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Firstly, it's quite strong but still interesting to play. That said, no Wild Infusion or Breaker Rune at start feels an artificial weakness. Agree about strangeness of no sound. It would be better if item eating was explained better ingame. I still am not sure whether it provides any tangible bonuses or is a purely cosmetic option. Also, the beholder ring is unable to attach the Crystal Focus unique gem. Is it WAD or?
Not sure how this got duplicated.
yep, would be cool to make the game actually multiplayed, maybe even not only 1vs1 - also 2vs2, 3vs3 either as clans or as random (but balanced) teams
If you've managed to complete the requirements to unlock this class, I'm assuming you would have noticed that 'quests' don't mean anything with regard to progressing the game, and that you can find yourself a suitably levelled dungeon to do next.
I'll see if I can work out why the Quest doesn't get set to "Finished" though.
I don't check these comments ever, so using the forums or the Steam Workshop comments is a better place to post stuff.
But while I'm here...
Damadtroller, are you getting the addon from here or Steam? I'm aware of the error and I'm trying to find the cause so that I can stop it from repeatedly happening.
wrana5, yeah its a bit of a mess. Sorry. I haven't quite been able to keep up with my Addon maintenance with the version changes. A few classes now need a big overhaul. That addon was supposed to contain much more stuff, but I didn't get very far with it.
Any chance this might get an update to the current paradigm of EXP penalties in TE4, i.e., probably halved?
No problem. The class looks really fun to play, so I'm happy to give helpful reports, lol
This one looks like it's my fault. I recently reworked how the Bark Guard visual is applied/removed and it looks like I didn't test thoroughly enough. I'll take a look as soon as I can and should be able to sort it out pretty quickly.
Thanks again for your report :)
Turning everything off had it work fine (at least with the issues I was having); the mod in question seemed to be Beholder (Eye Fix), which... Eh. If you want to contact the mod author to figure out what's up, feel free, but it's sort of a separate experience mod from what I've experienced playing with it.
That being said, once I had it working again... Well, I didn't get to play around that much without it working prior, but getting a little deeper into a playthrough (Lv6 or so), I encountered another set of errors. The trigger for these appeared to be having the... er. Barkskin? Bark-something shield up and taking enough damage to bring it down to 0. They'd only crop up after that happened, occurred when attempting to target enemies with abilities, at least one time when getting hit again, and at least one time when attempting to attack an enemy with a sling. The abilities and the like would actually trigger; it'd just complain. Once the shield had a chance to replenish, even just a little, the errors wouldn't occur until it had been depleted again.
This would occur for targeting things...
And this would occur in other cases.
Not sure if this is also due to a mod, but just thought I'd mention it.
Not particularly bad, not very good. Problems are many talents seems to lack level requirements, there are no advanced talents to explore at high levels, light weight and greater rannge of the guns seem overpowered, there are no actual reason to get more than 1-2 Lens talents, so you could just make it 1 talent similar to the staff one. This is just from one run. Plus, some talents look useless leading to probably just one working build being complete at level 20 or about it.
Do you plan to eventually updating the 'Tempus Fugit' (anarchist class) add-on? I liked it but it felt somewhat unfinished.
Your forum post might not show for a while if it's your first. This is an odd error, but I have seen it crop up before. It was do to a conflict with another add-on in each case, and though I haven't seen a report of it before with Grove Keeper, I'm fairly sure that's the case here as well. I was working on this class earlier today and had no issues. You could test pretty quickly by trying a run with other add-ons turned off. If that doesn't resolve the issue, please let me know. If you're able to identify which add-on is conflicting, if that is the case, I can try to see what might be causing the issue and possibly contact the creator.
Thanks for the report :)
Love the idea of the mod, but it threw a bunch of errors when I was trying a run with it just now. The basic spore ability refused to allow itself to be targeted with bothy keyboard and mouse, throwing errors like
Lua Error: /engine/interface/GameTargeting.lua:137: /engine/interface/ActorTalents.lua:164: /engine/interface/ActorTemporaryEffects.lua:123: attempt to index local 'ed' (a nil value)stack traceback:
/engine/interface/ActorTemporaryEffects.lua:123: in function 'setEffect'
data-grovekeeper/damage_types.lua:105: in function 'projector'
/engine/interface/ActorProject.lua:259: in function 'base_project'
...eholder-efix/superload/engine/interface/ActorProject.lua:17: in function 'project'
/data-grovekeeper/talents/gifts/symbiosis.lua:54: in function
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:162: in function
At [C]:-1
At [C]:-1 error
At /engine/interface/GameTargeting.lua:137 fct
At /engine/interface/GameTargeting.lua:143 targetMode
At /engine/interface/GameTargeting.lua:280 targetMouse
At /mod/class/Game.lua:2530 fct
At /engine/Mouse.lua:71
The only difference between it and the non-mouse version was:
At [C]:-1
At [C]:-1 error
At /engine/interface/GameTargeting.lua:137 fct
At /engine/interface/GameTargeting.lua:143 targetMode
At /engine/interface/GameTargeting.lua:212
At /engine/KeyBind.lua:231
The shineleaf plant was another interesting oddity. It provided EXP when killed, and also threw errors (while still functioning) any time its effect pulsed while it had enemies within its radius of effect.
