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hi, your mod seems to have a conflict when loaded together with the latest release of swordsmaster, just wanted to let you know :)
- Expedited racial talent progression (talents unlock at 6,12,18 instead of 8,16,24)
- Ursine Ingenuity rework
- CDR nerfed to flat 10% at raw TL >= 5
- Stat bonus increased to talentLevel*3 and also applies to willpower
- Maul (talent) - Added a bite attack, procced on melee attack. It is on cooldown when combat starts, and only increments on turns when you score a melee hit. (Trying to play up the race's melee characteristics)
- Gemling bear (prodigy) - when you bite, release an energy blast that use the damage type and alchemist bomb effects from one of your eye gems
- minor fixes to race talent descriptions
Add 2 race evolution prodigies
Ursine Ingenuity now unlocks the off hand slot (you are holding the item in your mouth or something). This makes the race usable with a wider range of classes and talent categories.
Ursine Ingenuity no longer changes the stats of your equipment
Swap position of Ursine Ingenuity and Ironhide racial talents
Bears can use psiblades and sawbutcher talents with just one appropriate weapon instead of needing to dual wield.
Improved “two-handed paw” functionality - paw will now function as a two-hander while using Pugilism or Two-Handed Assault talents, but not at any other time. (You are still eligible to use other talents that require a two-hander, you will just hit twice)
Archmage and Doombringer each got an easter egg
Race tile no longer overrides custom tiles
Thanks ! I started playing quite recently and was looking for exactly that, a way to make tooltips more readable without it being intrusive or changing stuff too much ! Serves its purpose very well, all items are much more readble; I might go for something more specific later on when im more experienced with the game (like ones that clearly separate atk/def stuff etc) but for now i just wanted some qol without impacting the vanilla experience too much :)
yup same stupid bee elites
They are compatible, with one caveat: both Root’s Tooltips and this addon modify the tooltip’s width.
I am currently testing dynamic tooltip widths based on content to prevent unnecessary line wrapping.
The goal of this addon is straightforward: to reformat item tooltip content in a more readable (opinionated) way by adjusting width, height, and alignment.
Changes to scrolling behavior or transparency are intentionally out of scope, as the addon is designed to remain non-intrusive.
While I personally will not be using this (I hate how it makes the tooltip longer) I would like to know how compatible it is for root's tooltip options, as I'll be recommending this to new players that look for better item description addons.
https://te4.org/games/addons/tome/roat-tooltips
If it isn't, perhaps add scroll speed and scroll delay to this addon.
one of us
Hi, some of my saves, when loaded after playing for a while, get completely bricked as whenever I try to do anything the game just endlessly throws out this error:
. I'm not really sure what triggers this bug since it works fine on *most* of my saves, but it might has something to do with blocking I guess since the three times it broke saves were on bulwark and demonologist*2.
The broken saves are all in here: https://puu.sh/KGNer/e00f5e9ab9.rar
the camera gets a little weird for Felings because the Orb of Many Ways teleport out of Reknor triggers Land On Your Feet hahah
Fun mod to tinker with
oh and as a sidenote it'd be appropriate for the talents to check for stealth/invisible status because I think they don't
edit: nope i just had a very low stealth score lol
The resource regen buff talents actually REDUCE the amount of paradox and equilibrium you can use (it seems to think that the regen=sustained talent cost), for the others this isn't as much of a problem, but for True Demon with it's potentionally infinite stacking, it will eventually make both resource pools unusable, so you should probably remova all regen related to those two resources.
I've tried to make my own fork of this to fix this problem, but my problem is that I seem to always miss something, so the addon won't work (I haven't done any modding for the game since I forgot my last account over ten years ago, so that skill is gone, not that I was even that active or good at it).
Also, a bit of a warning for others, the doomed clone will be essentially immortal if you focus on survivability with a True Demon, softlocking you.
kinda love this but the talent one save is too high for normal difficulty, nothing without a name is capable of surviving hahah
Nice work on the quick fixes.
But I'll miss the 4-armed bug-yeek
Bugfixes:
- Orcs campaign now works
- If possessors isn't enabled, the starting zone boss now has a different talent
- You can no longer transform into a yeek in the customization window
Changes:
- Buffed acid res on third talent a bit
- Added a more faithful version of the stasis from DCSS: not only is teleport res 100% by default, but as a Formorian **most teleportation talents will fizzle**! This should hopefully balance out the ogrewielding without the power/acc penalty a lot more while making them feel more unique to play--however I expect this will 100% break something somewhere so please let me know if you encounter any errors caused by this : )
can't believe i missed that lmao, ty
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.
Edit: I've re-added the ability to [reveal] talents (for free) and increased the cost of category points to 2000 gold.
Category points can now be purchased from Mulfar!
We do still run in to a slight purchase cost/value issue, as I do have the option for each merchant to sell a one time talent increase by x1.2 and the cost varies depending on the power of the talent, ranging from 500g to 1250g (I believe?) So the player is still able to either get a great deal or get screwed. But I suppose it just adds an extra element of skill/knowledge? Anyway, 1 cat. point = -1000g.
Also, I'm always open for suggestions, just understand, the best place to leave a comment for this mod is on steam workshop, as it's the place I'm most likely to see it! I visit this page VERY RARELY. When I open steam I can see right away when a comment has been left :)
Merchants can now (reveal) talents for free, so players can view what the talents in the talent tree do (by pressing 'p') before spending gold on it. The price to (unlock) talents will now be shown, but you will still need to have the required amount of gold in your inv. for the dialog to unlock talents to appear.
Master Jeweler merchant now has a custom shop and will sell gems and a wide variety of jewelry with a chance to sell unique jewelry.
I've made changes to Zemek and Sun Paladin's spawns.
Derth: The Sun Paladin will keep his set spawn. Zemek's random spawn chance removed.
Last Hope: Zemek will now have a set spawn.
Angolwen: Zemek will no longer spawn in Angolwen (due to him sometimes spawning in between trees, blocking the path)