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I have to say, I'm looking forward to the updates. The annihilator sounds like the class I had been really hoping to see from Embers (Sawbutcher was unexpected but very fun), and I'm glad that it is indeed in the works.
The expansion sounds amazing, though it looks like its closer to 2 years plus than 2 days out.
Personally I support the cosmetic microtransactions and such. It'll be great to have something spend V coins on, and I've always felt they're a great middle ground of the developer being able to make more money and the players not feeling pressured to throw money at them just to play the game.
there is already a mod that grants this and more.
Thanks for looking the idea over. I should have started a normal campaign to see the mechanics involved before asking -- had I done so, I imagine I would have seen the very problem you bring up due to where the spawning happens. My bad. When I get a chance, I check into the issue of price points and give feedback on that. Right now I can say that some of my characters will break 8000 gold somewhere close to the end, assuming I don't buy anything (frequently a safe assumption until the merchant in Last Hope starts offering special artifacts) but it usually takes an alchemist for me to do so easily. But I like the idea of getting a choice for special artifacts vs spell trees. It actually sounds like a legitimate choice if your kit isn't quite up to snuff before taking on the hardest part of the endgame -- you can finally go for a top-notch lite or cloak, or spend points (that you may or may not be able to spare) on spells after buying a tree.
Edit: Where are they, exactly? Can't seem to track them down and don't see the notepad file giving me directions that you mention. Also realize I'd have to play the character a while just to get enough gold to get a dialogue. Would you be willing to go ahead and give the information here in a comment so I can consider the balance issue without spending too much time on a character I'm not interested in continuing at the moment? You mention 100 gp, which sounds really low for something as important as getting access to new powers.
Unfortunately no, the npc's spawn in the world map... Not sure if its possible for ID, I mean I should be, but what I mean to say is I don't know if its with in my skill set to do so. I actually haven't looked at the zone files or anything for ID, I'll poke around and see what I can do! As for balance I'm currently doing a playthrough to test things out, if anyone feels a certail price is too high/ low my ears are open.
Edit: Regarding an Infinite Dungeon version, it looks like it might be possible, I'm going to start putting it together now... hopefully I can get it to work...
Edit: I'm confident its possible but it will be very time consuming testing it, I'll try messing around having the npc spawn randomly in a zone.
Edit: Putting this one on the backburner for now, definitely interested in adding it though!
Sounds like a good alternative when someone (me) wants to play around with magic while playing a non-mage class. I can do adventurer, but the leveling up process and the endless lists of category trees really wears me out. I sometimes play with the dual class add-on, but that gets fairly suicidal from mid-game on (every. single. enemy. is. rare/unique/boss, which is harder than Madness.) Though, regarding your question at the top, I don't think anyone who isn't an alchemist has ever said they had too much gold. The DG clearly made a conscious effort to minimize the importance of gold in this iteration of roguelikes.
Questions: does this work in ID? I'm about to go on an ID kick, once I settle on a class/race combo I like (and can survive the rares that show up almost immediately in any difficulty above normal.) And do you have plans to keep it from getting unbalanced, since, as you say, gold doesn't really buy much in this game, so spending it doesn't really burden the player overmuch? Perhaps a penalty to primary class-related numbers or something?
Edit: Also, you have my sincere condolences on all your hard work being made pointless by a single update. I've been frustrated like that in my profession. Usually things get kicked really hard for the next hour after discovering the situation.
Would you add the same option for Orks campaign?
Feel free to leave a comment (reply) letting me know what type of spell merchant you would like to see added.
step out from fortress onto worldmap
LUA Error: /mod/class/GameState.lua.801: cannot open /data-caldizar/wda/eyal.lua: no such file or directory
If that error is wrong, my fault, I typed it looking at the downloaded screenshot I took of the error.
http://forums.te4.org/viewtopic.php?f=50&t=49511
The best event of the year! Bunny event > any other event after all :)
I love this plugin, I find it both easier to use and more powerful than any other auto-talent plugins I have found.
However, it is missing some resource types from its list, in particular Steam would be useful, but also Insanity (less useful). The other condition I would like to see added is upon resting.
It also appears to override the "restart sustains" from the Zomnibus addon. That's fine, it's easy to make them restart with gambits.
Hi!
It would be cool if we could use the actions bar to "program" the AI. For example, maybe actions 1 through 10 are combat actions that the AI should use. Maybe the AI prioritizes left to right, or something like that, so that I can order skills in a way that makes sense, combat-wise. Maybe SHFT 1 through SHFT 10 are sustains that the AI should keep up. Things like that.
One major advantage is that I could make sure some skills are NEVER used: Some escape skills, for example, but also some useless skills/sustains that are just too weak, etc.
Anyway, just an idea. Thanks for the add-on!
F
This seems to prevent overworld patrols from spawning for me. Is this intentional?
Thanks for finding this! I'll see about making sure the codes don't reset.
That one still needs to be read in Kroshkkur
But could some more areas be added? Like the Blighted Ruins that undead races start in, and maybe some of the other addon-exclusive areas (Embers of Creation for burning coals, Corrupted Faerie Forest for faeries/dark faeries)? And possibly allowing living races to change factions to one of the others?
But would this give the Kroshkkur code as a potentially generated code, or do you still have to see that personally?
It's hard to find what stage of growth you're currently at right now. Could you add some indicator of current stage, please?
Thanks for additional info on the sustains, I think I've found the problem. I should have a fix up soonish.
The additional life for enemies is working as designed, the levelup settings don't just affect the player. They are meant to allow easy tweaking of the game's level progression, which includes the progression of many enemies.
What goes wrong when you try to start a game?
The point of add-ons are to do things that are outside the scope of the base game. However, I generously grant you the right to not use this add-on, since you are so opposed.
Inside the world Zigur faction and Kroshkkur faction are enemies of highest priority. There should be no characters who can collect bonuses from both of them.
why not, i haven't really touched this for a while but it'll go on the list of things to do when i get back to it.
Thanks for the idea!
considering how important shaman path is ya might wanna have a way to tell which path you're on.
It does not give level up bonuses in Infinite Dungeon (no extra stat points, talent points, etc). Only initial character creation bonuses.
If I choose to adjust Resource gain on level up menu, then turn on sustains, my sustains will eliminate the new bonus resource cap from level ups, and instead revert to normal resource caps.
Specific Example. I have 100 negative energy cap from Anorithil skills. if I turn on Hymm sustain, my new Negative Energy cap becomes really low, like 5 negative energy, when sustain should only take 40 negative energy.
This seems to happen with all sustains. Turning off sustains returns the Bonus Resources gained from levelup.
Also, adding Bonus Life on level up seems to also affect Boss/Rare enemies that spawn (at least on Madness difficulty), giving everyone bloated HP values, not just player.