Recent comments

  • Announcing Tales of Maj'Eyal next expansion: Forbidden Cults   7 years 47 weeks ago

    This looks awesome! I can't wait to get more lore! Thank you Darkgod.

  • Announcing Tales of Maj'Eyal next expansion: Forbidden Cults   7 years 47 weeks ago

    i'm R E A D Y

  • Stoneshaper   7 years 47 weeks ago

    Awesome class, loved it from the moment I first killed myself with reduce to rubble lol. Also when I tried to move while stunned with rock travel active. Good times.

    Seriously though, great ideas, nice mix of bumping, spellcasting and summoning, and all with a cool earthbending theme. Mad props.

    Would like to see more options for defense though; stoneform generic tree is honestly underwhelming atm and the allres talent from stone warriors just isn't enough. Some ideas I have is making the second talent heal for more when beside or inside terrain, and to count individual rubble pools as terrain for the puropose of healing and the movement speed from the second talent, with a weaker heal, ofc. Same can be done for the talent that gives armor when in rubble. The third talent that eats rock can also be made to include a straight up heal or regen effect maybe idk. The last talent is great though and synergizes with the first nicely.

    One thing about the first talent though, is maybe it should provide immunity only to player-made rubble and only give maybe ~20-70% immunity from enemy made rubble. Stoneshaper rares have been a problem for my rubble specced chars as the only way to deal with them is bumping or summons.

    Some way to get elemental resists would also be appreciated. Maybe something like exchanging armor for resists for some turns (maybe add stoneforge armor talents to the stoneforge blade tree and just make it the stoneforge tree) Speaking of the stoneforge tree, maybe doing something like the dreamhammer tree would make it more interesting and move it away from just bumping stuff.

    One last suggestion is maybe to separate the pillar summoning skills from the pillar breaking skills, as pillar making is useful to summoning as well (and it would be a good idea to somehow make it interact with the stoneforged blade tree as well) An example of how it might work would be to have pillars be summoned on a charge system (you start with x pillars, and one gets replenished every y turns) and then reducing the cooldown on summoning to 2 or 3 turns. Then the pillar summoning tree could have 1) pillar summoning skill, scales duration and amount of charges, 2) maybe something that turns normal terrain into summoned stone? and doesn't cost charges??? idk 3) like the original, a mass summon that takes all your charges (or most of them) 4) a talent that would allow you to make 2, 3, or more summons in one turn. That's it for the summoning tree. I don't have any suggestions for the rubble making tree though.

    That's the ideas I have so far, if any seem presumptuous I apologize in advance, I simply think up alot of ideas for improvement when I like a class alot. I'd be very happy if you make it this far through this wall of text haha thanks for the class anyway!

  • After years of knowing this game ... I finally won   7 years 47 weeks ago

    Congratulations!

  • Improved SoA, Fortress Flight, and Sher'Tul race   7 years 48 weeks ago

    what is the staff of awakening is it the staff of absorbtion? also how do you get charges for the fortress to get flight

  • Minstrel   7 years 48 weeks ago

    Hi! I really like the thematics of this class, and hope you feel encouraged to continue working on it. It's a great baseline to work from! Some thoughts:
    - The descriptions are written somewhat vaguely, and to me it was hard understanding what did what. For example, compare Battle Ballads to the mechanically similar Chants. I think the color coding might also make it a bit worse, as it's just so much going on visually.
    - The class is very spread out in stats; the talents rely on Dex, Cun and Will, while using weapons requiring Dex and Str. I think Battle Ballads could be cunning as well, and also:
    - There should probably be some skill that allows you to use Cun instead of Str for daggers.
    - ... and more of a side-note, but I'd love to see some support for wielding a single one-handed weapon with no off-hand. It would be a great fit for a flamboyant, musical scoundrel, whether it's a sword or whip.

  • Tales of Maj'Eyal on Android?! Oh yes baby!   7 years 49 weeks ago

    Tome has been the most consistently enjoyable game for me, probably ever. I would definitely buy the smartphone version of the game if it became available as API for android.
    How is the progress on this? Would we be able to sync it to our existing account? I have a group of software computer and network engineers I could ask if you needed any help. I really want to see this working.

    Also, is there anywhere we could beta-test this? You mentioned it working on high-end phones about 3 years ago :)

  • Tales of Maj'Eyal on Android?! Oh yes baby!   7 years 49 weeks ago

    Is this still being worked on? I no longer have a computer and I've been itching to play tome. On mobile or otherwise.

