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Does this mean Stone Wardens are going F2P or being removed?
(weird doublepost)
Wasn't there something like that back in OldToME? Next we'll be getting Death Molds again :D
Nope ! But that too will come someday ;)
Will we be able to fly around in the fortress yet? :D
Sounds fun
Ahahah that would be fun ;)
You're welcome to do that ;)
whoops, clicked on the wrong "reply". :P
ooh, thanks for the weaponlord fix. I must have been iinstagibbed like 4 times at least from fighting a barbarian npc with around 2500% attack speed, lol.
Dungeon Crawl Stone Soup: T-Engine build?
Well, a man can hope, can't he?
I'm relatively certain that this addon, though one of my favorites, is the cause of a particular "infinite lua error" throw. When I have an item set to auto-use, switching to a secondary character, such as the alchemists golem, or the slave brawler in the hidden compound, infinite lua errors occur until the main character can be selected again (which doesn't happen with the slave brawler dude).
Since alchemist is my favorite class, I'm saddened that I can't take manual control of my golem with auto-use items on. If you can fix this, I'd be very appreciative. :) Thanks!
YOU WONDERFUL BASTARD
please update this I love classic UI mode, it doesn't work in the current patch
Ohoh, hopefully a lil sneak peek at the new campaign ;P More info maybe :P
We'll see soon enough ^^
Hello. While I like the add-on, I have a bit of criticism concerning the rune/infusion buff. Itt might be aa bit too overpowered. After I got this add-on,I made a series of new characters. I had noticed right away pretty powerful infusions in the shops (usually in Zigur), e.g. getting a movement infusion that had over 500% move speed with a low coolddown at level 11. I had also seen a rather large amount of regen infusions healing well over 300 over 5 turns with a stat I hadn't invested in much. It's more of a preference than a problem technically, so it's up to you whether you gauge the situation or not. Either way, I enjoyed the add-on. Thank you in advance for reading this.
Hello. While I like the add-on, I have a bit of criticism concerning the rune/infusion buff. Itt might be aa bit too overpowered. After I got this add-on,I made a series of new characters. I had noticed right away pretty powerful infusions in the shops (usually in Zigur), e.g. getting a movement infusion that had over 500% move speed with a low coolddown at level 11. I had also seen a rather large amount of regen infusions healing well over 300 over 5 turns with a stat I hadn't invested in much. It's more of a preference than a problem technically, so it's up to you whether you gauge the situation or not. Either way, I enjoyed the add-on. Thank you in advance for reading this.
I'm having a similar issue. Two characters in a row the breeding pits haven't spawned at all.
On to my topic:
Aura Stones, Perhaps there could be more data in the description? Does it add dmg? If so, can you hook its calculations in the description to help calculate its effects in the tool tip?
I am only at the design stages of my mods, so my engine expertise is barely level 1, but it seems like it could be made to utilize the wep comparison mod that compares equipment with the CTRL key if the code is properly implemented...
Pending that being idea an impossibility, and w/o digging through files, I am pondering the actual effectiveness of utilizing the stone sitting in my pack.
Thanks for the great mod, and keep'em coming.
Signed,
Nazaxprime
Ps4 version? :)
Now I kind of wish you'd implement a Psi Sai :(
minion like suprise, minion like it :)
Note: It may take me a while as what little time I have left after taking care of my son is more or less consumed by my lovely better half.
Thanks again and keep on stream'n!
Note: It may take me a while as what little time I have left after taking care of my son is more or less consumed by my lovely better half.
Thanks again and keep on stream'n!
I also just noticed that it doesn't lock the camera onto whatever tile I'm targetting, so with long range things sometimes I don't see what I'm actually targetting, is it possible to fix that?
But there's one thing that really bugs me about it, I was wondering if you could add an option or separate version of your mod? Basically binding the numbers to targets as soon as I activate a skill pretty much ruins this mod for me :/ Being able to double tap numbers to activate skills would be AMAZING with this mod. Just a thought! Thanks!