s not possible to get an empty bottle, except /empty another potion. It could look like a ‘tiny’ problem at 1st glance, but actually it’s quite annoying for people who using emtpy bottles to fill them from fountains. Why is it bad:

1) it’s not logical at all – why players should buy ‘useful’ potions (of resist, light wounds & etc) and then empty them to get any empty bottle. Emtpy bottles should be much more easier to get than potions itself.
2) players has to spend time by /empty bottles. I got a macro for it, but even with it’s pretty annying. Lets multiply time which _all_ players spent on this kinda-UI problem and we would get pretty a lot of time wasted.

1) put ’emtpy bottles’ to ‘1’ general store
2) make price for empty bottle – 5-15 g. It would make sense. Light wounds cost 17 g; resist heat 33. Flask of oil cost 3 g, pint of fine ale 1g (you got it to inventory, so you have it kinda bottled/flasked). But we could say – ok, empty bottle for alchemy are special and should cost more than flasks for oid because they are made from ‘special’ glass.

Adding empty bottles to ‘1’ would save a lot of time and wouldn’t ‘break’ beauty of roguelike object operation – players would still use /empty command when filling potions from fountains  to purge them if it’s worthless potion.

2) Not getting slot glyph when /fill potion

Second, very annoying problem with not getting proper letter inventory slot when /fill’ing potion from fountain. Algorythm:
1) player has empty potions in inventory
2) player stands on tile with a fountain
3) player are using comman ‘/fill’
4) player got message in messages window, eg: 
You have a Clear Potion of Water {+,1}
it should be:
You have a Clear Potion of Water {+,1} (d)

By having this (d) in game messages – player could /empty (or inscribe, for throwing & etc) this potion very easily, without need to check inventory

3) ‘reordering’ inventory bug

This bug appears when player pich up item, but get wrong glyph slots in messages window, eg, you pick up item and get a message:

You have a Clear Potion of Water {+,1} (d)

But when you drink it – it appear that you drink different potion. I suppose it’s become so because of ‘reordering’ mechanism.

To solve it: maybe after inventory was reordered after player pick up potion, there should be yet another message which would show new, corrent glyph, eg, player pick up item and get this messages:

You have a Clear Potion of Water {+,1} (d)
Reorder: You have a Clear Potion of Water {+,1} (c)


Fixing this issues would make TomeNET control flawless :D

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TomeNET magic curses: DoTs and monsters resist mechanics

I wanna to continue discussion of TomeNET’s magic system. Today I wanna talk about making _offencive_ magic spells more diverse, to give players more choice of gameplay styles.

Currently TomeNET got pretty straight-forward way of killing monsters with magic – direct damage. It could be AoE and single-target.

Also you could apply certain debuffs on monsters, but they are used in rare occasions because it’s much easier/fastest/effective to kill monsters than use most of ‘control’ spells. By ‘control’ spells I mean: sleep, blindness, confusion & etc. The only exception is using ‘control’ on archers/mages or monsters who run away. Such spells are pretty dull also because there are a lot of monsters which are resistant/immune to ‘control’ effects; that’s why most of players taking ‘Holy Defence’ school.. It’s the most popular magic  school atm – paladins, shamans, adventurers.. Actually everyone who could get this school – would take it. Why? Continue reading

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TomeNET (online roguelike) got a major update – 4.7.2

TomeNET – online roguelike game based on Tolkien lore (with some additions from other fantasy worlds). Actually you could call it MMO-roguelike: in addition to traditional roguelike features – rng level generation, permadeath, dynamic hack’n’slash experience and freedom of actions, TomeNET has MMORPG features – real-time gameplay, PvE in group, PvP, economy system (players shops and housing) and etc.

This update gives new features, such as: Continue reading

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Legends of Aria REVIEW

Legends of Aria (30$) – an attempt to create UO 2 (open world, sandbox, skills, combat, craft and economy) with ‘nicer’ graphics. In general, you can call LoA “an Ultima Online clone” with the addition of a few new features and skills (for example, ‘fabrication’ skill used to make cloth from cotton).
Continue reading

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[TomeNET] Death Knight impressions and analysis of Shadow/Unlife magic

Some impressions about early game with Death Knight @ soloist.

