Recent comments

  • Favorite builds   6 days 3 hours ago

    Cornac Doomed just because Doomed scales so lovely with talent and category points.

    The main focus is Reproach. You can take whatever you want as a prodigy, but make sure at least one of them is Range Amplification Device.

    The reasoning: RAD fixes so, so many issues for Doomed it is absurd. Hateful whisper becomes range 8. Agony range 10. But most importantly, Reproach goes from radius 2 (it actually has -range- 2 so RAD effects it) to Radius 5. It might look weird with the "damage reduction" aspect of the ability, but believe me, it will not matter. Reproach will be one shotting anything that even tries to approach. It'll be one shotting them all at once.

    Focus shadows turns into Range 9. Feed becomes range 10, so you're practically guaranteed to be feeding forever. Your darkness will flood the map.

    Is it the absolute best choice? Probably not. But it's one of the only classes RAD makes a huge difference on and it's hilarious turning the limited range Doomed into a screen nuker.

  • Mage Knight Unofficial   6 days 14 hours ago

    Thanks for making this, I've been having fun trying mage knights again.

    There's a bug in Astral Body, one of the mind knight talents, that prevents it from working. I was able to fix it by changing the code in mind.lua, see below. If you're going to do another version of this addon you could include it.

    Search for: local remove = math.floor(heal / 50)

    and change "heal" to "base"

  • Wyarm Evolution for Wyrmic   6 days 22 hours ago

    isUnarmed should return true if Evolution is learned, but it currently returns false until the third talent is learned. I will fix this issue. Thank you.

  • Wyarm Evolution for Wyrmic   1 week 1 day ago

    [sound F/X: source diving] …oh. Well, now I feel like an idiot. For our audience following along at home, monju3072 was way ahead of me all along and has already superloaded :isUnarmed(); it begins to return true after you learn the Dragon Scaled Arms talent, which I had not yet done when I made my initial bug report. Interesting choice, but I can work with it. We Apologize for the Interruption.™ :-}

  • Wyarm Evolution for Wyrmic   1 week 1 day ago

    Oddly, in further play, the Wyarm Combat talents have become available to use, and I have used them successfully. False alarm, apparently? We Apologize for the Confusion.™

  • Wyarm Evolution for Wyrmic   1 week 1 day ago

    This might actually be a game bug, in mod.class.interface.Combat:isUnarmed():

    -- Check if actor is unarmed
    function _M:isUnarmed()
            local unarmed = true
            if not self:getInven("MAINHAND") or not self:getInven("OFFHAND") then return end
            local weapon = self:getInven("MAINHAND")[1]
            local offweapon = self:getInven("OFFHAND")[1]
            if weapon or offweapon then
                    unarmed = false
            end
            return unarmed
    end
    

    I'm not sure what the "right" answer is for whether a character without a mainhand or offhand slot should be considered capable of engaging in unarmed combat (there are certainly enough armless addon races, after all), but as we see above, the game currently says no, and since all the Wyarm Combat talents are flagged as 'is_unarmed', mod.class.Actor:preUseTalent() blocks the player from using them ("player can't use this talent while holding a weapon or shield").

    The easiest workaround would probably be to superload :isUnarmed() and add a special case for Wyarm. I've had success with this code, for instance:

    local super_isUnarmed = _M.isUnarmed
    function _M:isUnarmed()
      local evo, ok = table.get(self, 'descriptor', 'class_evolution')
      if ok and evo and evo == _t'Wyarm' then return true end
      return super_isUnarmed(self)
    end
    
  • Favorite builds   1 week 3 days ago
    D Thank you! A deathless-possible seed for Wanderer seems rare for me haha so that one was nice!
  • Favorite builds   2 weeks 3 days ago

    Tankyyy for the build and seed, rpgreat :D (yes, pun is forcefully intended..)

