Recent comments

  • Gemblade   5 years 49 weeks ago

    Thanks for the feedback!
    I've given it some thought and decided to use psi as a resource for now.
    Please tell me how it plays - can you keep up in combat, does the class need more ways to regain psi?
    Augmented Mobility is also back (and unlocked) since the class needed more mobility, but I didn't want to drop any of the class talents.

  • Gemblade   5 years 49 weeks ago

    First off, why did you remove psi points? Planning to use an original power source? But psi is OK... Second off, the mod has a very persistent bug: at some point, the ToME hangs and the screen starts blinking. This was present from the first version of the mod and still remains. I don't see any rime or reason: it activated in the middle of combat as well as during the character rest. The only common theme is that it generally happens at about level 10 and I usually take Storm, Void and Sun treees. Also, you seem to remove sound from the mod in this iteration. Again, why? Also, while new shielding is nice, I think that Psi mobility was more needed as the class has some closers, but no way to escape combat. Otherwise, not bad. And thanks for adding graphics for an active gemblade in this patch.

  • Gemblade   5 years 50 weeks ago

    I love this class concept, very excited to try it when it's balanced and patched up.

  • Class: Fallen   5 years 50 weeks ago

    The uber-regeneration sustain seems too much more useful than aalternatives. And when fighting serious opponents I don't think it makes sense to replace it with shielding, even less so with eextra actions on kill. Though the stun/conf resiistance make higher abilities of this tree also useful - but not at their proposed use. All in all, this is the strongest tree of the class, maaybe even above locked ones.

  • Adjustable Levelup   5 years 50 weeks ago

    Just wondering if its compatible with latest patch

  • Bristlebarb   5 years 50 weeks ago

    Cool

  • The Pikataclysm is upon us! RUN FOR YOUR LIVES!   5 years 50 weeks ago

    Much best event

  • The Pikataclysm is upon us! RUN FOR YOUR LIVES!   5 years 50 weeks ago

    Best event

  • Proper Possession Plus   5 years 50 weeks ago

    The game uses a lot more memory with this addon running (while playing a possessor, of course), than without. Might be some interaction between it and another of my mods, as there's quite a few, but I actually had an error get thrown on a earlier playthrough from the game complaining about being out of workable memory. Not sure what if anything might be causing it in this, but it's specifically when actually using this addon that these issues crop up - having it running and not playing a possessor doesn't cause any memory issues at all.

  • Class: Fallen   5 years 50 weeks ago

    Turns out that it's caused by the Umbral Razor that Subject Z was wielding.
    Umbral Razor inflicts Shadow Cut. I didn't realize this at the time, but Shadow Cut is the only bleed effect that doesn't have a 'power', which caused an error when Bloodstained talents tried to reduce its damage to you. That broke the Shadow Cut effect and caused it to stick around forever.
    Thanks for providing such a clean explanation.

  • Class: Fallen   5 years 50 weeks ago

    While fighting subject Z, my character got a 'Shadow Cut' negative effect while my 'Self-Destruction' and 'Shared Agony' is active. Then the 'Shadow Cut' turn counter drop to 0, instead of going away, it keep going down -1 turn every turn (the tooltip reads -160 turns left) I'm not sure what caused it. It cannot be removed in any way, not even by dying. You can no longer go to the world map due to having a negative effect. You can check my character here: https: //te4.org/characters/255330/tome/26183c23-57de-49db-92dc-a24ed0229aea

  • Spell Merchants   5 years 50 weeks ago

    thx for this addon, its awesome!
    plz make Zemek lightning immune so he will be not killed at Derth during storms invasion. or let him fixed spawn at Last Hope

  • Bristlebarb   5 years 51 weeks ago

    Hey, thanks for the comment :)

    Thorn Walker did grant move speed at some point in development, but I didn't like that it negated the low thorn drawback.
    The class reaaaaally enjoy extra move speed too, so adding in built move speed is a no.

    The slots are pretty fair as far as end game gear goes.
    Helm : it has more HP and heal mod than a regular leafwalker ego, more armor than your normal helm, blind immunity, 50% conf immune, two resists at 35% ! Yes it doesn't have any special effect, but send me a screen of a more defensive helm ! (offense is not its strength though)
    Boots : AoE damage every time you move (yes you can use movement infusion), and thorns apply a LOT of debuff. No boots have close to that utility. Pin immunity is built in, as are 50% stun, 35% to 3 resistance, and 30 CON that scales ALL your damage on top of its usual effect ! Let's compare to boots of the hunter which is considered the best boots while giving less HP, less damage, less immunities and less resists. It does have the neat active though.
    Body : ok, there are some crazy body armor, so this may not be top tier. But 30% crit shrug is absolutely massive, the armor is high end and the resists are top notch. Add the really decent hp and the fact that you'll deal 125+ damage to everyone everytime they hurt you and you have a solid piece anyway.

