Recent comments

  • Swordsmaster Class   5 years 25 weeks ago

    This is a very fun and well-put-together class!
    I especially like Spring Attack.

    A couple notes:

    • Vapor Blade knocks enemies back even if the attack misses
    • Will To Live should have a cap, or better yet, be a flat (or based on player level) amount that's increased the lower your health is.
    • Lightspeed Draw needs a Fixed Cooldown. Otherwise, if you take Hidden Resources and have some way of lowering the cd, you can cast it forever, doing infinite damage instantly.
    • Spring Attack's stamina restore is kind of overkill given Tempo and Determination. Maybe it should only work if you're using a 2-hand weapon?
  • FlexSpec Respec Limitation Relaxer   5 years 25 weeks ago

    There's a bug with this addon in 1.6.7 and the Adept prodigy. It goes something like:

    - Get the Adept prodigy
    - Use a category point to increase a category's mastery, and you'll get a .6 improvement: The .2 is mutiplied by Adept's x3 instead of being simply added. (So if your category was 1.0, Adept increases is to 1.3, and improving the category with a point increases is to 1.9 instead of 1.5.)
    - Now remove the category improvement, which you can do with FlexSpec. I can't remember the exact result, but it decreases by .2 or something like that, so now your example category from above is at 1.7.
    - Improve the category again with the point you just removed, and once again it increases by .6, and now you're at 2.3.
    - Repeat for infinite category mastery.

    I believe this bug also exists if you have already improved a category prior to taking Adept, but I can't remember how it plays out. (But it's a variation of remove category point, add it back, and repeat.)

    I may have gotten the precise numbers incorrect, but if you try it out, it's pretty easy to reproduce. To verify this is a bug with FlexSpec and not T-Engine, I disabled the FlexSpec addon (via desc.lua) and didn't have this issue (both with adding a cat point post-Adept or removing it on the same screen).

  • Turtles   5 years 25 weeks ago
    • bringing attention to one-of-kind, amazing addon of size and quality* Upade please!
  • Interracial Masquerade   5 years 25 weeks ago

    This addon still mostly works with 1.6, but I'll wait for 1.7 before polishing it up. I have not tested the current 1.5 version of the addon with Cults races or the shimmer packs.

    (If anyone is motivated to take over this addon and maintain it, I'd be cool with that. I tend to go for long periods without playing ToME, until a new DLC comes out.)

  • Beholder (Eye Fix)   5 years 25 weeks ago

    My favourite addon class out there, thank you very much for making it playable up-to-date. <3

  • Explanation of the localization feature for addons creators   5 years 26 weeks ago

    That should work just fine :)
    And if it does not, I'll try to make it work anyway ;)

  • Explanation of the localization feature for addons creators   5 years 26 weeks ago

    For reference, is it possible to write an addon that provides translations for someone else's addon? I ask because a Steam user asked a few months ago for permission to release a Chinese translated version of ZOmnibus. With any luck, I'll have localization support added to ZOmnibus and all its component addons by the 1.7 release, which I'm hoping will make their job easier.

  • Animist   5 years 26 weeks ago

    much more interesting. Still, Undine rulezz supreme. Gnome probably needs some improvement? PArticularly, his block feels weakish - many opponents justt punsh through it... And lvl 12 power , whiile passive, feels least useful of tier-4s. Also, shouldn't lightning jump get some range increase with investment? Actually, most class skills feel perfectly good at 1 point, with no need for improvement.

  • Tales of Maj'Eyal 1.7.0 BETA1 is upon you!   5 years 26 weeks ago

    Beta is up on Steam. You can find the code in the announcement on Steam :)

  • Tales of Maj'Eyal 1.7.0 BETA1 is upon you!   5 years 26 weeks ago

    Great!
    How about a beta for Steam?

  • Animist   5 years 26 weeks ago

    Confusing cooldowns and piano playing from many skills feels fresh.
    Pleased feeding spiritual weapons. (Who is that thunder? Who wants to eat legendary weapon? Good sword!)

    Many skills are effective with minimal investment. I caught myself on the fact that I can leave 5-15 class points without many losses.
    Ground disruption and Lunarang look useless.
    Lux&Umbra feels weird- his skills require L&U standing, while everything else is concentrated on the switch.

