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There is a locked talent tree named Horror on this class. Once opened there is nothing inside this tree at all, meaning it either doesn't exist or is bugged to not ever be usable.
Having now tried the demo, I can see this is legitimately very good. A nice twist on the Puzzle Quest type games which is by far better than any of the attempts I've seen since the original Puzzle Quest itself. If it goes on Steam, I will buy it.
Any chances this is making some escorts not spawn? That's kind of a big, big downside if it can't be fixed.
Sooo I'm back. Speed will be way less.
New things since that post!
Empty Smiles sees Zigur going ‘well shit’ and Calliope heading out on her own mission.
Midnight Suns sees Serena shaking things up, including the highest power fight scene yet.
Cleansing Flames sees Gabrielle and Kilia going after Natasha, complete with a gratuitous mage duel.
And finally, today’s Graceful Death sees arena legend Rebecca meeting up with Leah, Iona, and the rest of their adventuring party between Last Hope and Reknor.
Also new, a chapter list!
If you haven't seen, I do a lot of addons. Some are connected to this story! Find them here!
So, what has been changed? Can you give us some examples?
I love match 3 games and I love them even more when they're RPG!
But I'm not going to support this one though. While I don't mind the artstyle for characters and monsters, gems look really lame and uninteresting which is pretty bad as you'll be spending a lot of time in match 3. The UI also looks pretty awful.
I almost never look to see if there are comments here.
Please use the forum thread (which I don't appear to have linked).
Crossbows itself doesn't work with 1.3.1. The addition of the new stores in 1.3.1 causes certain older addons to error out when you go into Derth or Iron Council.
Alchemist also gets Cunning/Herbalism in this addon (like in the Arcanum addon only without the rest of that one), which is straight cool.
EDIT: nope, only happens in Arcanum after all.
Your character can sometimes get stuck on an endless loop between level entrance and exit.
Some information relating to this addon can be found here:
http://forums.te4.org/viewtopic.php?f=36&t=44106#p200090
You updated the Merchant in Last Hope. Was wondering if you would update this as well, if you have the time or desire. The Reroll mod worked as expected, thanks for the update on that.
Could you please explain, or describe what has been changed. As well as how they react with this change??
It actually looks pretty cool, so I'm happy to vote it.
Cannot comment on steam because of dumb steam-guard-give-your-phone-number-away-whatever.
But really looking forward to this. Since the first PuzzleQuest, we still need a decent Match3-rpg type gameplay.
Oafmatch huh? I'll give it a go.
I get an error when an escortee reaches the portal. The escort is still there, generating an error every time it moves onto the portal. No reward is given, of course.
What changed in 1.0.3 ? 0_o
Perhaps one of the expansions to come could contain an entire world on the back of a giant turtle? That would be simply sublime.
Hey j0ren,
Yes, I have noted those problems as well. Disabling the AI basically doesn't work because it's running inside Player:act() so there's no window of opportunity to accept hotkey presses. I haven't found a fix for that yet.
I do plan to make parts of the AI configurable at some point, and the cancel health value is definitely the top priority setting. I've only been working on this addon for about a week though, so there's just very little actually completed at this point.
Talent use is actually the next feature I'm working on right now. The v1.2 build already can activate sustained abilities, but I want to pack some more changes in before I release it.
Thanks for the feedback!
YAY!!!! is is great to know that the game is still alive! :D Hey DarkGod, is there any way that those of us who are veteran players can become more involved in development?
Thanks,
Paul
Critical Strike Media (youtube)
Hey, I really like this mod. Nice work. I have some suggestions:
- Disabling the AI is very hit and miss. It seems like I can't disable it most of the time.
- 1/4 health is often too low. Is there a way to add some kind of settings control to let that be higher? Otherwise I would suggest making that 1/3 or even 1/2.
- The ability to auto-use some skills in some circumstances would be really good, such as letting a solipsist use mind blast as their primary attack.
DG I love you even more for making the Pratchett reference <3
If saturation allows the use of Blood Feed (which I missed somehow, but then I was using the second build of the class) then my concerns are indeed pretty moot. Likewise, I never noticed that Harvest converted damage to Vim. Maybe a feature of the latest build. I'll try it out.
Poison Cloud is indeed "decent", but as soon as you hit T2 dungeons, I'm not sure "decent" cuts it anymore, especially for a 3-to-5 points investment. Anyhow, as long as Vapor Form remains a death trap, I'm inclined to stay away from the whole tree - which bites, cause conceptually it's probably my favorite.
I dipped into both Toxins and Swarms. The 4-tiles-a-turn speed of the first swarm power is a bit of a turn-off, since it lowers drastically its accuracy at long range - many critters just dodge it. And its cone, as I discussed, starts at a radius of 2, whereas I don't remember any basic class with a cone starting at less than 3. But I like the idea of creepy-crawlies healing me. I might give it a second shot. As for Toxins, it synergies great with both Poisons and Plague, I admit. But as said, Vapor Forms kinda ruins the poison tree for me as is.
I like it a lot. Alters the default trees in a way that is both thematic and doesn't make any of them useless (better than default in that regard). Also removes necro minion hostility, a much needed feature IMO.
My only criticism: The second power of the Reaping tree (the one that provides darkness damage in your necrotic aura and a chance for a soul every turn a creature takes damage) is too powerful for it's cost. I think it needs at the very least a higher mana or sustain cost, and possibly a hefty cooldown timer.