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good catch, thank you!
I ported over all merchants from my other mod (spell merchants) they will all have a random chance to spawn in a level. Their "chats.lua" have been ported over, so all talents are now up to date. I had to make the merchants invulnerable, so they may spawn in narrow hallways, blocking the path. If this happens, you can use the pickaxe to dig around them.
There are 13 merchants that can randomly spawn so, it will be heavily RNG based. It is possible you may not find the merchant you want. My question is: should I combine all talents to one merchant? That way once you encounter a merchant, you will have all talents available to purchase? For now, I gave them a high spawn rate, so you should encounter atleast one merchant per level. Looking for feedback on this. Thanks.
This uses the same logic as the Barachi race mod, but it refers to the intro orcs-barachi file.
Need to create a new intro file in overload/data/texts/ and update line 148 of data/birth/formorian.lua to match.
enables a lot of new builds and fun theory crafting for adventurers
It starts with a "vanilla class" and in few months you'll be cooking some hella cursed stuff :^)
Looks interesting so far. Found a small bug: Yaech Ritch-Keepers in the Spell-Tainted Bog zone are created with the Shockstar talent, which is defined in the Possessors DLC - but the addon's init.lua doesn't have a "require_addons={'possessors'}" line, so if you try to create a Formorian character without Possessors enabled, the game crashes at load.
Howdy, This is the first addon I've made for this game. I just wanted to create a class that had melee talents and most of the necromancy tree. It should be fully functional as a vanilla-ish class. It is unlocked when you unlocked the normal necromancer. It can evolve into a lich also. I decided to add the arcane blade arcane combat talent category since I would rather let the person using the mod decide if they want to utilize it or not. There are a lot of talents, but again, I want to leave the class open to let people decide how they wanted their Deathknight to be, for the most part. I do realize there is a functioning deathknight addon, however, it uses custom talents and I wanted this class to be vanilla (99.9%) for my enjoyment and thought I would share.
Try playing with different classes, alchemist got me far when I first started. The fact that alchemist has a golem that fights for you helps a lot.
To the club! :D
If you read this before editing, ignore it... Thanks for the add-on. The different restrictions/benefits are fun.
You win by dying. A lot.
No real way around it, death is the best teacher :D
New update: "The quality of life update"
Added a menu to increase max lives.
Added a menu to increase max health/mana/stamina pool and regen.
Full talent trees can now be unlocked all at once.
Added higher values and added an option to increase all Character points at once.
Added an option to increase all crits and resists at once.
Added Psionic Possessors, Annihilator and Technomancer talent trees.
Added technomancer unlocks (Arcane Dynamo, Steam Generator, APE)
Added some other missing talents.
Color coded parts of the menu to make it easier on the eyes.
The GodMode Merchant now has two spawn locations:
Location 1.(Maj-Eyal) Near the portal to Angolwen
Location 2.(Far East) Near the entrance of Gates of Morning
As of T.O.M.E 1.7.6 (Spell Merchants 1.8.1) All talents and spells should now be available. I'd like to thank the community for bringing the missing talents to my attention.
I've made changes to Zemek and Sun Paladin's spawns.
Derth: The Sun Paladin will keep his set spawn. Zemek keeps his random spawn chance, but is now invulnerable and can not die.
Last Hope: Zemek now has a set spawn. Sun Paladin will have a random spawn chance.
Algowen: Zemek will no longer spawn in Algowen (due to him sometimes spawning in between trees, blocking the path)
It is recommended to start a new save when new dungeons and entities are added. If playing an old save, you can enable developer mode (in the main menu, under options) when in game press ctrl+a then press 'r' to reload the zone. This (should) add the new assets (dungeons, bosses, npcs etc.) to the zone.
All merchant spawn locations have been adjusted, this should no longer be an issue, thanks for bringing it to my attention.
Thank you! I've been playing this game for the past month since I watched that same video. I've played about 60h now. Yesterday I got an arcane blade to unlock a prodigy for the first time since I started playing (yeah it took me 50h to get to lvl 25 for the first time) and died immediately after on some quest to save a woman from a cult.
So earlier today I decided to go through the forums, saw your post and went "Huh, maybe I should give bulwark a try again since it's so beginner friendly and I'm yet to beat the master"
Loaded up the game, game glitched tf out and I died at lvl 5, started again and went all the way to 30 in about 5h.
Haven't died yet so I'll keep playing this char and see how far I can take it.
So again, Thanks for the wonderful guide! It's been pretty helpful!
Edit a week later: Have been busy with uni lately, but I indeed have taken the char all the way to lvl 50 and beat the game for the first time on roguelike normal (died once at the final fight but I had one extra life from that vial) so again, big thanks!
Hey, really enjoying the class. odd since i've never played summoner though. do you think a possible talent similar to Doomed's One With Shadows' Shadow Senses would be acceptable. it's mainly because I spend a lot of time out of sight of the enemy like one would with summoner. I do get if it's not okay since it does mess with the balance of only having up to 8 turns of visibility from track though.
Hi!
My mod may conflict with Spell Merchants. I haven't tested it, but the probability of this happening is extremely high. I recommend choosing only one of.
Yes, there are Celestial talents in the mod. They are more often found in the city of Last Hope or Morning Star.
Mentioned this a year and a half ago on the workshop for this page but, steamtech talents break this addon.
"Despite giving the APE this doesn't make schematics drop on the ground.
Some even more bugs. These may be addon interactions though. When I tried to learn my first steamtech tree late into the run, I got a lot of errors and I didn't learn the associated tree that I should have with it. Further trees that said they taught me new trees specific to this addon did not give me those trees after this error, but they worked fine before the error."
If an item in your inventory has some stats you filtered out, and you press CTRL to compare said object to something you equipped, the game throws a LUA error.
There's also a bunch of stats it doesn't check, mostly like melee procs or being hit in melee procs.
Trying an Oboroguruma character now. I'm mentally picturing a self-propelled carriage with half a dozen steamsaws mounted on the sides. >;) I've got a few ideas for small improvements to the Packed Car informational effect:
icon myself. ;)
Man, this makes enemy CoE massacre machines :fear: from "meh weird sound dude" to "blindside and oneshot or GTFO"
Good mod but it's lacking the Annihilator and the new Technomancer skill trees.
You should add AM Doomed to the list. One of the tankiest and burstiest setup available. Little bit boring tho
Recently tried true demon, and it's quite unclear what it's ability actually does. It seems like your stats increase when you walk instead of when you kill enemies. Things to add might be stuff like: what's the point of leveling the ability, what do the levels do? How much do they help? Are they retroactive?