Lua Error: /engine/interface/ActorTalents.lua:329: /engine/interface/ActorTalents.lua:302: /engine/interface/ActorTalents.lua:164: /engine/interface/ActorTemporaryEffects.lua:123: attempt to index local 'ed' (a nil value)
stack traceback:
/engine/interface/ActorTemporaryEffects.lua:123: in function 'setEffect'
data-grovekeeper/damage_types.lua:66: in function 'projector'
/engine/interface/ActorProject.lua:259: in function 'base_project'
...eholder-efix/superload/engine/interface/ActorProject.lua:17: in function 'project'
/data-grovekeeper/talents/gifts/botany.lua:193: in function
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:162: in function
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:329 useTalent
At /engine/interface/ActorTalents.lua:418 forceUseTalent
At /mod/class/Actor.lua:6445 base_forceUseTalent
At /mod/addons/zomnibus/superload/mod/class/Actor.lua:261 forceUseTalent
At /data-grovekeeper/talents/gifts/botany.lua:175
At /engine/interface/ActorTalents.lua:1154 callTalent
At /mod/class/Actor.lua:6069 fireTalentCheck
At /mod/class/Actor.lua:779 act
At /mod/addons/improved-restauto/superload/mod/class/Actor.lua:8 act
At /mod/class/NPC.lua:70 act
At /engine/GameEnergyBased.lua:129 tickLevel
At /engine/GameEnergyBased.lua:64 tick
At /engine/GameTurnBased.lua:51 tick
At /mod/class/Game.lua:1534
would probably work well with mindstars - but currently only possible in Ork campaign, bying the skill for Yeti tissues. Theoretically possible in main campaign avoiding any spell skills until gathering enough money to purchase it, but too much bother.
Wouldn't it be logical to include a couple of trees working in concert with particular weapons (2hand/wpn-n-shield/paired?). Both SunPal and Cursed have some...
As I said, they occur at some randoom times. Last time it was in the middle of combat, but one of the previous ones it was while resting. I have some other mods installed, but they don't produce this in other configurations... As for Finer Energy - I seem to remember that the Slayer's TK goes with one of the class trees, while this is a generic tree. At least it looked so as I ran some 3-sword Adventurer some time ago...
Probably too strong and not in a good way. In my trial run I mainly had trouble with rares of the same class. All others were no problem. In addition - the area attack available from lvl 1 - easily reached range 10+ - low cooldown - restores Psi?? Why should I need anything else?%))
I'm probably not going to give the class access to Finer Energy Manipulation, since it comes with (if I recall correctly) access to Beyond the Flash (the mindslayer tk skill.)
Lethality is in here in case you want to use daggers as your mainland weapon but not go into strength.
About the hangups, when do you get them? I've not gotten anything like that.
If anyone else has been getting these, please tell me.
Thanks. But hanged again today - this time in the middle of combat. ;)) Otherwise worked well - but these are low levels on Insane, so info is limited. At low levels at least there's enough Psi as my girl just killed anything in her way faster than Psi would become a problem. At higher levels this may not be the case -soo I'd probably add that MS tree where you can consume gems for Psi gain. Maybe even as locked as it isn't much needed at lower levels anyway. Also, I'd say that you don't need - at lower levels, again - to unlock as many trees as possible as this class. Getting a couple of solid attacks leveled up works well. And also - I didn't take Lethality at all and didn't feel the need to. Forgot to ask last time - what are the reason for it's inclusion?
Thanks for the feedback!
I've given it some thought and decided to use psi as a resource for now.
Please tell me how it plays - can you keep up in combat, does the class need more ways to regain psi?
Augmented Mobility is also back (and unlocked) since the class needed more mobility, but I didn't want to drop any of the class talents.
First off, why did you remove psi points? Planning to use an original power source? But psi is OK... Second off, the mod has a very persistent bug: at some point, the ToME hangs and the screen starts blinking. This was present from the first version of the mod and still remains. I don't see any rime or reason: it activated in the middle of combat as well as during the character rest. The only common theme is that it generally happens at about level 10 and I usually take Storm, Void and Sun treees. Also, you seem to remove sound from the mod in this iteration. Again, why? Also, while new shielding is nice, I think that Psi mobility was more needed as the class has some closers, but no way to escape combat. Otherwise, not bad. And thanks for adding graphics for an active gemblade in this patch.
I love this class concept, very excited to try it when it's balanced and patched up.
The uber-regeneration sustain seems too much more useful than aalternatives. And when fighting serious opponents I don't think it makes sense to replace it with shielding, even less so with eextra actions on kill. Though the stun/conf resiistance make higher abilities of this tree also useful - but not at their proposed use. All in all, this is the strongest tree of the class, maaybe even above locked ones.
Just wondering if its compatible with latest patch
Cool