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Thanks for trying and for the feedback!
Currently I am making new trees, Slider will get 1 more class & 1 more generic tree
and I am planning to add another way to gain movement speed.
However currently Slider can reach a continous movement speed buff from Too Fast to See.
Too Fast to See has an original 20 turn cooldown.
With Quantum Theory - Dimensional Tuning you can lower it to a 10 turn cooldown.
With Field Extension - Steal Fate you can have 35% spell cooldown reduction,
so you can lower the cooldown to 7 just with talents.
Too Fast to See has an original 3 (+1) turns duration when maxed, but note:
it is a chronomancy spell so the duration is affected by paradox modifier.
The class has a tool - in Pocket Universe tree - to tune up your preferred paradox
to high value and still cast spells safely, so you can have a 1.5 x paradox modifier.
So with high paradox, Too Fast to See will have 4 (+1) turn duration.
Furthermore, Slider also have Chronomancy - Spellbinding:
With Matrix sustained, you can have a 5 turn cooldown Too Fast to See
with a 5 turn long duration.
With Extension sustained, you can have a 7 turn cooldown Too Fast to See
with a 7 turn long duration.
So, basically by mid-end game Slider do not need any Movement Infusion at all.
Feels slightly OP. Though fun to play . An idea of arrows with curved trajectories flying from all around was very nice. Feels in need of getting some talent(s) to fasten up Psi replenishment at middle levels.
Been playing this off and on since 1.6, gave it a try in 1.7.2, got this error with 3 ranks in Lomea Call and 1 in Paladins. Game version (character creation): tome-1.7.2 Lua Error: /engine/interface/ActorTalents.lua:351: /engine/interface/ActorTalents.lua:324: /engine/interface/ActorTalents.lua:190: /engine/interface/ActorTalents.lua:351: /engine/interface/ActorTalents.lua:324: /engine/interface/ActorTalents.lua:190: /engine/interface/ActorTemporaryEffects.lua:126: attempt to index local 'ed' (a nil value) stack traceback: /engine/interface/ActorTemporaryEffects.lua:126: in function 'setEffect' /data-classfallen/talents/cursed/solar-shadows.lua:10: in function [C]: in function 'xpcall' /engine/interface/ActorTalents.lua:186: in function stack traceback: [C]: in function 'error' /engine/interface/ActorTalents.lua:351: in function 'useTalent' /engine/interface/ActorTalents.lua:442: in function 'forceUseTalent' /mod/class/Actor.lua:6547: in function 'forceUseTalent' /data-classfallen/talents/cursed/solar-shadows.lua:356: in function 'onTakeHit' /mod/class/interface/ActorLife.lua:42: in function 'takeHit' /mod/class/Actor.lua:3051: in function /data/damage_types.lua:548: in function 'defaultProjector' /data/damage_types.lua:874: in function 'projector' /data/damage_types.lua:1805: in function 'projector' /engine/interface/ActorProject.lua:259: in function 'project' /data/talents/misc/npcs.lua:902: in function [C]: in function 'xpcall' /engine/interface/ActorTalents.lua:186: in function At [C]:-1 At [C]:-1 error At /engine/interface/ActorTalents.lua:351 At /mod/ai//improved_tactical.lua:1081 At /mod/class/interface/ActorAI.lua:73 runAI At /mod/ai//improved_tactical.lua:1142 At /mod/class/interface/ActorAI.lua:73 doAI At /mod/addons/verbose-enemies/superload/mod/class/NPC.lua:34 act At /engine/GameEnergyBased.lua:129 tickLevel At /engine/GameEnergyBased.lua:64 tick At /engine/GameTurnBased.lua:51 tick At /mod/class/Game.lua:1559
Quite interesting, and I find myself in agreement with some comments above. I also would like to see some additional way(s) to get absurd movement speed - not just 1 talent plus as many Movement infusions as you can force into yourself...
Celia is a lot harder than she used to be.
That's a pretty common ongoing issue with TOME. In game chat often stops working properly. You can log on via this site (te4.org) to the Realtime in-game chat linked on the left under Tools & Stats as an alternative if you are conversing with people.
Chat has lately been having some issues and it's somewhat commonly down for a while
Love the races adding the two gem playables. My only realy issue is the crawl. It is quite annoying to have to activate a sustain to move all the time, makes back to back late game dungeons a massive bother. I moved the hotkey to activate to "q" it got like that. Please consider changeing it to simple movement like normal, with perhaps the ssutain enableing immobile with a hefty benefit or sometthing?
