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It costs more money on this site for non-Euro countries.
Valve usually gets a percentage off of every Steam sale, so if you want more money to go to DG, buy it here.
There's no difference, really.
感謝漢化幫助更多華人可以更輕鬆地遊玩ToME與了解其中的世界觀!
Thanks for this, it takes alot of time and effort to update the Wiki
:>
Winning with an addon class =/= winning with vanilla rogue or bulwark, that's all. If you want to win with those you should play with those, not the addon and get a win on your table anyways.
I tested this from my end, tested different DNS servers, tested different operators internet connections and so forth. No help.
Now I woke up, noticed that I had left my char online for the night. And what do you know, the online vault actually WAS online.
Tested transfering items, and could transfer all slots. Got approx 70% success rate, on failures it said "server said connection lost" or something like that (just woke up, should've written it down).
On few occasions during fails items just got duplicated, so basically I had 2 copies of the same amulet in vault, and the same amulet still in inventory.
Now I just gotta make a new character and check whether I can actually access the vault again.
Just before touching the online vault I zipped my save, do tell if it's needed.
That would be great! I'll pop on as much as possible to try and summon you DG. Thank you!
I seem to have a lead, could any of you with problems to to hop on IRC on #tome opn irc.rizon.net and say my name to summon me; I'm not awlays on but try a few times :)
Vault is offline 99,9% of the time.
After Embers was released, and I played my first char in Maj'Eyal, the Vault worked for a few tries (all within a timeframe of few minutes). Then again: nothing.
I've wiped all of my former characters, deleted the contents of the Vault as well, doesn't matter.
I've installed Tome on different drives, tried killing the firewall software. Win10.
EDIT: I wonder what happens code-wise when one first gets to the fortress?
I've tested on a few chars, and I'm able to contact the vault within a few minutes after getting the fortress. Save&quit, come back, and offline again, and that is the case from that point onwards, until new char. Could be coincidence obviously, but rather a strange one.
There is no such thing as an 'undeserved' win. Never mind that these classes are added to NPCs as well, which tends to balance things out quite a bit. Your suggestion of splitting them up to prevent 'cheating' actually makes things easier, because then you have the fairly easy to kill vanilla rogues instead of the pure murder of toxin dispensers at times.
As for the mod itself:
Personally, I like the added utility in the secondary trees. What has always irked me a bit about Bulwark was that it has access to things like archery or twohanded weapons and no real incentive to use them, because shield combat is just so much better. I'm not sure how to fix this entirely without making, say, skirmisher superfluous, but it's been a nagging thought in my head ever since I saw 'bulwark rework'. Maybe mirroring IRL and allowing a buckler to be equipped with a twohanded weapon would work? That seems like it may be a bit OP, though, and doesn't really address that the lack of synergy with the talent trees in question is the real elephant in the room.
Amazing work. After you become familiar with abbreviations it's much easier to predict how different talents will behave in your build
Out of curiosity, why does it make you sad? Should we take away "undeserved" wins from people who scored easy victories when Solipsist and Oozemancer were brokenly overpowered at release? Is it "undeserved" if somebody won by abusing Saw Wheels Sawbutcher or the totally broken release Pain Enhancement System? How about people who win insane using item vault nonsense? Are those undeserved?
I dunno, I feel like this isn't a big issue since anyone who wins with the Bastion mod is going to have the mod on the cvault winner sheet.
All fixed in the latest version.
just looked again here it is /engine/interface/ActorTalents.lua:254:/engine/interface/ActorTalents.lua150: /data-bastion/talents/talents.lua:257: attempt to call global ' do warden weapon swap' (a nill value)
stack traceback:
/data-bastion/talents/talents.lua:257: in function </data-bastion/talents/talents.lua:255> [C]: in function 'xpcall' /engine/interface/ActorTalents.lua:140
at [C]:.-1
at [C]:.-1 error
at /engine/interface/ActorTalents.lua:277 bumpinto
at engine/interface/ActorLife.lua:42 check
at [string "return function(self, x, y, what,...) local... "]:1 checkallEntities
at engine/Actor.lua:209 move
at mod/classActor.lua:1289 move
at mod/class/Player.lua:300 moveDir
at mod/class/Game.lualua:1745
at /engine/KeyBind.lua:230
Cant wait for that
You got what the LUA error was? I'm going to be doing some more work on this tonight so will have a look then, shouldn't be too tricky to figure out anyway.
Glad to hear it'll change! Right now people have some undeserved bulwark/rogue wins in their sheets they wouldn't have otherwise, this makes me sad xD
Sorry for sounding like you did it intentionally :)
Great work either way
after installing this addon i started a temporal warden and on trying to use the weapon swap skill got a lua error which stopped it's use i uninstalled it and the skill worked making me fairly sure this was the cause
Ideally I'll eventually have one big class rework mod, where you can toggle what you want to have. I'd split the generic changes of stuff like Survival/Mobility into a seperate thing, for people that don't want new classes but just like general stuff.
If you do change the assassin mod, I would suggest at least keeping the changes to the Survival and Mobility trees with all classes, as I have really enjoyed those. Same with some of the changes to certain talent masteries (such as traps and poison trees).
I would happily donate enough to get the amount of coins I need to trade for the expansion, but 5€ is a bit much for me right now.
That is actually a good point. It's not really intentional either way, it never even crossed my mind. Although in the case of Bulwark, it's effectively an entirely new class codewise - all the trees are cloned versions with _raz appended to the name. I've not actually done the proper release yet so I think I might go ahead and make a distinct new-Bulwark class for that reason. Same with Assassin once I revisit it.
I enjoyed your Assassins mod, so I can't wait to see this one grow!