Recent comments

  • Class: Spellweaver   3 years 36 weeks ago

    Very nice concept! I played a bit yesterday and it was quite fun.

    I found the number of spell slots very limited. 4-5 active talents in total with 7 cooldown each for both offensive and defensive talents? If I left 2 slot for shield and teleport then I would only have 2-3 offensive talents which need to be prepared out of combat (unless the one generic tree is unlocked, which seems a bit complicated and annoying to use). Perhaps more slots or reserved slots for the two utility spells?

    I also found the synergies between different elements a bit lacking and the gameplay can be a little dull. Granted there are tons of ways to prepare spells with diffferent elements and modes, but in combat you can only cycle through 2-3 offensive spells which have quite long cooldowns. I also found mana to be quite limited. This class feels a lot weaker than archmage at the moment which has a lot of cooldown 3 beam spells plus tons of disable/aoe/utility spells that don’t share cooldown/slots. And archmage has meta tree which is OP. Some ideas: more slots but with varying cooldown, ways to reduce cooldown, more active talents for utility. I feel there should be more interesting choices to make during combat (more buttons to press), not just before combat.

  • Class: Spellweaver   3 years 36 weeks ago

    Well, it's actually finished now, so you're welcome to try it out. It still might have typos and minor glitches since even after the initial round of post-release bug fixes, I'm probably missing something, but it should be mostly there.

  • Spell Merchants   3 years 36 weeks ago

    I am really loving this mod, however I did encounter one difficulty with it: when I was in Angolwen the spell merchant spawned in on the path up to the village, on one of the the one tile chokepoints leading up to the shops and so on. Because I could not move onto the merchant's tile without speaking to him, I could not pass him to access the village's shops and resources, and now Angolwen is closed off to me.

  • Morvarc'h's Improved Escorts   3 years 38 weeks ago

    Hello, may I fork this to add personal tweaks? Credit will be given, of course.

  • Improved Auto-explore and Rest   3 years 39 weeks ago

    Meditate doesn't seem to be automatically triggered on rest, even if it is more efficient, in 1.7.4. At 70 equilibrium I'm frequently resting for 40+ turns which would have been just under 30 if it turned on meditate. It does properly turn off though. Also, it would be nice if it supported casting to regenerate positive/negative energy.

  • Dance of the Edge   3 years 39 weeks ago

    So, I'm not sure if you're still trying to replicate this specific error but I've managed to stumble twice on bugs regarding these lines:

    Lua Error: /hooks/dance-of-the-edge/load.lua:102: attempt to index local 'tbl' (a nil value)

      At [C]:-1 __index
      At /hooks/dance-of-the-edge/load.lua:102 reReq
      At /hooks/dance-of-the-edge/load.lua:114 
      At [string "return function(l, self, data) local ok=false..."]:1 triggerHook
      At /mod/class/Actor.lua:6833 getTalentFullDescription
    

    Both times were with different characters and different occasions. One, you can check my other post up there, was with a Sword Dancer per see, as soon as I activated a Dance. Another time was with an Adventurer, I didn't even have the Dances though, and I was just scrolling through the talent list and the error popped-up. This might actually give you a better ideia of the cause though, since all these 3 times do have something in common (Both my cases and prob the one with the original poster here.)

    I usually save points when I level up (I use playerAIO), and it just so happens that every single time this has happened to me it has happened that I had points to distribute (Stats/Class/Category/Generic).

    I hope that helps you narrowing down the problem and with the solution.

  • Dance of the Edge   3 years 41 weeks ago

    So I've just started a new character, first map, and as soon as I activate a dance to walk around I get this:

    Lua Error: /hooks/dance-of-the-edge/load.lua:102: attempt to index local 'tbl' (a nil value)

      At [C]:-1 __index
      At /hooks/dance-of-the-edge/load.lua:102 reReq
      At /hooks/dance-of-the-edge/load.lua:114 
      At [string "return function(l, self, data) local ok=false..."]:1 triggerHook
      At /mod/class/Actor.lua:6833 getTalentFullDescription
      At /engine/HotkeysIconsDisplay.lua:417 onMouse
      At /mod/class/uiset/Minimalist.lua:1815 fct
      At /engine/Mouse.lua:91 
    

    It happens regardless of the dance I activate.

  • Extended Possessors   3 years 41 weeks ago

    While assume form will give me extra talents up to the limit, placeholder talents do not replace them when reverting form, instead giving me black squares that crash the game when moused over.

