Recent comments

  • Nullpack   12 years 17 weeks ago

    I really like the idea of a class catering to a skeleton's strengths, and I also like the idea of more unarmed specialist class variants. I do have a few suggestions though.

    - Fossils, like base brawlers, start off with a point allocated to Armour Training that you just can't remove. For some physical classes, like Bulwarks, having points in this talent makes perfect sense. But here, just as with brawlers, it kind of bothers me, since both fossils and brawlers have access to the Technique/Mobility category, and could theoretically use the Mobile Defense talent to buff the defense of even light armor which they could wear basically. Combined with other defensive talents, such as evasion, the defenses of a brawler-type should be adequate for survival without needing to invest in Armour Training at all. So, in short, I think the starting point there should be placed into a less-permanent category so the player could reallocate it if they really wished. Combat Accuracy would be a decent choice.

    - Pugilism is a fine category for this concept, but just like with base brawlers, it means that fossils earn combo points as a result of their maneuvers. Unlike brawlers, however, fossils simply do not have a set of finishing moves currently to actually DO anything with the combo points they collect. They just sit there uselessly on the side of the screen. Fossils could thus really benefit from a category unique to their own class containing their own personal finisher options. Furthermore, i suggest that this new talent category replace the existing Spell/Stone category on the list. Don't get me wrong. I actually approve of the earth association idea of the concept, but the "magic" they throw offensively at enemies should be more akin to Street Fighter-style Ki powers rather than mage-style casting. Thus, I think that the Stone spells should be slotted out, and the new finishing move category should have a stone-element flair in it's place. That way it both fulfills the geomantic magic theme and also acts as a sink for the combo points. Ironically, I think the Spell/Earth category that is also in the list is MUCH more generally useful and works fine as-is.

    - Speaking of spells, the Spell/Temporal category doesn't really fit in as well with the elemental thematic and you can get most of the utilities it grants that would be useful for this class more easily through investing in other talents such as Combat Techniques. It just doesn't really seem worthwhile to go out of your way to get. Also, Technique/Magical Combat doesn't seem too bad at first blush, but it seems a little unnecessary with all of the other offensive melee options the class has. I have a recommendation for these as well: Replace these two categories with Stone Alchemy and Explosive Admixtures. This will once again play into the idea of the Earth/stone aesthetic (as well as the idea of manipulating a more raw and simplistic version of magic better for blending with fighting techniques), give the class the ability to augment their equipment with gems (though the Stone Touch talent is a nice potential combat option too)), and add a little bit more ranged and mass combat utility via the alchemical bombs, giving the fossils a few more tactical options. The one potential problem with that idea is that Stone Alchemy is a generic talent, and thus cuts into generic talent points. However, I think it balances out a bit due to 2 factors - 1. Unlike a full-on alchmist, the fossils will be able to make do with a lesser number of gems on-hand, due to their superior defenses and personal combat options, thus requiring less overall investment in Stone Alchemy's utilitarian talents. /2. I don't see the existing Combat Training category eating up a lot of talent points in its own right either. this class should be able to get by primarily via it's unarmed combat techniques and spell-like talents, rather than relying on other forms of weaponry. Most of the actual utility that can b drawn from Combat Training for this class comes in the form of, primarily, the Combat Accuracy talent, and to a lesser extent the armor and damage mitigation of Thick Skin though one could certainly take or leave those due to all of the other defensive talent options the class has access to. It may work out in practice or not, but I think it's an option at least worth experimenting with.

    Anyhoo, once again. I still think it's a really cool base concept. I just think a few tweaks like these can make it all the better is all. Just my thoughts on the matter. Thank you. :)

    Edit: Ooh! Ooh! Perhaps, if and when you design the unique finisher tree, perhaps one of the talents can actually produce Alchemist Gems for use in conjunction with Explosive Admixtures. Handling it like this would alleviate the need for including Stone Alchemy at all, and thus sidestep the concerns I mentioned earlier about having too many generic talent categories to worry about investing in.

  • Dawn of The Auto Archer   12 years 17 weeks ago

    Yeah, I realized the stamina issue after playing for a while. I'll make a thread with a bit more detail, but I'll planning to make a menu entry where you can choose which shots it'll fire. This addon also reloads when you're out of ammo during a fight, which otherwise requires manual intervention.

    Thanks for the feedback

  • Dawn of The Auto Archer   12 years 17 weeks ago

    it shoots flare which i usually don't level up and which does less damage than ordinary shot and i have no way to forbid it, it attempts to shoot any skill off cd regardless of stamina level i.e. for instance it repeatedly tries to shoot steady shot with insufficient stamina instead of ordinary shot, also it doesn't prioritize targets (well it's too much to ask). generally it's not much difference from ordinary play if you set automatic reload when there are no visible enemies like i always do

    p.s. you would better created a thread on the forum for feedback

  • Archery Tweaks   12 years 17 weeks ago

    Nice, mostly included for 1.2.0!
    With a notable change, Reload is instant, costs no stamina (because it's silly for classes without stamina) but instead disarms you for 2 turns.

  • Marson's UI Modifications   12 years 17 weeks ago

    Thanks, hyprformnce!

