Recent comments

  • Deathknight Vanilla   25 min 8 sec ago

    howdy to you too

    ive been playing this game for a few weeks now. and.
    this is my very first addon ill be installing.

  • Godmode   7 hours 27 min ago
    New update!
     
    I added a few shop menus: ("Open shop Menu")
    Gem/Jewlery shop: Opens a custom shop to buy gems/jewlery.
    Vault Archive: Opens a custom shop that sales a wide variety of items!
    Unique item shop: (Experimental! Its a bit buggy. The game pulls all unique items (Yellow/Orange items) from your current zone and they will only be displayed once! If you close the unique item shop and open it again, it will display an empty shop page!) Read in game dialog for more info.
     
    Added an option to increase max encumbrance by +500
     
    Quality of life improvement: rewrote code to return the player to the main menu after making a selection.
    I added more options:
    Boost ALL current Class and Generic talent tree multiplier mastery caps to 5.0
    with an option to reduce back to 1.3 (vanilla)
     
    Reveal ENTIRE Zone Map
     
    and an attempt to unlock all schematics, this is marked as *Experimental* because Ive never played as the tinkerer class, so Im not sure how schematics work, I'll need feedback on this one.
     
    I am open to requests, if anyone has ideas for anything you want added.
  • Godmode   7 hours 32 min ago

    I decided to rework this mod and remove the whole "merchant npc" aspect, it doesn't fit the purpose of a godmode menu mod (its annoying having to return to the npc to open the menu) Now, you can access the menu from your inventory! Now compatible with my other mod "spell merchants" Press [ i ] to open inventory, then left click on "GodMode" and select 'use' This will open the godmode menu. This will work in the main campaign as well as Orc: Embers of Rage dlc campaign and Infinite Dungeon. This mod is now compatible with my other mod "Spell Merchants"

  • Restart Sustains   2 days 22 hours ago

    Just published release 3.2.6, which should fix your problem. We Apologize for the Inconvenience.™

  • Restart Sustains   3 days 20 hours ago

    We'd need to distinguish between a sustain being unavailable because it's on cooldown vs. because its preconditions aren't met. Give me a little time on this one. Thanks.

  • Restart Sustains   4 days 23 hours ago

    When marking a sustain for restart that you cannot sustain and then resting, the addon forces the rest to last for 51 turns.

    I noticed this when resting as a berserker when having berserker's rage marked for restart but unable to activate because I was in the early game with a 1h+dagger.

  • Auto Talent Assistant   1 week 1 day ago

    Very helpful for your tip on setting Assistant Move. Extremely important and that is what makes it "automatic" if I may say.

  • BikiniCryptFeaster Challenge 2nd Attempt - Level 31 Skeleton Gunslinger   2 weeks 4 days ago

    Loved reading this, really curious how the run ended up going!

  • Class: Hollowed   2 weeks 6 days ago

    fun mod but there are a few gamebreaking bugs

    stepping on any tile that does continuous damage (old forest vault with toxic water, lava ground, etc.) generates hundreds of lua errors non-stop forcing you to ctrl + alt + del out

    predator is bugged i think. i ended the game with 500 effective accuracy + physical power, so everything was too easy and i was one shotting just about everything

    withdrawal is also bugged (the resillience talent with a teleport) and if you take damage from falling sand (sandworm lair) you don't take damage and a lua error appears. i never got teleported by this talent a single time throughout my game, maybe i wasn't getting hit for that much, or possibly any hit that deals 60%+ of your hp gets fully negated. i'm not sure

  • Español (Spain) for ToME   5 weeks 1 day ago

    El idioma Español no parece para elegir en las opciones.

  • BikiniCryptFeaster Challenge 2nd Attempt - Level 31 Skeleton Gunslinger   6 weeks 7 hours ago

    Keep up the good work!
    Gunslinger is overpowered...

  • The Day it Came help   8 weeks 5 days ago

    1. Use your healing infusion. This gives you entropy and makes entropic gift available
    2. Cast entropic gift on one of the dummies

    Repeat 1 and 2 until you cast entropic gift 3 times. If 1 isn't working, go bump a dummy then try again.
    You'll get a new task and the netherblast talent.

