Recent comments

  • Rider Evolutions   1 week 1 hour ago

    [quote="zizzo"]
    (Oh, and as a complete non sequitur, there's already precedent in the Mecharachnid Piloting talent for displaying the mecharachnid tile on top of the player tile, and I think it would look cool to use that for this evolution too.)
    [/quote]

    ...ah, sorry, hadn't actually activated the evolution when I posted that. :-} Double width is impressive looking. Wish there was a way it could show up on the online character sheet, though...

  • Rider Evolutions   1 week 2 days ago

    Found another problem: if Embers of Rage isn't enabled, the addon chokes trying to modify the nonexistent Miasma Engine talent. Which I guess wasn't a problem before you added the Golem Rider evolution. ;)

  • Rider Evolutions   1 week 2 days ago

    Another thought: you make a point of refunding the talent points spent in the Steamtech/Mecharachnid tree when the player takes the Mecharachnid Rider evolution — but Steamtech/Mecharachnid is a locked tree for Annihilators, so the player is also spending a category point to unlock that tree, and that point isn't being refunded. Now, I could see that cat point being considered part of the "cost" of the evolution; if so, though, I'd encourage mentioning that explicitly in the description.

    (Oh, and as a complete non sequitur, there's already precedent in the Mecharachnid Piloting talent for displaying the mecharachnid tile on top of the player tile, and I think it would look cool to use that for this evolution too.)

  • Rider Evolutions   1 week 2 days ago

    So, this looks fun, but… one of the requirements for the Mecharachnid Rider prodigy is "invest 5 points in Mecharachnid Rider" — and I can confirm that no such talent exists, by that name or by the T_MECHARACHNID_RIDER talent ID you use internally. I'm guessing you meant 5 points in Mecharachnid Piloting?

  • tome-extra_prodigy   1 week 6 days ago

    I'm not sure what the intended implementation was supposed to be, but this addon does not appear to provide an extra prodigy point.

  • Just a thought   2 weeks 4 days ago

    Yeah, it's a gem that is easy to come back to after periods where life gets too busy. Welcome back!

  • Just killed the deep below boss   2 weeks 4 days ago
    lol

    Yeah, the first time you run into it it's a very confusing battle. I think many die from it at first. Join us on the Discord where we are quite active!

  • Wanderer Deathless run + Deathless Atamathon kill   2 weeks 4 days ago

    I will be looking at the profile to get inspo for my own wanderer!

  • Forbidden Cults in Inventory?   2 weeks 4 days ago

    nvm, just realized it meant it was giving me *an item* from the DLC as a gift

  • Wyarm Evolution for Wyrmic   3 weeks 1 day ago

    There are no requirements other than Strength 50 to learn Wyarm Evolution. If this addon is enabled, it should already be displayed in the Prodigies dialog from the start.

  • Wyarm Evolution for Wyrmic   3 weeks 1 day ago

    How do I evolve into wyarm?

  • Favorite builds   4 weeks 22 hours ago

    Cornac Doomed just because Doomed scales so lovely with talent and category points.

    The main focus is Reproach. You can take whatever you want as a prodigy, but make sure at least one of them is Range Amplification Device.

    The reasoning: RAD fixes so, so many issues for Doomed it is absurd. Hateful whisper becomes range 8. Agony range 10. But most importantly, Reproach goes from radius 2 (it actually has -range- 2 so RAD effects it) to Radius 5. It might look weird with the "damage reduction" aspect of the ability, but believe me, it will not matter. Reproach will be one shotting anything that even tries to approach. It'll be one shotting them all at once.

    Focus shadows turns into Range 9. Feed becomes range 10, so you're practically guaranteed to be feeding forever. Your darkness will flood the map.

    Is it the absolute best choice? Probably not. But it's one of the only classes RAD makes a huge difference on and it's hilarious turning the limited range Doomed into a screen nuker.

  • Mage Knight Unofficial   4 weeks 1 day ago

    Thanks for making this, I've been having fun trying mage knights again.

    There's a bug in Astral Body, one of the mind knight talents, that prevents it from working. I was able to fix it by changing the code in mind.lua, see below. If you're going to do another version of this addon you could include it.

    Search for: local remove = math.floor(heal / 50)

    and change "heal" to "base"

  • Wyarm Evolution for Wyrmic   4 weeks 1 day ago

    isUnarmed should return true if Evolution is learned, but it currently returns false until the third talent is learned. I will fix this issue. Thank you.