  • Marson's UI Modifications   12 years 17 weeks ago

    the centered viewport feature is so good. it's better than ghoulish leap. here's to hoping DG hardcodes it in vanilla. cheers

  • Textlog-Hotbar Transparency   12 years 17 weeks ago

    Version 3 - Chagned configuration system after fubar discovered in another mod of mine.

  • Simple Font Floating Text   12 years 17 weeks ago

    Yep, I facepalmed that when I went to fix this.

    Also the errors that it seemed to be causing when loaded without my opacity mod (due to configuration hierarchy failures) should be fixed now.

    Version 3 -- fixed configurations file bugs that prevented it from loading without one of my other mods

  • Archery Tweaks   12 years 18 weeks ago

    nice addon! archers have a bunch of usability issues that make them a drag to play for any extended period of time

  • Simple Font Floating Text   12 years 18 weeks ago

    Nice addon.

    To avoid the nil error mentioned, you might want to put this in between line 8 and 9: config.settings.tome.wvr = config.settings.tome.wvr or {}

  • A small anorithil/sun paladin boost from the start.   12 years 18 weeks ago

    I am just asking out of curiousity, is this intended or some sort of bug abusing? (How else are you supposed to get the Never Look Back And There Again achievment...?)

  • Simple Font Floating Text   12 years 19 weeks ago

    Thanks for taking a look at my feedback. I get this error in the log file when trying to create a new char -> "Lua Error: /hooks/wvr-simple-floaters/load.lua:9: attempt to index field 'wvr' (a nil value)". any ideas?

    EDIT: It appears to work again after reverting to an older version of Marson's UI changes. Sorry for the false alarm

  • Simple Font Floating Text   12 years 19 weeks ago

    Just released version 2 of this; changed the code around to be less intrusive AND added options that let you choose any font that ships with ToME (which is rather a lot O.o) and the numeric size yourself.

    I'll probably make a bundled version later; I'm already adding options to the mods so making a bundle should be easy once I'm done coming up with things to add.

  • Textlog-Hotbar Transparency   12 years 19 weeks ago

    Version 2 - Changed default transparancies to something sensible (no more invisible hotbar) and made the config file not save the decimals as floats...

  • Orcs Campaign Teaser: Planned zones   12 years 19 weeks ago

    Sounds great!

  • Simple Font Floating Text   12 years 20 weeks ago

    awesome addon, i've been waiting for interface tweaks like yours! i recommend putting them into one addon and adding menu items in game options for toggling them. Also, would it be possible to add the option to select the font used? Monospace feels hard to read quickly

  • Monk   12 years 21 weeks ago

    Great mod. Love it.

  • A small anorithil/sun paladin boost from the start.   12 years 21 weeks ago

    I'm glad to hear that both A) She doesn't arbitrarily respawn and that B) thought has been given to ensuring that you don't get locked out by doing so.

  • A small anorithil/sun paladin boost from the start.   12 years 21 weeks ago

    This has been known for a while. It's considered the first step in a 'never look back and there again' achievement challenge. Also, the quest giving the high peak prides is shown to you after Aeryn dies, to prevent exactly this from getting you stuck. Should you then go ahead to the caverns (it has been done) the orb of many ways (still essential to a win) should be dropped by the orc fighting the anorithil lady. (both of whom should boost you to around 15.)

  • A small anorithil/sun paladin boost from the start.   12 years 22 weeks ago

    Wouldn't that prevent you from getting the story quests from her once you get back to the East? Or will she respawn?

  • Addons Contest 2014   12 years 22 weeks ago

    Count me in then.

  • Orcs Campaign Teaser: Planned zones   12 years 22 weeks ago

    Does that mean that we will fight Yetis with Psionic Powers?!

  • Devil's Due Oozefist Class Addon   12 years 23 weeks ago

    Hey luckmod, so I was doing some snooping on this addon and in the coding of the class itself, it restricts itself only to the Thalore race. I am not sure why. What you could do is go into the coding and erase that bit of text which frees it to all races that have the Wilder classes accessible.

    On another note, I feel that this class is a great idea, however could use quite a bit of improvement.
    For the Generics, you have the Call of the Wild, which is great, except there is not much need for its' meditation skill since the Antimagic generic which has the Antimagic shield is pretty much the only skill which needs an on-going supply of equilibrium. Thus I think Antimagic should trade places with Conditioning, since Constitution is something that this class has a very limited amount of stat points to waste on, having to focus on Dexterity, Willpower, and Cunning. Which brings up another point: Brawlers tend to focus more on dexterity for attack speed, and try to ignore strength. Dexterity is where their DPS comes in to play.
    Another thing I'd like to mention is about the talents. I do not believe there is much use in having Finishing moves, since you will mostly rely on Pugilism instead. I feel Finishing moves should be replaced with the Wild-Gift/Mucus talents because that would help generate equilibrium, and its' acid splash+oozewalk combo would definitely help later on in the game for survivability, and also adds a cool tactical advantage.

    These are just things I've happened to come across from experience in-game, I'm nothing near an expert, so if I've said anything wrongly please correct me. The things I've stated may also make the class too overpowered, so edit with caution.

  • Devil's Due Oozefist Class Addon   12 years 23 weeks ago

    I don't know if it has to do with the module version or not because I can roll a Riven. Do you need to have an oozemancer first?

  • Orcs Campaign Teaser: Planned zones   12 years 23 weeks ago

    I bow to thee, oh Dark one, for i shall play the vital organs out of that.