First of all I wanna point that I had 27 mana at lvl 27 ( Please remeber it when reading comments to the spells :D

In general Shadow magic is better then new, Unlife. Some impressions: Continue reading

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Roguelike zeitnot (new IDDC-like mode)

IDDC mode in TomeNET has GREAT gameplay mode but there are two nasty things:

1) necessity to clear all dungeon “to zero” – kill all monster to get as much exp from one level as you could. Without exploring every corner you dramatically reduce your chances to survive in compare to players who clear everything. But scouting every tile feels quite BORING sometimes, especially at the beginning.
2) necessity to cheeze items from shops at Bree, and _especially_ at dungeon towns. You have to scum shops in dungeon towns for a lot of hours to get items with resistances which you need. Cheezing shops for hours is no doubt BORING. Continue reading

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Petition: nerf events’ rewards for ‘Soloist’ mode in TomeNET

Dear friends, please support petition to nerf event rewards in ‘Soloist’ mode:

To sign petition you only need to add your nickname to the end of this document

Also wanna add that I won’t play/stream TomeNET till this cheeze would be nerfed.

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Color inversion effect after ‘stun’ in roguelike

xxdeadmonkxxrecently wrote a comment under my stream that ‘black background makes you feel very special in roguelike games, more fantazy than in common graphical RPGs’. It’s gaved an idea to me: what if in certain character states (like ‘stun‘ or ‘hallucination’) game would make your window screen colors inverse – like a negative in photogaphy.

It wont blink, like at this picture – this state would just appear right after you got in certain state and would stay the same till it would be lifted – so it would’t be irritating,

It would make game pretty unusual in such state 😀

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TomeNET ladder enhancement

The problem of TomeNET ladder: there is only top 100 players and most of entries are from 2012-2014 years. “Noteworthy Occurances” also don’t give any sutisfaction when you get there – because they are not permanent. TomeNET ladder are not newbie friendly and focused at ‘elitism’ atmosphere. But ladder should motivate players, and especially new players – give them feeling that they could achieve something and be inscribed to the history of the game.  Continue reading

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MAngband (Multiplayer Angband)

Hiho! I’ve just started to play MAngband (Multiplayer Angband) –

Recently this game had a birthday – 20 years!

It’s got new website, relay between game and Discord ( and also updates comming soon. Gameplay feels very oldschool and I enjoyed it! My video stream:

As the most often question considering MAngband is ‘how roguelike could be played online, if it’s turn-based??’, I would answer it right away hehe: Continue reading

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Legends of Aria: I like everything except.. ‘guarded’ zone are too big

I play UO from 1999 and pretty enjoyed LoA during open beta. It certanly feels like ‘enchanced’ UO, close to UO 2 as we wanted it. There are some minor problems with UI and other tiny stuff which certanly could be improved in time..

The only one real problem: I’ve tried to get out of guarded zones to find a PvP fight and… failed. This ‘safe’ zones are way too big. They should end 50 meters from town borders, or even less (like it was in UO). Either way it doesn’t feel like sandbox experience, no danger, no real emotions.. no UO feeeling.

I hope devs could consider to change this concept.

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TomeNET: Soloist mode and participation in game events

It is possible to get an OOD-item at lvl 1 by participating in regular events (dungeon keeper & etc) while in “soloist” mode.

Events give solid possibility to get endgame OOD-item from the start. As main feature of ‘Soloist’ mode – traditional roguelike experience when every character have to start from zero and without cheezing later on, such powerful rewards doesn’t fit to ‘Soloist’. In this events you could get !endgame! items, like +10 mana staff or +25/+25 bow from the start (level 1) what just ruins soloist mode idea. Continue reading

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MUD as it should be: 5 problems of game design

I’ve made video (you could find it below) about top 5 current problems in MUDs gamedesign. As my English could be hard to understand sometimes, I’ve also made short summary of stuff which I said in my video: Continue reading

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TomeNET – the best MMORPG-roguelike game

TomeNET is open-source MMORPG-roguelike based at Tolkien lore. Some people call it real-time game, but actually it’s fast-paced turn-based game.

Why TomeNET is one of the best MMORPGs around? Continue reading

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