Recent comments

  • Lycanthrope class   51 weeks 6 days ago

    I have added AI-assited English translation to the 0.0.3 version of this addon.
    Let me know if there are any translate errors or other bugs.

  • Lycanthrope class   52 weeks 2 hours ago

    Note: The addon is written with non-latin alphabet, and therefore all text pertained to it will show as blank boxes for anyone not running a translation.

  • Eternal Darkness Reloaded   52 weeks 21 hours ago

    spits out lua error on new game start (before the character creation even starts)

  • Void Scholar - Celestial Class   1 year 6 days ago

    Hey, this mod made it so that every time I leveled up, I got an error message and couldn't get any skill points.

  • Colorblindness Mod   1 year 2 weeks ago

    Side tactical borders are not changed because Im lazy and friends+allies are on the left and enemies are on the right :3

  • Colorblindness Mod   1 year 2 weeks ago

    This was made on request by someone on the discord who was asking on behalf of someone on the steam forums

    If there are a lot of other colourblind unfriendly assets in the game and a demand for them to be fixed I will make a more fleshed out version with options for people with different types of colourblindness for example.

  • Shorter Zones   1 year 5 weeks ago

    Or does it simply reduce the floors.

  • ToME Russian translation (Русский перевод)   1 year 6 weeks ago

    Мы рады, что Вам понравился наш перевод. Приятной игры!

  • Textlog-Hotbar Transparency   1 year 6 weeks ago

    Unfortunately this mod is broken as of game version 1.7.6.

    When you create a character and begin playing it, the screen begins flickering constantly and you lose all control of keyboard/mouse function.

  • Necromancy fix   1 year 8 weeks ago

    EDIT - NVM, I could not repeat, but perhaps if I go back to Daikara I can repeat - general ToME bug I guess.

    Maybe it was just a bug on a map and won't last, but after going to level 3 in the bone giant skill, I am able to have two eternal bone giants out at once - random tome bug or somehow related to that one long lua file that is part of your mod? I don't have anything that touches necro on this save (or at all), so I am just starting here. Thanx either way.

  • Bromantic Mod Pack   1 year 8 weeks ago

    This addon is great man too bad it break swift hands i can't use the item now it say i have to wear it to use it
    Already tested the base game with only this turn on and im 100% sure this is at fault here

  • Necromancy tweak   1 year 8 weeks ago

    is this compatible with Necromancy Fix? I can see from Lua the overlap SEEMS to only be the Master Necro tree - but in game I cannot tell from the descriptions if yours is applying after that one or vice versa, and I don't know how to change load order myself. I guess I could just merge them myself somehow.

    EDIT - nvm, I will stick with the other one - for my own tastes, this makes the skelly minions a bit too powerful. But overall, I like the ideas here.

  • OldRPG Redeemed - 1 of 2   1 year 9 weeks ago

    reason enough for another hundred hours or more! thank you SO much! Updated for all content is a blessing!

  • Mydinner   1 year 9 weeks ago

    How was it? I ate at Culver's in Galena IL last week.

  • Shorter Zones   1 year 10 weeks ago

    Yeah it happens every time but im glad that you fixed the egress code problem
    This addon is so nice man
    Thanks you so much i will check if the Lithfeng problem still exist

  • Shorter Zones   1 year 11 weeks ago

    Yeah, i accidently overwrote the function that gives you the egress code so it was broken, sorry about that...
    As for the Lithfeng, does it happen every time? It never happened to me and i cant see why it wouldn't spawn...

  • Artificer Class   1 year 11 weeks ago

    Many affinity, artifact, ego, name do not precede the text with _t

    This makes these texts unable to call the original local translation

    This leads to a large number of untranslatable fragmented texts

  • Wyrmic Sheanigans - Note to Self   1 year 12 weeks ago

    Breath Wyrmic:

    - Higher Draconic Abilities is mandatory. Until Chromatic Fury at level 22, it's more of an Acid Spray Wyrmic than a Breath Wyrmic. 1 point doubles breath damage by adding Will to the Str scaling, max it later for the damage pen.
    - Higher seems very well suited to the class. Activate Highborn's Bloom, spam a bunch of breaths for free, reset cooldowns with Nature's Balance, then cast them again for actual EQ cost.
    - Prodigies: Draconic Will and Adept. Could also use ICCTW, but Adept is nearly the same damage but with lots of other small perks (like only needing 3 points in Nature's Balance and pushing breath range to 12 because it's not actually capped at 10). Elemental Surge seems like great fun, but the buffs aren't that controllable.
    - Maybe a spoiler, but go to Zigur with 1250 gold and unlock all of the training you can. Both trees you can unlock here are great and fill in the defensive tools the base kit lacks.

  • OldRPG Redeemed - 1 of 2   1 year 12 weeks ago

    Thank you so much for continuing to keep this mod alive. Just reinstalled TOME for this.

  • Infinite Dungeon Merchants   1 year 12 weeks ago

    Yeah I thought about this recently, as a potential fix, it would make it compatible with my spell merchants mod as well. I may need to revisit this mod at some point.

  • Recaiden's Evolution Prodigies   1 year 13 weeks ago

    After enjoying another users wyrmic mostly-simply evolution to punch a lot. Ive gotten a huge interest in new class evolutions and all of these sound great. Temporal warden was my first win and Writhing one my first nightmare win so new ways to experience the classes on insane is appreciated!

    There doesn't seem to be a lot of class evolution addons so it was great seeing 4 in 1 here.

  • Wyarm Evolution for Wyrmic   1 year 13 weeks ago

    Just finished a run on AoA insane, the evolution definitely feels like I needed a good 2-breath weapon randart to scale into endgame. spellhunt remnants was great when it worked but the sheer quantity of nature and psionic based rares and randbosses made me feel like I was hitting like a wet noodle until I swapped back to at ier 2 rand art with 2 breaths (which coincidentally also let me kill atamathon and the entropy super boss)

    The class evolution definitely feels like it could go a step further, closer to Fallen than Eldritch Sun or Lich, or even be its own base class as a mix of brawler and acid drake (mechanically at least, the acid flurry was by far the best skill).

    I want to commend you for making an evolution that felt good even on insane!

  • Wyarm Evolution for Wyrmic   1 year 13 weeks ago

    Thanks for playing with Wyarm Evolution. This addon is designed for fun breath attacks with the Talent-on-Hit effect of the gauntlet, and is not intended to balance the use of weapons.

    When Spellhunt Remnants is upgraded, it seems to not display well due to the loss of some information from the Spellhunt Remnants.
    However, the damage modification is correctly applied when actually attacking.

  • Wyarm Evolution for Wyrmic   1 year 13 weeks ago

    Spellhunt remnants (and maybe other unique gloves) aren't getting the 40% will 80% strength from the class evolution?
    Is this intended or am I just dumb?

  • Frost Invoker   1 year 13 weeks ago

    It's a conflict with Razakai's Death Knight class. It also has a "spell/frost" talent line, so the game is sticking them all together. Unfortunately it can't be easily resolved without ruining current saves that have the addon enabled. I can only recommend using just one of the two addons at a time.