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Digging the class, but where is the reload talent? Am I missing something?
There seem to be a few skills for the Bard that I can find referenced in its other skills, but can't find themselves. I see references to a 'Gone Vocal' and a 'Gone Acoustic' (presumably, mind and darkness counterparts to 'Gone Electric', based on their added effects). Do these require some kind of unlock?
I haev to rewrite the while display stack to play nice with modern OpenGL so .. no ;) But I'd still like to do it! (and I do work on it now and then on a separate branch)
I'm not aware of RPi limitations; from a gogole search it seems to support GLES2 no ?
Anyway I'm not quite sure the CPU of a RPi is powerful enough for tome :/
I did try glshim IIRC but it wasnt perfect.
And the gfx stack do need an update anyway, so if I do it, I should do it well instead of hackishlingly ;)
Far too early to say :)
Book is the Abyss Beyond Dreams by Peter Hamilton, very very nice. Part of a saga: https://en.wikipedia.org/wiki/Commonwealth_Saga
Any news about ETA? :)
Damn, this is a sweet new feature for our web-based profiles. I really like it!
Praise be DG!
replaying to myself
t5 shields is much better, they have less block value, but since ability itself is lvl5 you are able to spam it faster. now add here temporal shield and eternity's counter and you will get three raw damage reducers.
easily killed overpowered wyrms with such build.
finally turtle tank of my dream :) but also with minions
Not sure whether I am the only one with this issue, but my game freezes on starting new game with this mod.
orkz iz so small. i fink itz not fair.
oh, now i get it.
finally something really tankish and useful with shield.
too bad there no information in log about mitigated damage, only absorbed. But probably this passive will give good advantage with using titanic shield (this one with 320 or like this block) to handle mages.
Icebound Fortitude reduces all damage, not just physical. What it does is give you the damage reduction for 3 turns after you use Block (the ability granted by your shield). The Rime bit means it will only work if Rime is sustained though.
And not really an issue, think it works like that for pets in regular game. Your Squire should teleport back if he gets more than 10 tiles away or so, so it's not too exploitable.
yeah, i disabled everything, limited fps to 5, but necrotic aura shows even in world map, well thx for tip. maybe in result i made mod for bad pc like i have :)
icebound fortitude (passive) - is it work only with physical damage or it's supposed to handle any damage source? also i don't get what is tooltip is talking about. Rime is sustained ability, so where is ("reducing % damage for 3 turns") this "turns" is coming from?
also, not sure if it's bug or issue, but game isn't break rest state while squire is fighting somewhere :)
Yes, Dusk Shield's tooltip is throwing an error at the moment as it's referring to your shield, rather than the squire's. Rather than changing it in the getMaxAbsorb code, I'd reword the tooltip like so:
info = function(self, t) local block = t.getAbsorb(self, t) local chance = t.getChance(self,t) local damage = t.getDamage(self, t) return ([[Your block ability now grants your summoner a shield absorbing %d%% of your block value, and each time you take damage from an adjacent enemy, there is a %d%% chance to retaliate with a melee attack for %d%% weapon damage as darkness. You get one chance to deal this damage to a particular target each turn.]]): format(block*100, chance, damage * 100) endAnd put this line near the top below getMaxAbsorb:
getAbsorb = function(self, t) return (70 + math.ceil(self:combatTalentScale(t, 10, 30)))/100 end,That'll change the display to show the % of damage blocked.
As for Necrotic Aura, have you disabled all the options for particles and shaders etc? If so it's probably coded to always display unfortunately, would need to add an entry in talents.lua and overwrite the bit that gives the particle effect.
I might take a look at doing that tomorrow as well as fixing the tooltip for Dusk Shield.
I can slowly hear the orcs sharpening their blades the beautiful sound of a steam engine coming to life.
what GetMaxAbsorb should return if hasShield() is false/null? zero?
[code]
getMaxAbsorb = function(self, t) local shield = self:hasShield() if not shield return 0 return shield.special_combat.block * (200 + math.ceil(self:combatTalentScale(t, 80, 150)))/100 end,[/code]
also small question :) about necrotic aura, i have pretty slow notebook and aura animation probably cost alot
is there easy way to disable it or i have to copy spell from original game and edit it?
Happy new year :)
Since it doesn't seem like Succor is being updated (Regalion hasn't logged on for a year and a half), I've made two separate addons that have the same combined goal as Succor, in case you want only one of the features.
Logical Alchemists
Select your Escorts (I added an option to pick a random escort too)
Also published on Steam.
I'd appreciate it if you could try them out and let me know if there's any problems (so far I've tested in development mode and haven't encountered any)
"Just a minor change" indeed. I knew this was going to come back and bite me. All fixed now, and Focus interacts with all Damage Shields again! :knocks on wood:
NEED. EXPANSION. NOW. PLEASE. GIVE. ME. DLC. OR. AT. LEAST. RELEASE. DATE!!!!!!
Thank you for the inspiring words, Teber. I'm in! I want to be a candle too.
Much love and peace for the new year.
I set it up so it doesn't transmo T5/unique gems, but it still tried to transmogrify the unique gem(T5) "Goedalath Rock: Demonic".
I'm happy to hear that you felt welcome in our community. As we often say on the chat, tome wouldn't be as much fun without it.
Have fun, and see you online!
Welcome, enjoy your stay ! :)
Oh and your soul now belongs to me obviously ! ;>