    3. Cast netherblast on a dummy 4 times

    You'll get another task and the fatebreaker talent

    4. Use your healing infusion. This will cause your health to go down but you can't die from it
    5. When your health is lower than the damage from netherblast, cast fatebreaker on one of the dummies
    6. Cast netherblast on yourself. This would be fatal except for fatebreaker, which prevents you from dying

    Repeat 5 and 6 (you should still be at 1 health so you don't need to repeat 4)

    7. Wait a few turns. If nothing happens cast another netherblast at a dummy and wait a few more turns
    8. When the creature appears, just wait a few more turns

    Congrats. Choose your reward

  • The Day it Came help   9 weeks 1 hour ago

    To generate entropy, you need to be in combat. Easiest way to get in combat is to simply go punch a dummy before using the Healing infusion, tho taking a step towards one should work too.

  • BikiniCryptFeaster Challenge 2nd Attempt - Level 31 Skeleton Gunslinger   9 weeks 4 days ago

    Eyyy, another BikiniCryptFeaster enjoyer! I just completed a Dwarven Bulwark with a few additional rules (Must do dark crypt/god feaster at minimum level, no tracking, no OOP, no zigzag tunnels). Thinking about what combo to try next, still so many classes and races I haven't played yet.

  • greatest of all time tome players   9 weeks 4 days ago

    I'm kidding guys we love everyone.

  • Demonfist Class   10 weeks 4 days ago

    The lack of Mobility is kind of intentional because of Quasit Rush. You can use Quasit Rush dashes without targeting enemy so it works as repositioning tool if you sacrifice the ongoing other combo. That is my intention with that talent.

  • Demonfist Class   10 weeks 4 days ago

    I currently at low levels but here some thoughts:
    -A cool idea to change your skill depending on the combo;
    -Lack of generic trees. Its goes to little strange interaction- there is no support for Light Armor(Mobility), so you can just go to Armor Training 3 and wear massive armor... But you dont have Str to wear.
    -Quasit Rush fells kind of useless. You dont have way to get close at beginning of fight(2 square rush in nothing) and you dont gonna use End step(5 square rush) to enemi, because you already adjusted. Maybe add some source of knockback or teleportations to give hit-and-run route?

  • Mage Knight Unofficial   12 weeks 10 hours ago
    ty

    ty. your doing gods work lol

  • BikiniCryptFeaster Update 1   12 weeks 1 day ago

    Thank you for the compliment!

  • BikiniCryptFeaster Update 1   12 weeks 3 days ago

    Well done! I have never actually tried Sun Paladin, but my view of it is that it wouldn't be strong enough to want to take on the dark crypt, so I am pretty sure that's an accomplishment right there.
    Or maybe it was the bikini that made you look sexy so it confused the enemies and they dropped their guard ;)

  • Rider Evolutions   13 weeks 3 days ago

    [quote="zizzo"]
    (Oh, and as a complete non sequitur, there's already precedent in the Mecharachnid Piloting talent for displaying the mecharachnid tile on top of the player tile, and I think it would look cool to use that for this evolution too.)
    [/quote]

    ...ah, sorry, hadn't actually activated the evolution when I posted that. :-} Double width is impressive looking. Wish there was a way it could show up on the online character sheet, though...

  • Rider Evolutions   13 weeks 5 days ago

    Found another problem: if Embers of Rage isn't enabled, the addon chokes trying to modify the nonexistent Miasma Engine talent. Which I guess wasn't a problem before you added the Golem Rider evolution. ;)

  • Rider Evolutions   13 weeks 5 days ago

    Another thought: you make a point of refunding the talent points spent in the Steamtech/Mecharachnid tree when the player takes the Mecharachnid Rider evolution — but Steamtech/Mecharachnid is a locked tree for Annihilators, so the player is also spending a category point to unlock that tree, and that point isn't being refunded. Now, I could see that cat point being considered part of the "cost" of the evolution; if so, though, I'd encourage mentioning that explicitly in the description.

    (Oh, and as a complete non sequitur, there's already precedent in the Mecharachnid Piloting talent for displaying the mecharachnid tile on top of the player tile, and I think it would look cool to use that for this evolution too.)

  • Rider Evolutions   13 weeks 6 days ago

    So, this looks fun, but… one of the requirements for the Mecharachnid Rider prodigy is "invest 5 points in Mecharachnid Rider" — and I can confirm that no such talent exists, by that name or by the T_MECHARACHNID_RIDER talent ID you use internally. I'm guessing you meant 5 points in Mecharachnid Piloting?

  • tome-extra_prodigy   14 weeks 2 days ago

    I'm not sure what the intended implementation was supposed to be, but this addon does not appear to provide an extra prodigy point.