Recent comments

  • Summoner rework   1 day 12 hours ago

    Its a real shame BoN range doesnt increase with level. 3 is pretty danger close for a pure summoner

  • Nekarcos's Quality of Life 05: Various Warnings (GOLDEN) [zh]   3 days 2 hours ago

    ... Nor does this have my blessing.

  • Arcanum Patches   4 days 22 hours ago

    Kinda amazing how coding of this class is hideously messed up lol

    Edit: so uhhh i hope im not bothering you, but what happened?

  • Auto Use Tweaks   5 days 16 hours ago

    Just too bad the options don't include 'In combat/out of combat' options. Like 'turn off when entering combat, on when leaving it'

  • Infinite Dungeon Merchants   6 days 5 hours ago

    This mod is experimental, Infinite Dungeon runs a script that turns ALL neutral/friendly npcs hostile, so spawning npc merchants is a very challenging task. I've spent many, MANY hours trying to get this to work, but I.D is very thorough and aggressive in its approach to making all entities hostile. As a "patchwork" fix, I've disabled the code that turns friendly npcs hostile, so you WILL see friendly mages and warriors fighting hostile monsters in this mod.
    I've tried MANY workarounds but nothing have really worked, I do have more ideas to get it to work, but coding and testing is time consuming and I have other projects I'd rather get to a polished state rather than going on wild goose chases trying to get this mod to work. Eventually I will try to get it to a perfect state, but for now, it is what it is...

  • Automatic Transmission   6 days 7 hours ago

    But could I have option to use both sustained conditions?

  • Bromantic Mod Pack   1 week 1 day ago

    Really sorry, i took a break, but now its fixed

  • Adventuring Party   1 week 1 day ago

    Problem: The alchemist's party member golem does not join player's party and does not respond to orders.

    How to fix:
    1. Find file "superload\data\talents.lua" in "tome-adventure_party.teaa".
    2. In the file, find function makePartner(r, sr, c, sc, s)
    3. Before line "return partner" add line "if (partner.alchemy_golem) then partner.alchemy_golem = nil end"
    4. Save the file.

    Next golem created will join the party and react to orders.

  • Spell Merchants   1 week 4 days ago

    All Merchants have been added to Orcs: Embers of Rage. They will all spawn in Kruk. (Big thanks to Recaiden and Dr. Root of All Things on Discord for helping me figure out the file path to mod EoR.)

    Merchants can now (reveal) talents for free, so players can view what the talents in the talent tree do (by pressing 'p') before spending gold on it.
    The option to by talents will now appear regardless of players available gold, new error message for players who dont have enough gold to make a purchase. After purchasing a telent, the player will be returned to the merchants main dialog menu. This will make unlocking multiple talents a smoother experience.

    New Arcane Merchant (Arkris) added [spawns by angolwen portal]. (angolwen-staves-store & archmage Tarelion will NO longer sell arcane talents!)

    I've made changes to Zemek and Sun Paladin's spawns.
    Derth: The Sun Paladin will keep his set spawn. Zemek's random spawn chance removed.
    Last Hope: Zemek will now have a set spawn.
    Angolwen: Zemek will no longer spawn in Angolwen (due to him sometimes spawning in between trees, blocking the path)

    All placeholder text has been replaced with lore friendly dialog. The merchants will now give detailed dialog explaining talents. (instead of simply saying "I can train you")
    Better quality items added to Arkris' wand shop.
    Master Jeweler merchant now has a custom shop and will sell gems and a wide variety of jewelry with a chance to sell unique jewelry.
    Added a Unique Random Artifact shop to Master Jeweler.
    Master Jeweler & Zemek can now re-roll the ego's of your Rare Artifacts. (Font of Sacrifice)
    Sun Paladin now has a bounty board! Player will receive gold after killing certain bosses! (This is currently based off of vanilla Quests that track killed bosses example: scourge-from-west [Sandworm Queen] quest) I plan to change this to a trophy bounty system where the boss drops a powerful/useful Artifact on death, the player can choose to chose to keep the artifact or turn it in for gold.

  • Arcanum Patches   1 week 4 days ago

    With such entertaining descriptions, how could I say no :)

    I've identified the likely problem and worked out a likely solution, and I'm planning out the best way to tackle it now. The original Enchant/Disenchant actions were storing/handling entire copies of the old item, whereas practically we only really need to store what differs between the original and the enhanced version.

