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Really cool addon. I was wondering how complex it would be to make a similar one where it starts a character completely untrained for all category and talent points? Sort of a blank slate character. Thanks!
Orcs are hiding
sneaking around each corner
thy flesh consumed
We, the people are in dire need of closure to the adventures of the new adventurer who was about to kill the Lone Wolf.
Have the preparations been good enough?
When Crypt of Kryl'Feijan is available (and completed, in my case) I am not able to use the Orb of Communication.
Voxxy has mailed the addon's author (no reply) and was considering writing a fix for this addon herself, but someone beat Voxxy to it. And quite very well, is seemings! :0
Here is the link to new addons: https://te4.org/games/addons/tome/free-respec
Voxxy is postings this comment to help people like herself in the difficult time of transitions. Wear masks, protect friendsies-- errm, wrong topics. Kikiki. ^v^'
There's a way to change the addons for an existing character, though is requirings a bit of file editing:
- Locate a file called "desc.lua" inside a respective character's folder inside your local ToME save directory;
- Is a simple text file! Can be opened in Notepad. Remember to make a backup first, as is always shoulds when modifying something manuallies;
- Locate a row starting with "addons = {", find the names of an addon is wishing to replaces, and replaces!
- In our cases, 'FullRespec' is needings to be replaced with 'free-respec'. Mind the quotes! Quotes is importants. Very.
- Save files. And is thats! Is dones! Congradulationses. ^v^
Not every addon can be replaced, added or removed mid-games, mind yous, but these twos is cans, and so yousie can upgrades with no problems at alls. Is working for Voxxy. ^v^
Oh, and considers looking at Voxxy's personal addon of similar thematics! Is goods. Yaya. :>
Hmms. A few technical details here.
It seems that the error is brought by the recent introduction of the concept of *evolutions* as prodigies. The "self.tuttext:format(self.actor.unused_prodigies or 0)" construction has been replaced by a general form of "self.regentuttext()", as the format string self.tuttext now requires the amount of evolutions as a second argument. Hence, many old mods that have been overloading the UberTalents dialog now throw an error if they attempt to regenerate the tooltip the old way.
Voxxy has just updated her own addon, Point Credits, that has been suffering from the same malady. She'll see what she can do for this one as well, but chances are a new addon will have to be created as well, unless the original author steps in and rolls out an update. Them the 8r8ks. .v.
Same! :0
I actually came here to see if there were any updates issued to the addon to fix the issue in the new game version. But, alas. .v.
Thank you for making it
Always happy to see new quality of life (or even graphics) mods for this game.
Thank you for getting that looked at so quickly, I appreciate it! Everything seems to be working as expected now, though it didn't automatically update when I restarted the game. I had to download the new version and manually install it in the addon location for it to be picked up correctly.
Could you try it?
I also add Dark Crypt to the recall destination if Melinda on the Map installed.
I do have the Melinda on the Map add on, but I haven't seen it activate and show that quest. I also have the Lumberjack on the Map addon and I had no issue.
Thank you for the report. Sorry for the inconvenience.
When I use this addon (or only original QuickToME) with Melinda on the Map addon, that problem happens. Did you use Melinda on the Map?
I have tested Quest failure pattern but haven't tested Quest complete pattern yet.
I will fix the problem when I find the solution.
This is the first character that I have played after installing both QuickTome and the grouping mod so I don't know if this problem happens in other characters.
However, once the Crypt of Kryl-Feijan instance spawns, I am not able to choose any recall destinations other than the World Map and the Fortress even though I have completed the Crypt.
I definately appriciate thematics, so I understand you want to keep it. I also do like the dungeon.
The issue with it however, is that many of the enemies are meant for higher level chars. Now that is not so much an issue by themselves but where it gets hard is the combination of enemies and their abilities. You get blinded, pulled in and swarmed, especially by those that keep being spawned by that one enemy. The water imp is ok even if it hits hard. And I think the electric eel also has a damage over time detrimental effect? Yea it's really how those enemies combo that makes it particularily difficult on a new character. Making me stuck inbetween enemies with low health and no way out. So it becomes difficult to explore or proceed even carefully due to the aformentioned. Each of the enemies by themselves are manageble and perhaps even two of them but not so much all of them at once.
So all in all I like the dungeon but it's difficult to counter the obstacles found in it at a low level due to having fewer options to deal with what the game throws at you. So it doesnt feel like I was stupid or build my char wrong but just that it was too much.
It doesn't 'struggle', it overwhelms them. I play on Insane usually. And this is the problem with all these classes.
Thanks for the feedback, and I'm glad you enjoy the race :)
Believe it or not, I've actually nerfed the starting area a few times already! My intention is for the dungeon to be a bit more interesting than most t1s, but I really don't want it to be *too* difficult. Feedback is helpful to find the right balance. Could I ask what in particular you had difficulty with? One version more than the other (demons or horrors), the boss, mob concentration, mob talents? Or perhaps something else? I've run the dungeon several times myself and I know what I find to be the tricky parts, but I'd be interested to know what made it difficult for you. More work is definitely planned for this addon, so let me know what your experience was and I'll make a note of it as I continue to work on the add-on and tweak the dungeon.
For thematic reasons, I would prefer to keep the dungeon mandatory, but I *do* have another add-on to get around that: https://te4.org/games/addons/tome/start_selector
Thanks again for the feedback :)
I don't mind a challange and I understand if thematically the Naloren starting dungeon is meant to be hard but I think it's too hard, even on normal. Especially since it's mandatory. I just wondered if maybe a rebalance of it would be in place or at least to make the dungeon optional as a quick fix. I really like the race!
Thanks for the report.
Some function call were changed in the new version; which affect Flip Off, Swear, and Psionic Form.
Sorry for the late reply, I already took a break from ToME for now.
Thank you. It's easy to see and understand.
But I couldn't understand the meanings of Max(+) and Max(-) until I looked into the source code. That is Positive and Negative resources used by Anorithil etc.
Thanks for the report! I'll take a look into it.
I hope someday we'll see Energy tracker in game w/o any addons, so player can see every calcutaion for speeds (global/move/attack/casting/weapons plus buffs and debuffs) just to know exactly who will attack first. How many characters i lost bcs of Energy mechanic... I wish u good luck with this addon.
I sometimes get a Lua error. I suppose it occurs when I reflect a beam or ray with "Web of Steel"talent.
subj. 1st tier power with 'no more than 50% max hp damage'. Or description is somewhat wrong? upd. Sorry for misprints
Hmm tested it. And 5 combo points I kept removing and adding item while wearing stamina boositng it's working as intended. Can give a clearer example of what you mean?