Recent comments

  • Wyarm Evolution for Wyrmic   1 year 14 weeks ago

    Hello! im sorta new to this game and have only recently gotten some clears on insane and stumbled across this. I know there's a really good mindstar for wyrmics and being unable to use it alongside the class evolution feels bad. Was there a numerical reason why we lost access to weapon slots? Was the class tuning that tight?

    anyways I love great wyrarm focus its sick af.
    I'd love to see more combat talents added, maybe the unarmed tree with combination kick or a reflavoring of it to give the class a way to strip sustains?
    not being able to get enhanced manaclash or rune of dispersal in embers of rage has made me feel the need for that on 'weaker' classes compared to paradmox mage

  • Shorter Zones   1 year 15 weeks ago

    So I don't know if there is something wrong with my addons or not.
    But this always happens every single time, missing Font of Sacrifice code and I cant get the diamond from Lithfeng because he not spawning

  • Frost Invoker   1 year 15 weeks ago

    Don't know if I'll get a reply but why are there 2 frost trees? The bottom one doesn't have anything in it and the higher one has abilities going past the bar so you can see if there are any other abilities. The class seems very fun it's just that I don't wanna miss other abilities the class has if there are any

  • Spell Merchants   1 year 18 weeks ago

    Updated to add the "Tinkerer's monocle" to Gurock the tinkerer merchant, a one time purchase to allow players to find schematics in loot. Thank you starslayer on steam for providing part of the code to allow this.

    Added psionic possessors talents to Zemek ("Possessor is a class introduced in an official addon, available only to donators (buying the game on Steam, etc, counts as a donation"). It adds 7 psionic talents available for purchase. Big thanks to EonsTimE on NexusMods for bringing these missing talents to my attention!

    If you're reading this, then that means you may be playing the free version, these talents will only appear if you own the game on steam or have donated to https://te4.org/donate purchasing these talents on the free version will only take your gold but not give you the talents, be warned!

  • Phantom Warrior Class   1 year 20 weeks ago

    What a cool class. Love the balance. Unusual give and take combined with the inherent risk/reward of carrying high paradox. You are now one of my 'plugin authors to watch'. Thanks for all your work.

  • Class: Harvester   1 year 22 weeks ago

    Good one, enjoyed the zombie swarming.

    The heal retaliation can be a bit stronger, I think.
    Kinda sad there's no advanced scythe combat tree.
    Desolation... there's barely any merit to taking more level as for now. Lowering equilibrium regen duration feels more like penalty than improvement.

  • Phantom Warrior Class   1 year 23 weeks ago

    Interesting bug to the player's benefit: If an enemy has some sort of damage reflection (confirmed with Empathic Hex and Drolem's Relective Skin), then Dying Lament causes a damage loop: When a phantom dies, it damages the enemy, which reflects damage, causing the phantom to "die" again and trigger its damage repeatedly, resulting in the enemy instantly dying.
    It's pretty funny this happened to me twice XD

  • Harvester class   1 year 23 weeks ago

    Thank you for your comment. Yes, it's a typo.

  • Harvester class   1 year 23 weeks ago

    Cool and fun to play spellcasting class! Reminds me of Necr*phos :D
    The Equilibrium-Vim swap mechanic is very unique and neat. Is the Living F"r"esh talent category intended to be written like that or was that a typo?

  • Bloodriver Adherent Class   1 year 24 weeks ago

    If you can at least give me the error description... can't even start to investigate otherwise.

  • Bloodriver Adherent Class   1 year 24 weeks ago

    This is incompatable with Odyssey of the Summoner, when both addons are loaded, Synchronize Talent Category throws an error when used.

  • Loot Expansion   1 year 25 weeks ago

    Found bugs, mainly related to resolver.genericlast functions adding more resolvers that ended up not getting resolved.

  • Master world   1 year 26 weeks ago

    Ups, pastbin with pass: fNEmCfM18Q

  • Tales of Maj'Eyal 1.7.6 "Woops" is released!   1 year 26 weeks ago

    Is there any way to escape the dungeons that come up black?

  • Class+Race Pack   1 year 26 weeks ago

    Just as a heads-up, when looking into the tails.lua file to determine whether or not Distracted Tail just needs a bugfix, I noticed that it is defined, but it lacks any code that would actually give it an effect. While I'm new to the game and to lua modding in general, I'm also interested in how the Moonfox race would play (given how Distracted seems like it would be a staple if it works properly) and will see if I can figure something out. Hopefully there isn't any issue with that, especially since the addon hasn't had an update in two years.

    EDIT: It appears that the same is true for Precise Tail, Inverting Tail, Twitching Tail, Splitting Tail and Singular Tail. They have conditions for attachment and subsequent black/whitelists, but no actual effect, at least from what I can see in the lua. The race is quite cool in concept, so it's a pity to see it in a half-finished state like this, but I'll see if I can bring it over the finish line.

    EDIT 2: Yeah, I have no idea what I'm talking about lol. I can't even find the code making Focused work like it should (it still functions, even with the code removed from tails.lua). At least this is a learning experience tho. Still trying to figure this out.