    I'm implementing a conversion for those existing items now, both on game load (items in your inventory, main containers, party bags like golem inventory, as well as what you have equipped), and map load (for items on the floor), while keeping gem imbued items storing the whole gem record - since those are 'cheap' in terms of lag they may add, and would introduce more complication to handle them differently. If a save game is loaded which needs conversion of items in the current map/character, then the mod will pop up a confirmation dialogue warning that you should back up your save games first just in case (and you should!), with an option to quit without saving, or to accept the conversion and continue.

    If you have items stored somewhere unusual, like inside a container added by another mod and it doesn't use the standard conventions, then there's a chance those won't be converted unless you drop them on the ground and pick them back up - but that's very unlikely; all standard containers even ones added by another mod, will be processed and items inside them converted by this new fix.

    I'm including a couple of other minor Arcanum fixes in this next version as well - probably ready in an hour or so ;)

    EDIT: a lot more than an hour, but it's coming shortly. My last test on a bugged save took it from 1024 copies of the entire player (with all its items etc) inside the save file, down to the *1* that it's supposed to be. From 28,413 entities down to 658, save time from 12s to 1s, and savefile size from 41,066k down to 592k. This sure was a hell of a bug that you brought me haha, yikes!

    EDIT2, 6 days later: Oof. Layers within layers :p I've fixed a lot more, mostly Enchanter related. Had to adapt some other things to work with the fixed methods introduced in order to avoid the Enchanter breakage. Hopefully can get more time to finally finish this one off this afternoon!

  • I hate the last hope graveyard.   1 week 5 days ago

    Also don't forget to clean out all the tombs first before you start fighting Celia. That'll make yoyr life easier since you'd only need to fight her alone, not surrounded by minions.

  • I hate the last hope graveyard.   2 weeks 4 hours ago

    I've gotten into the habit of waiting until after returning from the East before trying Celia; so far it's been more manageable by then. Having the Rune of Dissipation or turbo-charged Mana Clash definitely helps.

  • Arcanum Patches   2 weeks 4 days ago

    First of all, my english isn’t very good, so please bear with me if you can't understand some sentence
    so the Enchanter class is very interesting and theorycraftings are fun, however there'a a serious bug that it breaks a game literally.
    This class has a skill that enchanting the item, and that is the main thing. Enchanting can be used to weapon, armor, or accessory and tools. It also works as weapon or armor mastery. But the thig is, the more you enchant the even more you get latency. As soon as you start enchanting the item it begins to show the glimpse of stutter already. By the time that you have 4 or 5 enchanted equipment, it occurs a ridiculous amount of lagging then game breaks. I can't come up with a idea how to describe it in detail. I recommend to experience it by yourself because it's hilariously so laggy. I didn't know you can occur the this level of stutter in Tome4. You can physically feel the Tome4 is screaming and begging for the shutdown.
    I don't know why this is happening. However, interestingly, ofc it's not just my problem, other people have same trouble too, but based on addon's comment section(in steam workshop), it seems like it was a fine couple of Tome4's versions ago. Because this bug come to the fore recently. No one mentioned this problem before.
    So yeah idk why it's happening but it has a unplayble bug. This class also has a trouble that telekinetically grasped shield seems not working, Enchanting working as mastery too is headachingly bad, but the most important issue is this. if you could fix it in next update, I will really be happy. It's kinda shame bc it's really cool class. ty!

  • Spell Merchants   2 weeks 4 days ago

    Edit: I've re-added the ability to [reveal] talents (for free) and increased the cost of category points to 2000 gold.

    Category points can now be purchased from Mulfar!

    We do still run in to a slight purchase cost/value issue, as I do have the option for each merchant to sell a one time talent increase by x1.2 and the cost varies depending on the power of the talent, ranging from 500g to 1250g (I believe?) So the player is still able to either get a great deal or get screwed. But I suppose it just adds an extra element of skill/knowledge? Anyway, 1 cat. point = -2000g.