  • Dance of the Edge   3 years 41 weeks ago

    Also, Darkside's duration does not seem to be going up properly. Duration at 1 point for me is 7 and at 5 it's supposed to be 11, but at 5 I'm still getting only a 7 turn duration.

  • Dance of the Edge   3 years 41 weeks ago

    The blade dancer boss placed at the end of trollmire in Bill the Troll's special zone does not replace Bill and instead spawned with him. I don't know if this is intended, but if it is, it messed up Bill the Troll in the process as he now spawns as a randboss with a class (on insane). I nearly got ganked by Gunslinger Bill the Troll while trying to fight your new boss. Very cool mod though, and a very fun class. Thank you for making it :)

  • Shorter Dungeons Redux   3 years 42 weeks ago

    Seems to cause floors beyond the first for Alt Sandworm Lair (Normal Sandworm Lair is fine) to spawn with a map that is just a small room without any sandworms to dig tunnels. Disabling the addon before map creation fixed this issue for me the one time I've had it, so I am fairly certain it is caused by this addon.

    Also, manually going back a floor from the last floor of some of the shortened dungeon tends to generate removed floors. From Slime Tunnels to Grushnak Pride, for example.

    Thank you so much for creating this mod all the same. The prides in particular were starting to grate on me...

  • Playable Shertul Race   3 years 43 weeks ago

    i have interest your addon.

    but no balance addon is lua error.

    The content is the same as the one above.

    I ask for a quick resolution. I am very interested.

  • Nyles GOD Mode light   3 years 43 weeks ago

    I can't find it after installing the addon.

  • Spell Merchants   3 years 43 weeks ago

    I've finally updated this addon to 1.7
    The "Blood Soaked Ruins" are now fixed and will no longer crash your game or corrupt your save!
    ALL necromancer spells have been added to the Necromancer Merchant!
    Fixed a bug where Gurock would teach you Arcane Dynamo the moment you touched him (you will now have to purchase it).
    Added the ability to buy the steam generator!

  • Spell Merchants   3 years 43 weeks ago

    All these should be fixed as of 1.7.2 Thank you very much for bringing them to my attention!

  • Playable Shertul Race   3 years 44 weeks ago

    Trying out your addon. Thrice; the second with the "DLC", Third with only your addon. Every time, same Lua error when clicking New Game (it never reaches the new game screen)

    ERROR:
    Game version: tome-1.7.4
    Addons: cleaner-descriptions-1.7.0[X], easy_map_v2-1.6.0[X!], ashes-urhrok-1.7.4[O], orcs-1.7.4[O], PlenumTooltipCustom-1.7.4[X], items-vault-1.7.0[O], shertul-1.7.4[X], convenient-digging-1.5.5[X!], turn_separators_v2-1.6.0[X!], tinkering-1.7.0[X], possessors-1.7.4[O], cults-1.6.0[O!], invorder-1.7.0[X], clean_doll-1.7.2[X], inv_tiers-1.7.2[X], audiomancy-1.7.4[X], compare-1.7.0[X]

    Lua Error: /engine/utils.lua:2475: cannot open /data-shertul/talents/sher_tul.lua: No error
    At [C]:-1
    At [C]:-1 error
    At /engine/utils.lua:2475 loadfilemods
    At /engine/interface/ActorTalents.lua:42 loadDefinition
    At /engine/interface/ActorTalents.lua:40 load
    At /data-shertul/talents.lua:49 f
    At /engine/interface/ActorTalents.lua:44 loadDefinition
    At /hooks/shertul/load.lua:25
    At [string "return function(l, self, data) local ok=false..."]:1 triggerHook
    At /mod/load.lua:267
    At [C]:-1 require
    At /engine/Module.lua:161 load
    At /engine/Module.lua:1084 instanciate
    At /engine/utils.lua:2999 showMainMenu
    At /engine/init.lua:207
    At [C]:-1 dofile
    At /loader/init.lua:217

    Addons for 2nd try:
    Addons: ashes-urhrok-1.7.4[O], items-vault-1.7.0[O], shertul-1.7.4[X], possessors-1.7.4[O], orcs-1.7.4[O], cults-1.6.0[O!]

  • New Alchemist   3 years 44 weeks ago

    Edit: Removing Arcanum did not fix.

    Double Edit: Removed a bunch of addons. It solved being unable to access the menu, and refunding the Gem Spell talents stopped the repeating lua error.

  • New Alchemist   3 years 44 weeks ago

    Ran into a run ending error - unable to take actions or access the menu. Was having a good time before then, though.  

