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If the mod does not specifically designate a "Vampire" subrace then yes.
In my mind, Vampires are apex predators. Far stronger than normal humans. Outside of my head cannon, there are lots of options for people who want to play a race that is challenging. First and foremost I made it to be my min-maxing go to while keeping to things already in the game.
The mix being Ghoul, Parasite, Yeek, Shalore.
Perhaps it was a compatibility issue with something else? My latest update will have fixed that for Inferno's Race Pack atleast.
Edit textures? Change particles? Adaptive effects? Or magical "Its just works"?
So Eoland take most powerful skill from Ghoul (50% HP max taking damage), most powerful skill of Yeek (+15% global speed, and more on low health), second strongest Halfing skill (remove all detrimental effects), detrimental reduce from Doomelf, super strong Cornac +skill/generic/cat point... And downside its just -30% light resistance and no infusion? O_o
The last ToME update made changes to the way classes/races are registered so it's not really strange for my workaround to be outdated.
Eyy goodjob and welcome to the fun that is Insane. The introduction of randbosses spawning and dropping randarts makes the game a whole lotta more fun
Managed to get ahold of inferno on discord and we worked a solution out for that compatibility. Your descriptor = {subrace = "Vampire" } solution is tying into something from Inferno's mod and that was why I was getting an error on my own thing. Inferno worked out an if then check which I implemented. My mod now checks to see if you have his installed and mine will use that solution, otherwise it will work as before.
I'm still working on a solution but when added directly to the data and not in overload, descriptor = {subrace = "Race name" } in copy {} throws a null ref error.
I'm probably not one to say, given my general lack of experience/ability with this game, but I'll give my thoughts anyways:
1) I certainly don't agree that Nightmare is easier than Normal. I find it significantly harder in fact. Maybe it's due to not understanding the basics xp, but on Normal sure you don't get gear or levels quite as fast, but enemies also hardly do damage to you so it's fine. In short on Normal you don't need good equipment to defeat things.
2) I could maybe see this being the case, idrk. My first necromancer was summons-only so I didn't have too many trees, and my second and last necromancer was spells-only (so yes, no summons) so I also didn't have too many trees. Although, I managed to win the game on Nightmare Roguelike with that character.
3) Well good thing for you: The Lich transformation doesn't override your previous racials! If you become a lich you just get two sets of racials, so it's definitely worth it imo
4) This one I can see, but it wasn't the case for me... although maybe it actually *was* the case for me and I just thought I needed willpower, idk
I have nothing else to say, but I found Age of Dusk to not be bad. I completely ignored Dire Plague and used it for Crepuscule and Golden Age of Necromancy. Crepuscule was nice because it just shoots a beam every turn (kind like river of souls but not as insanely good), and Golden Age of Necromancy gives confusion resist and the invulnerability after getting negative life.
Thanks!
Is this addon also valid for 1.7.4?
https://te4.org/wiki/Wanderer
ToME players have been really good about helping us hapless non-programmers learn unlocks and achievements.
Thank you for your hard work, this is great news!
But have some issues with previous and this version, two of my characters doesn't have a bonus zone, and one of them have a constant LUA error when trying to use Command Staff talent.
Thank you for your reply. I shall let my launcher do its job now.
Silly question perhaps.. but where do I select the Wanderer class?
I would have guessed it is under the Adventurer metaclass, however it is not there.
I have already unlocked Adventurer normally. Do I need to finish the game again to unlock Wanderer as well?
Minor version changes should never break compatibility. Major versions can, and likely will. E.g. 1.7.4 did not break compatibility, neither will 1.7.5, or any number of minor versions between now and 1.8.0, whenever that may be.
When putting out a new version, I was wondering if you could include a note regarding whether or not characters from the previous versions are compatible, i.e. whether your characters will disappear from the load screen unless you opt to show older versions. For instance, I'm working on an unlock and don't want to make my character buggy by updating to a version where it might not really work. It would be helpful to learn that so I can put off updating if necessary, or go ahead and update if it should be fine.
No fix for not being able to buy stoning poison?
Nice update, looking forward to trying out the new wanderer class.
It looks like the only way to play :)
I was hoping to see this updated for 1.7.x
I've taken a break from ToME and wanted to come back and play a moon mage; however, this is abandoned, so I may have to give ToME a skip. I wish they'd make this an integral part of the game
v1.2.14 is up with a fix for the Frost Shard interaction with Frost Prisms new handling. Hopefully everything should be squared away now. Thanks again for playing and for the reports :)
Can you specify what this addon exactly does?
Ah, I see what's going on now. Thanks for the details. I had totally forgotten about the interaction with Frost Shards. Should be easy enough to fix now that I know exactly where the problem is. Sorry again for the trouble. I appreciate your patience and continued reports :) Should have a fix up later today.
Tested with new character. The error still exists. How to reproduce: 1. accumulate four frost shards, 2. create snow sculpture and append it with a frost prism 3. activate cold fusion(T2 in frost shard tree) and 4.wait for a turn. The error seems to occur when the cold fusion trying to consume a frost shard when there is a frost prism aside. After the error occurs, the mana regeneration buff is not created.