Menu
382 players are currently having fun. Join Them!
Tools & Stats
News
April 16, 2025
December 15, 2024
December 15, 2024
April 16, 2024
December 15, 2023
User login
Players Blogs
Recent comments
6 hours 17 min ago
6 hours 22 min ago
6 hours 23 min ago
20 hours 25 min ago
1 day 19 hours ago

Finally big expansion :D
Keep up the good work!
Being a regular command line dweeb, I ran:
- premake4 clean
...- premake4 gmake
...- make clean
......
So, things looked good, and now I'm back online with the new version and the DLC. Commenting in case any other command line dweebs follow in my footsteps :D
Thanks DG!
You need to recompile/grab the binaries from 1.3 :)
You got all my votes!
Praise be the Dark! Praise be the God!
This is most likely not the right place to report this, (I would do chat but my chat is broken)
I did a:
For my local directory fixes, since SDL2 installed differently on my box. Then:
And then confirmed the two local directory fixes had no differences in the new version with git diff's.
Great! I started tome, and everything looked great at first, then I noticed it got froze as 3% of the load, switch over to look at the error log, which said:
=====
...Loading entities file from file /data/general/grids/underground.lua
Loading entities file from file /data/zones/dungeon/objects.lua
Loading entities file from file /data/zones/dungeon/traps.lua
Initiated zone Forest with base_level 1
Creating level dungeon 3
C Map size 35:21 :: 735
C Map seens texture: 51 (60x60)
Lua Error: /engine/Map.lua:254: attempt to call method 'setupGridLines' (a nil value)
At [C]:-1 setupGridLines At /engine/Map.lua:254 makeCMap At /engine/Map.lua:310 loaded At /engine/Map.lua:228 init At /engine/class.lua:40 new At /engine/Zone.lua:948 newLevel At /engine/Zone.lua:898 getLevel At /mod/class/Game.lua:392 changeLevel At /mod/class/Game.lua:311 newGame At /mod/class/Game.lua:130 run At /engine/Module.lua:990 instanciate At /engine/utils.lua:2207 showMainMenu At /engine/init.lua:162 At [C]:-1 dofile At /loader/init.lua:204=============
So, the function 'setupGridLines' was not there at boot time or something. Worse, right before the affected line, the function it was in: 'makeCMap' called several other functions ('setObscure', and 'setShown') defined in parallel to 'setupGridLines' successfully.
I played with a few changes to this section of code but couldn't get the flow to recognize the 'setupGridLines'.
Really hope TOME will make it, and keep up with this great work! :)
it's not getting fixed because the race is already powerful enough, and I'm assuming they don't want another one of those "better than everything else" races :p
I need to finish my school work for the day, but I'll be playing ToME all night if I have to! Thanks for sticking with the development of the best game EVER! <3 :)
Thanks!
"When mousing over a zone change there will be a minimum level indicator in the tooltip"
I love you <3
Has the Ogre duelwield bug been fixed?
THANKS for patch!!!!!
BTW Like above, can i finally play with TW? Or i will have restart tome again due to 100% cpu usage?
It's confirmed by someone?
I actually also had the idea of making a Yaech addon - but slightly different.
Knowing that they were using Arcane and Kinetic a fair amount, I was thinking the racials could be implict of Yeek, but with the option to go down mag/psionics rather than straight into psionics. Stats are -Con, +Mag, +Wil, waterbreathing and +0/+5% XP.
Just food for thought :>
DarkGod you are my hero.
I check this page every day. :D
Well that makes it easier!
Here you go, my friend:
http://imgur.com/a/T9QMz
And thank you!
You could also upload all the images to an imgur album or something instead of making an addon if you wanted less work- I'd probably use some of those tiles, if for no other reason than having more variety in character tiles.
GOODBYE RUINED TEMPORAL WARDENS. I will not miss fixing you.
Just a minor change to make the shield from Focus a mental/nature effect instead of magical/arcane. The shield boosting effect will affect both this shield and other damage shields.
Moved Gift/Prowler from Generic to Class. Unlocked and reduced the nerf on Combat Training. Added Technique/Dualweapon-Training. Buffed Gift/Stalker:Focus so it now adds or refreshes a weak damage shield each time you move or use a basic attack. Changed the stat bonus granted by Agile Defender from Dex to Con. Finally changed the sounds in Eccomancy so they are not all "talent/slime".
Reduced both Stam and Equi cost for new talents across the board. Buffed Agile Defender so it now also increases your Dex by a percentage of your Wil.
现在才看到1.31的新版官网汉化,太感谢了!!!TOME4是个伟大的游戏,这个汉化包也是个伟大的汉化包,感谢作者!
Wild-Gift/Prowler is now functioning largely as intended. Something is wrong with the cool down on one of the talents.
Changed the way some abilities scale, and some abilities now have synergies with stealth and mobility.
More details: http://forums.te4.org/viewtopic.php?f=50&t=45182
1.2.2
Holy cow, its like warjack from Iron Kingdoms!