    It could be a wilder, but I didn't like EQ as a resource for the concept. I also thought of making them afflicted and use hate, which was tying pretty well with the feeling of the class. I actually shortly started the class with hate as resource.
    Eventually though, i thought of that new resource and am pretty happy with it.

  • Bristlebarb   5 years 51 weeks ago
    I'm not sure if losing a lot of equipment slots are worth it. But I do enjoy overly specialized class like this, keep up the good work.
    • Thorn walker could grant % movespeed bonus, since it replace your boots.
    • Shouldn't this be a wilder class?
  • Verdant Class Pack   5 years 51 weeks ago

    As the subject line says, the starting quest (killin' treekillers) never actually finishes. A dialog pops up one you wipe everyone out of the little map, but the quest doesn't actually complete, seemingly leading toward being ?impossible? to progress the game. At the very least, you never get the standard racial dungeon quests after that, or anything.

  • Much More Adventurous   5 years 51 weeks ago

    Thanks for letting me know! It's possible I fixed this in the version I just released without realizing it, but I can't find any conflicts with those addons. Could you send me the error report if it happens again?

  • Mage Knight   6 years 3 days ago

    I've found that Magic requirements for equipment currently just add Magic as a requirement instead of replacing the stat required initially,, so we get e.g. Str 48 Mag 48 requirement. Not a big problem, but still.

  • Animist   6 years 4 days ago
    so

    The problem seems to be in descriptions. I understood that you can feed items of any tier up to the talent's rank to get some effects. Didn't seem to start from tier 2. Agree about 'fairly' strong. Maybe some bonuses upon switching stances at least? I remember Gladiator mod class making a good use of them, and some others...

  • Much More Adventurous   6 years 5 days ago

    This is an interesting addon, but there are several addons that it doesn't want to play nice with that I've found: ZOmnibus and Inferno Race Pack. The first one is a huge issue, because a LOT of people use ZOmni as it's a great QoL addon, so fixing that could get a lot more people using it. Otherwise, I do like being able to use a lot of skills we 'shouldn't' be able to use normally. ^_^

  • Animist   6 years 6 days ago

    Confirmed; I can now use Ground Disruption error free.

  • Animist   6 years 6 days ago

    Are those items a) in your actual inventory (not your transmogrification chest) and b) higher than tier 2 and c) the correct types? You need to feed tier 2 items to your tier 1 spirits in order to rank them up to tier 2.

    At low levels, the combination of basic attacks being fairly strong, short combat times, resting Ether regeneration, and a seemingly large resource pool means its a little easier to remain in a stance than I'd like it to be. Evaluating changes to encourage more swapping, without leading to more degenerate gameplay patterns.

  • Mage Knight   6 years 6 days ago

    Got a lua errror when moving immeediately after activating its Track analog for scan. - Sorry, probably different reason: on reloading, I've found that the error appears when 'on guard' changes from 1 to 2. Still, never had this on other knights.

  • Animist   6 years 6 days ago

    Feed To Sprirts seems to not work at start despite items level being appropriate. Tried both in stance and without one. Inventory just shows empty though there are already some items picked up, both white and magical. Also, what is meant by 'having to switch stances often'? I just shot through the 1st level of Infinite Dungeon wwithout switching from Undine stance... While fun, it's not what I thought. ;))

  • Animist   6 years 6 days ago

    Fixed! Thanks for your helpful report!

  • Animist   6 years 6 days ago

    Game version: tome-1.6.7
    Addons: easy_map_v2-1.6.0[X], animist-1.6.0[X], items-vault-1.6.0[O], invorder-1.3.0[X!], PlenumTooltipCustom-1.6.0[X], convenient-digging-1.5.5[X!], turn_separators_v2-1.6.0[X], compare-1.6.0[X]

    ActorTemporaryEffects.lua:295: attempt to index local 'eff' (a string value)

    It appears (limited trials) that monsters inside the Ground Disruption effect will trigger the above LUA error. If I trigger it when there are no monsters within, no error occurs even if my character or a party member move within the effect.