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Did you know that while talents use "name" for the name of the talent and "short _name" for the technical name, classes and races use "display_name" for their name and "name" for the technical name?
So, if you use "display_name", you can write something longer in "name" and avoid conflicts with other addons.
Edit :
Nevermind, it works but both the chat and the character vault use "name" and not "display_name"
"short_name" exists in the code of the birther but where it should get used, "name" gets used instead.
Edit2 :
The chat/vault issue can be solved by placing this inside "copy" :
for races :
descriptor = {subrace = "Race name" },
for classes :
descriptor = {subclass = "Class name" },
Sorry to post here. The forum say "Your message contains too few characters."
When select between multiple List ui, it seems like select() function is not called.
For example, overload/mod/dialogs/SustainsDialog.lua in Zizzo's Restart Sustains addon;
TreeList (Sustains to Restart) and ListColumns (Other Sustains)' select() call c_desc:switchItem()
Hovering mouse in one of the lists reflesh description.
But hovering mouse between the lists doesn't reflesh description.
You could do the same thing you did for Wood sprite chronomancers, add the quest "The Queen's Fancy" and the area after they finish their starting zone.
Edit :
Looking at your code and the fact that you start on floor 3 I have a feeling this wasn't intentional.
Might cause issues with Demonologist/Doombringer.
It's just that Titannia's zone is more interesting to play than undead starting one. At least for now. ;)
This is in my notes for the next release (in one froggo time unit, heehee). Attune Mindstar and Command Staff will be banned from Queen's Whim, along with swapping medical injectors. Dig already is disallowed due to not having a cooldown :) I don't want to hard-ban too many talents but making an entire weapon type unplayable is just sad.
It should be fine in the undead start. The only real difference is you don't get the Fae Choker which you're intended to switch out for something more reliable anyway.
Pretty interesting Race with a strong Generics Tree.
One question, can the Zilquish eventually use Blood of Life?
Did you plan for undead Charmed to be possible? If so, you probably should make it so that Titania starting zone/quest overrrides the undead one?
Didn't have any problem with dig while playing.
Mirror and rod of recall are not active talents but item effects, so no problem either.
Command staff is a weird case because instead of being linked to the staff itself, it's learnt when you equip a staff and unlearnt when you unequip it. Attune mindstar should be similar.
Also, now that I think about it, those two are kinda buggy and sometimes (even without addons) the data they use get corrupted or something and you can no longer use them on the character without a crash.
Then probably also the mindstar's select element, Dig and probably mirrror. Maybe also Rod of Recall.
So, after losing my character stupidly against a Zigur patrol, I made another (also short lived) and used a staff of illumination.
One small annoyance I encountered when using a staff is that queen's whim constantly selects command staff (especially early game when you dont have many actives) and you have to select an element or it doesn't activate.
I haven't actually tested it but by that logic if you have "Create Tinkers" it would force you to actually craft something to get the bonus effects when it's selected, effectively cripling your character at low levels.
You should probably blacklist those two talents from being selected by queen's whim, it would make playing the class smoother.
Funny though probably OP. During the test run the only time I died was froom the reflection rune on the troll hedge mage - who couldn't do anythinng otherwise. Both Bill and Sawtree wwere the breeze. Some miscasts like the chicken invasion were hilarious. The class would probably work best with staves, though thematically I'd think there should be some possibility for double-blades. Didn't like the pudgy fairy graphics. Thanks for the good work otherwise. I'll post if I get any other noteworthy observationns on this.
Thanks for the kind words! I fixed the bug with wood sprites in EoR. Thanks for the report!
Ramming Speed and Full Throttle are the 3rd and 4th talents in the Engine tree.
Although being little bit too strong, this class is actually great fun. Integrated rune can greatly help with low mobility issues.
One question remains: What is Ramming Speed and Full Throttle? These two talents are being buffed by Battle wagon tree and yet... There is no way of learning them as far as I know.
Hi,
Would it be possible to release it in the Steam Workshop? It is really more convenient to keep track of addons and update them :)
The charmed is a very bizarre and chaotic class. A bit confusing but fun to play.
It's always nice to see addons with entierly new mechanics.
The Wood Sprite seem very good at hit and run tactics with their wing talent and ranged classes.
Nearly tripling your movement speed at talent level 5 changes the gameplay a lot.
(Might be a bit OP but it's not global speed and sprites are quite frail. Honestly I'm not good enough at this game to properly talk about balance.)
BTW, when trying to make a Wood Sprite in the orc campaign, it tries to load files from the Barachi race and crashes the game.
instead of items drop gor a Lua error after killing an Unique (Skirmisher/Bulwark)
Nice, what was the class that finally broke through?
Is this compatible with addons like ZOmnibus? Don't want to bork my savegames just yet.
I do think I will have 1 point heavy armor on all my characters if I can.
Most talents that require specific armor only check the chest slot.
This also applies to the two types of armor training, so dont put more than one point in heavy armor, as the only thing you will get from it is the unlock.
My first halfling rogue "Bilbo Baggins" met his untimely end fighting a high level skeleton magus inside a strange tower in Trollmire. I think he got me in one or two shots. My hubris got the best of me. The arcane crystals earlier on were already more than I could handle in a fair fight without cheesing the stairs.
My second halfling rogue "Bilboman Begins" defeated the troll boss and got some sweet loot. It was a good fight. I haven't made up my mind whether to raise up my strength to get heavy armor for survivability or to rely on parrying and defense. I hear that as long your chest piece is not heavy, you can retain mobility skills, with heavy helmets, gloves etc.
I guess Trollmire is super early game since it is the first area. It seems fair that later game enemies will be less vulnerable to stealth. I hope to succeed as a highly lethal assassin, picking when, where and how to fight to finish off monsters effectively. Eager to find out how this turns out!
How is the rogue coming along? Or have you made a new character yet? I've been playing for many years. So, its fun to hear about someone finding their way early