You can access it on the site here: https://te4.org/tome/mtx or from in-game by clicking the coin icon near your character's portrait.
i'll try it out, thank you very much!
Curious about this can't find the command in game.
[sound F/X: source diving] Ah, yes, that would explain it. Simplified Prodigy Requirements apparently hasn't been updated for 1.7, and it basically accidentally removes 1.7's new High Thaumaturgist and Fallen evolutions. I've pushed out an update for this addon that should successfully work around that.
ERROR:
Game version: tome-1.7.0
Addons: improved_combat_text_v2-1.6.0[X!], crit-shrug-1.6.0[X!], tougher_escorts-1.6.0[X!], easy_map_v2-1.6.0[X!], shorterdungeons-1.2.5[X!], ashes-urhrok-1.7.0[O], kryl_map-1.7.0[X], frost_invoker-1.7.0[X], drem_zigur-1.5.10[X!], clean_doll-1.6.0[X!], somebody-shut-that-dog-up-1.0.5[X!], bropack-1.6.7[X!], starting_equipment-1.6.0[X!], verbose-enemies-1.3.1[X!], tactical-minimap-1.6.0[X!], evolve_adven1-1.7.0[X], cults-1.7.0[O], ModGenLev-1.6.0[X!], nalorenrace-1.6.7[X!], possessors-1.7.0[O], mindstar_slayer-1.5.0[X!], ignore_rc_locks-1.7.0[X], ToughMelinda-1.5.0[X!], qt-improved-recall-1.6.7[X!], orcs-1.7.0[O], improved-restauto-1.6.5[X!], items-vault-1.7.0[O], neka_qol01a-1.0.0[X!], highguard-1.7.0[X], genuine-veteran-1.6.6[X!], whitemonk-1.7.0[X], pf_fixes-1.6.0[X!], faster_rre-1.0.6[X!], PlenumTooltipCustom-1.7.0[X], simplified-prodigy-reqs-1.6.1[X!], friendly_patrols-1.6.0[X!], nsrr_exotics-1.4.8[X!], merchant_map-1.7.0[X], swordsmaster-1.6.7[X!], dance-of-the-edge-1.6.7[X!], better_item_desc-1.6.6[X!], zomnibus-1.7.0[X], hz-escorts-1.3.1[X!]
Lua Error: /hooks/ignore_rc_locks/load.lua:48: attempt to index field 'T_HIGH_THAUMATURGIST' (a nil value)
this is the full error. maybe other class mods interfere with it? i'll try, but for now this is what comes out
edit: i tried testing my mods one by one, and turns out i have conflict with the simplified prodigy requirements one. so far it works now, although i still have no idea why it flagged your mod as faulty instead of the other one
agree with this. the mod is interfering with 1.7.0 since it can't recognize the new evolutions and prodigies
That… shouldn't be possible; I've confirmed in debug mode that that talent definition is present. Can you provide a more complete stack trace?
An English manual or at least a video tutorial would be better.
Installed, but nothing is clear, sorry.)
trying out this mod for 1.7.0 and I get an error saying "attempt to index field 'T_HIGH_THAUMATURGIST' (nil value)", what is this error and can it be fixed?
It was nice to revisit this post right after the 1.7 release and 18 months after the date it was posted.
Interesting to see what has already come to fruition, and what having an idea of what could still be in the works.
Thank you for your continuous support of this game, keep up the good work!
Yeah it is important to do the side crypts first.
Looks like the DLC is all on sale for the 1.7 release, hope you see this and grab them!
... and the next one ... and the next one ... and the next one too ...
Congrats on the release. The Necromancer changes looked interesting and fun during beta, let's see how they settled.
I'mm very happy with these changes.
I'mm very happy with these changes.
Fantastic add-on. I do have a couple of suggestions though:
1- With enough Talents, the menu when choosing talents would be bigger than my screen, not allowing me to see the couple first and last talents. Perhps this is happening due to my screen size (1366x768).
2- I understand why you put 'took damage while exploring' but it is by far my biggest grip as most of the time it would simply be one poison effect that have to wear off or a very low damage ranged attack from a common enemy that haven't yet appeared. I understand that damage while exploring is super dangerous but I think that more control over that would be super useful.
Tanks again for your fantastic addon
Haha, yes :D
Slider really like 2 movement infusions. :)
Also, Slider's movement skill - Too Fast to See - is very cool, because it is not removed
on non-movement actions. So you can continue running and cumulating spell-speed
with Alpha Strike in loops.