  • Sapper   5 years 26 weeks ago

    It was indeed ^^
    And yes, it really is AoE siege engines, except no trebuchet :p no steamguns though, can't build anything with a steamgun and pickaxes are more fashionable !
    tell me what you think after trying it out :)

  • Sapper   5 years 26 weeks ago

    Was this that new class you teased before on Bristlebarb? Maaaan. All I can think is Age of Empires 2 has come to haunt Maj'Eyal. We shall crush our foes under swaths of flaming rocks! Will definitely be making this my next playthrough. I love pet classes, and I love steamguns. This has me even more hype than the Alchemic Tinkerer class that's floating around. We shall teach those foolish orcs the meaning of SIEGE WARFARE.

    You certainly did not lie to me when you said you had another unique class planned. My excitement was well warrented. :)

  • PVP arena   5 years 27 weeks ago

    Well, guess it's really hard to implement. Involving AI in this would end up AI doing stupid things. Players are always more clever than AI.

  • Patch 1.7 big feature preview: New Necromancers!   5 years 28 weeks ago

    Hyped!

  • Heartstalker - Psionic Class   5 years 28 weeks ago

    very cool concept,but the screams from Dark Psyche are very disruptive.I would much prefer taking that tree if the sounds were changed.keep up the good work .

  • Frost Invoker   5 years 29 weeks ago

    Yes, now's bettter, thanks.

  • Inferno Pettiness   5 years 29 weeks ago

    understood, thank you.

  • Inferno Pettiness   5 years 29 weeks ago

    Id like to, but I'm out of practice with modding. if I stay invested and interested, I'm sure I'll be updating them eventually, but I can't make any promises.

  • Inferno Pettiness   5 years 29 weeks ago

    Sorry for off top, but - are you planning to update your bigger mods to be 1.6. compliantt? Races pack seems to work (though you can't add cosmetic options for some), but Celestial Oddities crash in some instances. A pity as I like these mods.

  • Frost Invoker   5 years 30 weeks ago

    Just finished a fairly chunky update, including more mobility and less investment required for talent ranges, along with more versatility with regards to where you can summon the sculpture, and several other tweaks all around. Full details are on the forum.

  • Frost Invoker   5 years 30 weeks ago

    The decoy is quite useful, but suffers due to range 1. Especially as you can't cast it behind you then switch places. As for gap closer, I see another problem in you only having one such, especially as it is unreliable (if you are dazed by, say, slime Psyshot, neither of its options qould work, e.g.). Even Sun Paladin has 2 (actually more as 2h talent is a useful short-range closer).

  • Dance of the Edge   5 years 30 weeks ago

    The ArmoredBrick build is not so horrible as I feared, but still quite boring. On another note: is it possible to include some notes or something to indicate where boss Dancers are?

  • Frost Invoker   5 years 30 weeks ago

    Thanks, those specifics are helpful.

    The class is a melee fighter that augments their combat will spell casting, so there is really not meant to be a great "ranged option". That said, there are a few talents that would probably benefit from having a fixed range so that you have a bit more reach early on when your melee is still a little weak, especially the gap closer. I have an idea to rework Icy Blast into a bit of a rush-like mobility talent instead of a ball AoE.

    As far as defense, I think the class is pretty well outfitted in that regard, but it might benefit from having some things shuffled around to make some of the stronger defense available a bit sooner. Cryochamber stops killing blows and with Ice Infusion you can escape after Cryo triggers. Plus they have a damage bubble, crit reduction, all res, a decoy that pulls aggro in a large area and pins when it dies, a debuff to reduce enemy damage, a hard single target lock, and a large AoE freeze. Some of these take a while to really come online, but I don't think classes need to be super strong right out of the gate.

    Overall I think the class is in a good place, but it may need some tweaks to give it bit more survivability early on so that it's not as difficult to reach a place where you really start to feel strong. Your feedback, and that of others, has given me a few ideas on how to tweak things a bit to accomplish that.

  • Frost Invoker   5 years 30 weeks ago

    ...combination? Defence is not good enough plus lack of inherent escapes . Heals are weak (may be better with investment, but I die before that). For attacks - there are stops for melee enemies, but no against ranged (at leasst at early levels). Also, range requires heavy investment AND few closing options. Plus you can't go the normal mage path and just buy Staff Combat as a ranged option. Honsetly, just don't see how you see it all working together. Utility is probably the main problem, but...