  • Custom Auto Use   7 years 50 weeks ago
      • oops, wrong thread; how do I delete**
  • Adjustable Levelup   7 years 51 weeks ago

    I downloaded the addon and its active, but how do i change values?

  • After years of knowing this game ... I finally won   8 years 1 day ago

    I've been playing off and on for a couple of years. Still working on my first win so good job. I don't think I've tried the berzerker yet, maybe I should look into that myself.

  • After years of knowing this game ... I finally won   8 years 1 day ago

    Hey man.

    Just wanted to congratulate you on your win! Character looks like a beast too. Disarm immunity is a really good point, will make sure to prioritize that when playing berserker.

  • Brawler Weapon Tinkers on Gloves   8 years 2 days ago

    There seems to be a bug caused by this addon: When I switch out equipment with a tinker on it, it creates a duplicate of that tinker in my inventory as well. (Which can be melted down again for infinite ingredients.)

    Example: I've got a helmet with a tinker on it, and the Swap Tinkers game option enabled. I wear a different helmet in my inventory and the tinker is swapped onto that helmet; but a duplicate of that same tinker is also added to my inventory. Re-wearing the original helmet swaps the tinker again, and creates yet another duplicate tinker in my inventory.

    Removing Brawler Tinkers from my game stopped this behavior.

  • Personal Auto Use   8 years 6 days ago

    Just wanted to give a heads up, i've thrown a bit more effort at this over here for the new year https://te4.org/games/addons/tome/auto_use_tweaks

  • Custom Auto Use   8 years 6 days ago

    Just wanted to give a heads up, i've thrown a bit more effort at this over here for the new year https://te4.org/games/addons/tome/auto_use_tweaks

  • Auto Use Tweaks   8 years 6 days ago

    Alright, went through tsedaka's latest version and deathbysnoosnoo's latest version and my first version and made a mishmash, mostly because I wanted an option for rush-style (aka minimum range) spells. The auto-targeting-spells feature integrated by tsedaka and created by Stuntofthelitter is in here too. Lastly, if the player is under 50%mana or 25%vim or 25%stam things won't autocast as a precaution.

    Dev notes: Some of deathbysnoosnoo's work on item using is in the codebase but none of it has the ui coded, might look at that later; in theory just adding his Minimalist2/Classic changes back in to \mod\class\uiset would work.... except they're who knows how far outdated and I have no interest in UI changes right now. They are superloads though, so not terribly hard to fix if broken.

  • Personal Auto Use   8 years 1 week ago

    Version "Not sure what this is-2017-12-24-11:22"
    There's some typos for the "player is <> ##% hp/mp" in superload\mod\class\Player.lua

    Line 113: "c == 29" should be "c == 27"
    Line 128: "c == 29" should be "c == 30"
    Line 133: "c == 30" should be "c == 29"

  • Sholtar   8 years 2 weeks ago

    Sorry for the delayed response. Busy time of year and between the forum, Steam, and te4.org, I sometimes forget to check one or the others for comments.

    To answer your question, yes, adding more points to one of the racial talents after learning a talent from it will also increase the level of the learned talent.

  • WON THE GAME   8 years 2 weeks ago

    Congratulations!

  • Have you been nautghy? I shall hope so!   8 years 3 weeks ago

    And the prodigy point's OP!

  • Adjustable Levelup   8 years 3 weeks ago

    I actually do have a sanity check to make sure the prodigy total gets set. I'm guessing something another addon somehow interfered with this. I'm not sure how that would happen since the sanity check is superloaded and an overload should either have no effect or wipe the changes to levelup.

    I've copied the sanity check into levelup just in case, but I have no idea if it will actually solve anything.

  • Adjustable Levelup   8 years 3 weeks ago

    I don't quite follow. Do you mean HP or revives? Both should be possible via the config menu. The former uses the various "life" fields while the latter uses the "permadeath lives" field.

  • Adjustable Levelup   8 years 3 weeks ago

    There is a config option for starting adventurer categories. Are you sure you haven't changed it?

  • Adjustable Levelup   8 years 3 weeks ago

    Just the latest.

  • Stoic class   8 years 3 weeks ago

    It would make the Stoic notably more fun to play if Concentrate came with a small Regen-on-Rest., like Meditate does for Equilibrium. Since you can Concentrate to refill your focus after a battle as often and as much as you want, why not make it automatic and save the player from some pointless micromanagement?

    Maybe add a note that you need to be able to see enemies for all talents that require it, and not only the later ones.