    Also, I'm always open for suggestions, just understand, the best place to leave a comment for this mod is on steam workshop, as it's the place I'm most likely to see it! I visit this page VERY RARELY. When I open steam I can see right away when a comment has been left :)

  • Godmode   2 weeks 4 days ago
    New update!
     
    I added a few shop menus: ("Open shop Menu")
    Gem/Jewlery shop: Opens a custom shop to buy gems/jewlery.
    Vault Archive: Opens a custom shop that sales a wide variety of items!
    Unique item shop: A shop that sells random (orange) uniques!
    Artifact item shop: (Experimental! Its a bit buggy. The game pulls all unique items (Yellow/Orange items) from your current zone and they will only be displayed once! If you close the artifact item shop and open it again, it will display an empty shop page!) Read in game dialog for more info.
     
    Added an option to increase max encumbrance by +500
     
    Quality of life improvement: rewrote code to return the player to the main menu after making a selection.
    I added more options:
    Boost ALL current Class and Generic talent tree multiplier mastery caps to 5.0
    with an option to reduce back to 1.3 (vanilla)
     
    Reveal ENTIRE Zone Map
     
    I am open to requests, if anyone has ideas for anything you want added.
  • Godmode   2 weeks 4 days ago

    New Update:
    I decided to rework this mod and remove the whole "merchant npc" aspect. Now, you can access the menu from your inventory! Press [ i ] to open inventory, then left click on "[GodMode]" and select "use" to open the GodMode menu. This will work in the Main Campaign, Orc: Embers of Rage dlc and Infinite Dungeon. This mod is now compatible with my other mod "Spell Merchants"

    Many new features have been added:
    QOL Dialog Rewrite, Custom Shops, Item spawning, Reveal map, Kill all hostile mobs, Teleport to zone, Replenish Health, Recourses & Cooldowns, Activate Invincibility shield and many more features!

    I've added everything I can think of to this update, if you all have any ideas for new features or improvements, feel free to comment! Im open to suggestions! Otherwise, I hope you enjoy this mod! I've spent countless hours implementing and testing features. I hope it meets you satisfaction!

  • Arcanum Patches   2 weeks 4 days ago

    G'day Azza, I created this in response to a user request - if you can explain what's broken, then I'll do what I can to attempt a fix, and add it to this in an update. I'll check back here every day or two, just let me know :)

  • Arcanum Patches   2 weeks 5 days ago

    Will it fixes Enchanter too? Because this class is so broken you can't even reach the T2 dungeons

  • Deathknight Vanilla   2 weeks 6 days ago

    howdy to you too

    ive been playing this game for a few weeks now. and.
    this is my very first addon ill be installing.

  • Restart Sustains   3 weeks 2 days ago

    Just published release 3.2.6, which should fix your problem. We Apologize for the Inconvenience.™

  • Restart Sustains   3 weeks 3 days ago

    We'd need to distinguish between a sustain being unavailable because it's on cooldown vs. because its preconditions aren't met. Give me a little time on this one. Thanks.

  • Restart Sustains   3 weeks 4 days ago

    When marking a sustain for restart that you cannot sustain and then resting, the addon forces the rest to last for 51 turns.

    I noticed this when resting as a berserker when having berserker's rage marked for restart but unable to activate because I was in the early game with a 1h+dagger.

  • Auto Talent Assistant   4 weeks 15 hours ago

    Very helpful for your tip on setting Assistant Move. Extremely important and that is what makes it "automatic" if I may say.

  • BikiniCryptFeaster Challenge 2nd Attempt - Level 31 Skeleton Gunslinger   5 weeks 4 days ago

    Loved reading this, really curious how the run ended up going!

  • Class: Hollowed   5 weeks 6 days ago

    fun mod but there are a few gamebreaking bugs

    stepping on any tile that does continuous damage (old forest vault with toxic water, lava ground, etc.) generates hundreds of lua errors non-stop forcing you to ctrl + alt + del out

    predator is bugged i think. i ended the game with 500 effective accuracy + physical power, so everything was too easy and i was one shotting just about everything

    withdrawal is also bugged (the resillience talent with a teleport) and if you take damage from falling sand (sandworm lair) you don't take damage and a lua error appears. i never got teleported by this talent a single time throughout my game, maybe i wasn't getting hit for that much, or possibly any hit that deals 60%+ of your hp gets fully negated. i'm not sure