  • Wyarm Evolution for Wyrmic   4 weeks 3 days ago

    [sound F/X: source diving] …oh. Well, now I feel like an idiot. For our audience following along at home, monju3072 was way ahead of me all along and has already superloaded :isUnarmed(); it begins to return true after you learn the Dragon Scaled Arms talent, which I had not yet done when I made my initial bug report. Interesting choice, but I can work with it. We Apologize for the Interruption.™ :-}

  • Wyarm Evolution for Wyrmic   4 weeks 3 days ago

    Oddly, in further play, the Wyarm Combat talents have become available to use, and I have used them successfully. False alarm, apparently? We Apologize for the Confusion.™

  • Wyarm Evolution for Wyrmic   4 weeks 3 days ago

    This might actually be a game bug, in mod.class.interface.Combat:isUnarmed():

    -- Check if actor is unarmed
    function _M:isUnarmed()
            local unarmed = true
            if not self:getInven("MAINHAND") or not self:getInven("OFFHAND") then return end
            local weapon = self:getInven("MAINHAND")[1]
            local offweapon = self:getInven("OFFHAND")[1]
            if weapon or offweapon then
                    unarmed = false
            end
            return unarmed
    end
    

    I'm not sure what the "right" answer is for whether a character without a mainhand or offhand slot should be considered capable of engaging in unarmed combat (there are certainly enough armless addon races, after all), but as we see above, the game currently says no, and since all the Wyarm Combat talents are flagged as 'is_unarmed', mod.class.Actor:preUseTalent() blocks the player from using them ("player can't use this talent while holding a weapon or shield").

    The easiest workaround would probably be to superload :isUnarmed() and add a special case for Wyarm. I've had success with this code, for instance:

    local super_isUnarmed = _M.isUnarmed
    function _M:isUnarmed()
      local evo, ok = table.get(self, 'descriptor', 'class_evolution')
      if ok and evo and evo == _t'Wyarm' then return true end
      return super_isUnarmed(self)
    end
    
  • Favorite builds   4 weeks 5 days ago
    D Thank you! A deathless-possible seed for Wanderer seems rare for me haha so that one was nice!
  • Favorite builds   5 weeks 5 days ago

    Tankyyy for the build and seed, rpgreat :D (yes, pun is forcefully intended..)

  • Favorite builds   6 weeks 3 days ago

    https://te4.org/characters/382098/tome/a52ee3cd-0def-4273-ab3a-1c292c92056e

    Very cool, and the best weapon I ever got from the merchant, which I named "Sheer Cold" :D

  • Favorite builds   6 weeks 3 days ago

    6284257-Gaqdzn+LsnhOhPk+AxnZUQ==

    is the seed

    https://te4.org/characters/382098/tome/bb1eb606-6805-415d-be6d-c32cfa23e10f

    is my final death-less character with it :D

  • Faetouched Collection v1.3.0   7 weeks 3 days ago
    Fog

    Also having the issue of the tiles just being white fog :(

  • Bear Race   7 weeks 6 days ago

    Thanks for the suggestion, finally got round to doing this

  • Bear Race   7 weeks 6 days ago
    • Enabled ammo slot so Bear alchemist is playable
    • Added a new wild-themed prodigy (might be overpowered)
    • Ursine Ingenuity CDR requires TL 5 instead of raw TL 5
  • Adventure in the Steam Deck: Talson   8 weeks 6 days ago

    >Deep Bellow
    >Delve Deep
    >Golem does most of the fighting
    >Delve Deeper
    >try my best to harm consuming mouth
    >bugs swarm me
    >Lose my life
    >Meet strange being
    >tells me to rest before going back
    >Make alchemist stones
    >remake Golem
    >lets go
    >Nearly dies
    >leaves for a while.
    >how do i get out of here.
    >find stairs to outside
    >it is bright.
    >Explore
    >lumberjack comes by and tells me there is something slaughter their village
    >eh why not?
    >show up
    >murder cursed one
    >he didn't want to do it
    >feels bad
    >explores around
    >cave in the mountain
    >why not?
    > meets dragon
    >small though
    >there is alots of them
    >oh no!

    talson died the first time. we will see how far we get with him.