    EDIT 3: It looks like the issue is the 'isAttachedTailActive(tailid)' function. The only difference in the code that affects the effective talent level between Focused Tail and Distracted Tail is in the aforementioned function being an initial trigger. It's only after the function returns a non-false (non-0) value that it begins checking talents for the Distracted Tail. I literally commented out the 'isAttachedTailActive(tailid)' function and it's working.

    That being said, it's now firing on all talents, regardless of category or whether or not I even use the Distracted Tail. it looks like it affects every talent, not just the ones in the Tail's current tree, and might be worth putting a talent point investment requirement into. For instance, a Distracted talent could require 3 talent points to function, since doubling the effective level of everything else, even if just in that specific talent category, is incredibly powerful.

    EDIT 4: I figured it out. In the Actor.lua file, the 'isAttachedTailActive(tailid)' function just needed some pruning. All it needs to check is the following:
    if self.moonfox_tails and self.moonfox_tails[tailid]
    If the above is true, return true. Else, return false.
    Once I made this change and placed the updated lua file into the addon, Distracted Tail started working exactly as intended.
    Well, I have to say that was a rather enlightening trip into troubleshooting Lua. Apologies if my earlier statements came off as a little know-it-all, that was hardly my intent. In any case, for anyone that wants to get the Distracted Tail talent working on Moonfoxes again, the solution I listed above should do the trick. Probably not the smartest thing to spend my sleeping time working on, but I was on a roll lol. Anyway, leaving this here (edits included) for posterity.

  • Psionic Blade   1 year 27 weeks ago

    [sound F/X: source diving] Hmm, it looks like Dark Master may have been trying to do this deliberately; the addon overloads ActorTalents:numberKnownTalent() to always return 4, presumably specifically to produce this effect. You're right, though, that's way too scattershot an approach: not only does it affect all trees for the class, it affects all trees for all races and classes as long as the addon is enabled.

    If you're trying to disable the learn-lower-talents-first requirement for your Psionic Blade talents, Dark Master, the way to do that is in this line of the talent definition:

    type = { "category/name", 1 },
    

    The number in the second slot is one more than the number of talents in the category that you'll be required to know before you can learn this talent; setting it to 1 effectively removes the requirement. You can check the Psionic/Absorption tree for an example; it does this for all its shield talents (but not Forcefield).

  • Psionic Blade   1 year 27 weeks ago

    While this addon is enabled, higher-tier talents can be learned while ignoring the lower-tier ones. This affects all trees in my experience.

  • Daeron Merchant   1 year 27 weeks ago

    May i ask where the merchant is located? does this add a merchant in the EoR campaign too?

  • Psionic Blade   1 year 27 weeks ago

    After a new character using debug mode everything work right

  • Psionic Blade   1 year 28 weeks ago

    Tested on Regeneration infusion, Quick as Thought, Pain Enhancement System, the duration of theses effects are not longer during sustaining Abstraction than original.

  • Weaver Class   1 year 28 weeks ago

    been fixed :)

  • ZOmnibus Addon Pack   1 year 29 weeks ago

    been playing on and off since 2016 (damn it's been that long?) and i just want to say thanks for still updating this lol you a real one

  • Weaver Class   1 year 29 weeks ago

    Sorry but your addon causes insanity costs flip from positive to negative for some reason.

  • Wyrmic Sheanigans - Note to Self   1 year 29 weeks ago

    Hello, I am not at all an experienced player to have any merit on advising you, I have never won a run before. This is just a note I had for myself. I am playing on Nightmare because of the multiplied loot drops and EXP from the frequent Rares.

    However, if you still would like to hear my two cents on this:

    > EQ management
    This should never come up on a Weapon Wyrmic, because you use your highest offense talents off the bat and you preferably don't want to be casting talents frequently because of Assault / Dissolve's massive attack damage with shields.

    On a Caster Wyrmic, or breath focus: I haven't played it yet, but the Harmony tree will help you manage it just fine. Before that, I personally recommend Acidic Spray. Float points in it since it isn't so good in end game. It becomes a beam ( piercing ) at talent level 5, does good damage for it's EQ cost and cooldown.

    Devouring Flames and Healing Nexus is a good combo amidst a crowd to quickly shave your high EQ.

    > Weapon preference

    I prefer shield offense, it works better with Wyrmic's innate low accuracy issues. Use guard to apply Counterstrike, and Assault / Dissolve to blow things up. Take note that 2-handed offense's Reckless Charge allows you to basically flee into terrain without destroying it when combined with Burrow, and then your normal resumed movement will destroy terrain, making an isolated island.

  • Wyrmic Sheanigans - Note to Self   1 year 30 weeks ago

    How do you usually manage your Equilibrium? Just use Meditation, regardless of the damage reduction?

    Also, do you prefer two-hand offense tree or shield offense tree?

    My first ever ToME win was a Dwarf Wyrmic on Normal Adventure, but could never make it work for Nightmare and/or any Roguelike game yet.. :(

    Thanks,
    McKwack