    Lua Error: /data-new-alchemist/talents/spells/gem-spell.lua:230: attempt to index local 'death_note' (a nil value)
        At [C]:-1 __index
        At /data-new-alchemist/talents/spells/gem-spell.lua:230 
        At /engine/interface/ActorTalents.lua:1222 callTalent
        At /mod/class/Actor.lua:6206 fireTalentCheck
        At /mod/class/Actor.lua:3062 takeHit
        At /mod/class/Actor.lua:2508 baseonTakeHit
        At /mod/addons/arcanum/superload/mod/class/Actor.lua:149 onTakeHit
        At /mod/class/NPC.lua:311 onTakeHit
        At /mod/class/interface/ActorLife.lua:42 takeHit
        At /mod/class/Actor.lua:3060 
        At /data/damage_types.lua:553 defaultProjector
        At /data/damage_types.lua:808 projector
        At /data/timed_effects/physical.lua:438 on_timeout
        At /engine/interface/ActorTemporaryEffects.lua:97 timedEffects
        At /mod/class/NPC.lua:304 timedEffects
        At /mod/class/Actor.lua:633 actBase
        At /engine/GameEnergyBased.lua:119 tickLevel
        At /engine/GameEnergyBased.lua:64 tick
        At /engine/GameTurnBased.lua:51 tick
        At /mod/class/Game.lua:1582 

  • ToME Russian translation (Русский перевод)   3 years 44 weeks ago

    Супер! Спасибо за труды, наконец-то!)

  • Player AIoo :idle TOME   3 years 45 weeks ago

    OK, it seems that this addon crush with the Improved Auto-explore and Rest addon by dracos12.

  • Player AIoo :idle TOME   3 years 45 weeks ago

    When I set some skills to auto-use when available, the ai will use the skill infinitely many times but not start to explore. Is it possible to fix that problem?

  • Sonist Class Evo   3 years 45 weeks ago

    Tired of having to run into your enemies every time you want to smack them? Frustrated by archmages dealing massive dmg with their disruption shield and powerful melee enemies jumping on your face? Meet sonist, brand new class evolution for bulwark that uses power of sound to strike from afar!

    Technical information:
    This addon adds new class evolution along with a new timed effect "Resonated" that makes enemies affected by knockback vulnerable to distant melee attacks. Addon changes the code of basic attack and all class attacks available for bulwark except rush. It also changes code of repulsion, shattering shout, battle call and battle cry. Onslaught, altho while active will make attacks resonate enemies while being sonist, is left untouched. Precise strikes and spell shield were also affected by changes.

    Overview:
    Sonist is basically a bulwark that has an opportunity to use their attacks as if they were ranged. With shattering shout or battle cry sonist can apply "resonated" from a large distance and smash enemies without having to go to them, this is a good engage option. Then, using onslaught you can refresh "resonated" mark with every attack and knockback enemies even further, suppressing helpless enemies. But what if your enemies are knockback resistant or are dangerous even when they are not standing close? Well, I suppose they need line of sight to attack you but as a sonist you don't! Your attack pass through terrain, also remember that bulwark has track, so after resonating enemies you can hide behind a wall, use track and strike your enemies from the safe position! Good luck on your way to use sound as a weapon, which does not make any sense but sure is fun!

    PS:
    First version had some problems with bulwark vocal abilities resonating enemies even when user were not sonist, it is fixed in latest version.

  • My love-lazyness relationship with ToME and the 5th reset (probably)   3 years 45 weeks ago

    I'm your complete opposite it seems..

    Instead of keeping 50 or so active, live characters, I tend to.. kill off.. characters I'm bored with, stuck with, or simply deemed not viable for continued playing.. simply so that I could re-use the names.. ;)

    I still have about a dozen or so alive-and-active characters though..

  • Restart Sustains v3b.3   3 years 46 weeks ago

    I've got a bug recently while playing shadowblade. Not quite remember what exactly happened, but seems like I got applied 'BURNING_SHOCK' effect, and then when I press R\Z, the burning shock effect didn't disappear, instead it went to negative countdown, and never disappear.

    And after that everything fallen apart, I can't right click to my talent\can't view my talent in the character sheet\can't open the talent hotkey sheet. Everything related to viewing talent will throw error.

    The error seems happened on /mod/class/interface/actorinscription.lua unknown inscription if I checked my talent. Forgot the first error...

  • Proper Possession   3 years 46 weeks ago

    Would it be possible to remove the possession talent hard cap? Currently possessors can only gain up to 8 talents, even if there were more effective levels in full control (cat point+adept gives 9.8).