Menu
301 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
1 day 17 hours ago
2 days 11 hours ago
3 days 9 hours ago
3 days 13 hours ago
1 week 1 day ago

not working with 1.5.10 (all other addons disabled), causes lua error:
error = "Lua Error: /engine/ui/TreeList.lua:131: attempt to perform arithmetic on local 'startx' (a nil value) ...
Cool class! I played a pure non-melee build, which started out breathing fire like a dragon and grew into being a walking fireball. One bug though: Sustained talents deactivate and reactivate when changing zone. When this happens, one of the sustained talents damages the player temporarily. While the damage is quickly reset, it's possible to die from self-nuking. With the class being what it is, maybe that 's a roleplaying feature?
Just wanted to comment to say this was very well done. Settings can be easily adjusted during character creation via a series of new fields to the right of the class selection list. Each field has a detailed description of how it works and what values are required to qualify for each difficulty. Very clean and clear.
The understanding I have with addons is that it's like speedrunning. If you want some big bragging rights, you run stock ToME, but obviously not everyone's drawn to that. (I should know, I tried in chat to describe the 9 circles of Mod Hell, with my game at circle 9.)
The "feel," at least as far as I understand it, is that you don't accomplishment brag if you do a lot of modding without disclosing it first. QoL mods usually don't affect much since people care about how difficult that supposed run of yours actually was, since I do recall someone a while back who basically ran god-mode mods and bragged about beating so much on the hardest difficulties.
Me personally, I swear by mods, and I'm the guy who'll try to call out junked steam mods, the ZOmnibus classpack creating issues once as well as the Fallen racial mod bugging out and reversing sanity gain/loss in this last update, both of which on the Steam releases, unless someone's updated them without my knowledge.
Dear DG, have a nice day.
i have a trouble with my mod and this event. I want to add Tileset's to modification, but i cant find .PNG files with tall Plumpkin and monsters where horror locations.
A necklace appear in inventory like a gray unidentified 'a necklace with fangs'.
If u want to know a magical properties - Right click on item and chose Identify. Item change to 'Fanged Collar'.
P.S. : Item usable without Identify (Parasite Race)
--- РУС ---
Ожерелье появится в инвентаре, как серый неопознанный предмет 'a necklace with fangs'.
Если вы хоитте узнать магические свойства - Кликните правой кнопкой мыши по предмету и выберите Identify. Предмет изменится на 'Fanged Collar'.
P.S.: Предмет используемый и без идентификации (Раса Parasite)
Wouldn't mind an update myself.
Deliting 26+ Mb scam
now work correctly.. again...
---- РУС ---
- Удалено 26+ Мб мусора
Снова работает стабильно....
I keep forgetting to do it. Maybe I'll remember now. Thanks, me.
Any reason you've not yet added your newest races, Sholtar and Vor'tep?
In this version the races from EoR (orc, yeti, whitehoof) will start in the town of Last Hope. In the original race port they start in Trollmire.
What is the difference between your version and Zeranamu original version?
If you need to contact me please post on Steam in the workshop entry. I'm active on Steam but almost never come here.
The workshop entry for this mod is located here
https://steamcommunity.com/sharedfiles/filedetails/?id=1382747166&tscn=1538962063
If you need to contact me please post on Steam in the workshop entry. I'm active on Steam but almost never come here.
The workshop entry for this mod is located here
https://steamcommunity.com/sharedfiles/filedetails/?id=1382747166&tscn=1538962063
I have a total rework for Bombardment planned that will hopefully fix this issue by giving it more mobility, stay tuned for that~.
I don't understand what this addon does. Does it give Cornacs more category points? Or earlier access to generics?
I think this addresses the wrong problem. The problem with the skirmisher is not that it's a weak class. The problem is that while it works well enough at low to middle levels, it now - after last Archer update - lacks a distinct flavor AND it has about nothing to do at high levels. So - while shield wall is a strong talent which helps - we would need some distinct high-level talent(s) much more. What it should probably play like is something like Temporal Warden with hiis constant mobility and switching of weapon sets... I seem to remember that some mods use talents working like such...
some people read these, but community has pretty much enough with forum/discord/tomechat.
There is also steam forums, gog forums, /rlg/ and reddit if you really wanted some place else to write about ToME
i never had a problem typing here though, seems to be on your end
You're an idiot. Everybody else ignore this comment.
There's a conflict with the draconian race addon due to both of them containing the name "earthen body"
Fixed Harmony and Combat Training Spell trees
Now works correct;y with Wyrmic (all spell trees)
---РУС---
Исправлены ветки Harmony и Combat Training
Теперь корректно работают ветки Wyrmic'а (доступны все открытые ветки)
... unintended duplicate post ... must be some temporal horror around.
I'm just getting into ToME and the addons.
The first one that I tried was tome-nullnewgems (thats the file name). It was so well done that it encouraged me to look further. From a novice's perspective, it seems that most of the addons are of very good quality.
I did reach a point where classes from addons that I'd not even tried yet started showing up on rares. And then beating me into a pulp. That might be fun later, but it got to be too much. After messing around for a while, I found a set of QOL plus a few classes that I prefer.
This is my addon protocol.
d/l everything that sounds interesting, immed put it into the game.
Start up the game and manually disable the new stuff in the addons dialog.
Then, before I start a new game - when I feel like it - I go back into the addons and enable them again.
I was editing the desc.lua file and all sorts of nonsense. This way is much easier and gives you exactly the control that you'll want.
well i just realised i'm not automatically notified for post on my addon so, first, sorry for the wait (if you ever come back to read this)
And yup, I will open the class to other campaigns it just did not cross my mind, hehe. Will push next update ;)