  • Favorite builds   3 weeks 1 day ago

    https://te4.org/characters/382098/tome/a52ee3cd-0def-4273-ab3a-1c292c92056e

    Very cool, and the best weapon I ever got from the merchant, which I named "Sheer Cold" :D

  • Favorite builds   3 weeks 1 day ago

    6284257-Gaqdzn+LsnhOhPk+AxnZUQ==

    is the seed

    https://te4.org/characters/382098/tome/bb1eb606-6805-415d-be6d-c32cfa23e10f

    is my final death-less character with it :D

  • Faetouched Collection v1.3.0   4 weeks 1 day ago
    Fog

    Also having the issue of the tiles just being white fog :(

  • Bear Race   4 weeks 4 days ago

    Thanks for the suggestion, finally got round to doing this

  • Bear Race   4 weeks 4 days ago
    • Enabled ammo slot so Bear alchemist is playable
    • Added a new wild-themed prodigy (might be overpowered)
    • Ursine Ingenuity CDR requires TL 5 instead of raw TL 5
  • Adventure in the Steam Deck: Talson   5 weeks 5 days ago

    >Deep Bellow
    >Delve Deep
    >Golem does most of the fighting
    >Delve Deeper
    >try my best to harm consuming mouth
    >bugs swarm me
    >Lose my life
    >Meet strange being
    >tells me to rest before going back
    >Make alchemist stones
    >remake Golem
    >lets go
    >Nearly dies
    >leaves for a while.
    >how do i get out of here.
    >find stairs to outside
    >it is bright.
    >Explore
    >lumberjack comes by and tells me there is something slaughter their village
    >eh why not?
    >show up
    >murder cursed one
    >he didn't want to do it
    >feels bad
    >explores around
    >cave in the mountain
    >why not?
    > meets dragon
    >small though
    >there is alots of them
    >oh no!

    talson died the first time. we will see how far we get with him.

  • Favorite builds   6 weeks 6 hours ago

    Or Wanderer seed, or whatever it is called.

    This I gotta try.. :D

  • Favorite builds   6 weeks 11 hours ago

    It basically got a nice 2-handed tree, ALOT of nice defensive trees, the bleed tree and went hard :D

  • Communist Artifacts   6 weeks 4 days ago

    This often makes high-tier artifacts drop really early in campaign, which I find fun for mixin things up

  • Light From Below   7 weeks 5 days ago

    I'd say this was the perfect amount of length for a campaign. I overall really enjoyed it.

    I think there's a (rather benign) bug with the quest "Place of Power: Eternity" the boss there on the last floor always respawn if you get out of the dungeon and come back. Which means you can get all three reward talents (Also the quest log says you've taken the power there but the quest status stays "active" instead of "done". But now that I think about it I didn't try to come back a fourth time, so maybe this was intended part of the story (Can't test that theory since i'm now in the infinite dungeon).

    Side question : How many hours did the creation of the campaign take ? This kind of addons is exactly what this game needs to stay fresh for a very long time.
    Congrats and thank you !

  • Class: Corrupted Summoner   8 weeks 10 hours ago

    I love the fact that you can obtain summons outside of the talent system.

  • Outsiders   8 weeks 1 day ago

    asking as the engineered stat buffs work but the lost god faith stuff doesn't seem to do anything when i stacked it

  • Mage Knight Unofficial   8 weeks 2 days ago

    I've loved the MageKnights for a long time, but haven't dipped in for an equally long time. So much to explore, you know? Anyway, this dropped at just the right time for me and I've put a lot of hours into the Sea Knight line. Bug free, so far, knock wood.

  • Favorite builds   9 weeks 12 hours ago

    pretty much max out necromancer bone and ghoul minions along with the ice tree that increases the damage minions do when you hit them with ice. Its fun and pretty brain dead.

  • This game is kicking my ass   10 weeks 1 day ago
    Yeh

    it do be like that

  • Bear Race   11 weeks 3 days ago

    would it go against your design principles to add a quiver slot to the bear? there is precedent in the real world (wojtek) and thus i think it would be very lore accurate

    jokes aside, alchemists need a quiver slot, otherwise they can't use like half of their actual talents, and with the race evo that gives them eye gems i feel like it's wasted potential

  • Demonologist: ReSeeded ReAnimated   11 weeks 6 days ago

    there seems to be some lua errors when blocking with doom shield about a bad lua argument

     here's the error https://imgur.com/a/6NbPTZc
    

    also, fiery cleansing doesn't seem to go on cooldown when activated