Recent comments

  • Artificer Class   3 years 8 weeks ago

    I had it only blocking direct damage, as it made sense to me that adjustments to your armor wouldn't be able to, say, stop you from taking damage from a poison you were already afflicted with. I'd like for it to be able to block dots from area effects (i.e. Burning Wake), but there doesn't seem to be a way to differentiate those in the code from other sources of non-direct damage.

    Requiring investment in multiple talents to get the class going was the intent, though not getting anything good from crafting until past level 30 doesn't sound right; other than some quick early game crafts (i.e. slapping two on-hit damage procs on a weapon), I usually started crafting a lot in the 8-15 range (after augments are unlocked). Some of the crafting talents can actually do quite a bit at level 1 (for example Flexible Imbuing can be used to transfer most activated abilities just fine at level 1, as they are not affected by the penalty). I'll do some more playtesting though and see if I can get it to be better in that level range.

    For rare egos, I didn't want to make them too much more accessible than normal, as I wanted what items you find to have an impact on the decisions you make for your Artificer character, what items to spec them with, and how to play them. I might look into making it easier to influence the outcome of Fuse Items to get egos you want, although it will still take some experimentation. Right now fusing two lesser ego components has a 10% chance of giving a greater ego that shares a power source with one of its ingredients. If the two ingredients have the same affinity then the result will also have that affinity.

  • Tales of Maj'Eyal 1.7.6 "Woops" is released!   3 years 8 weeks ago

    I still don't seem to be able to retrieve items from the vault. Will I have to delete them all for it to start working?

  • Tales of Maj'Eyal 1.7.6 "Woops" is released!   3 years 8 weeks ago

    Something funny, something intellectual, something profound, yeah I just felt like posting instead of my usual lurking. I come here nearly daily waiting for more about the DLC's. Just lurking like some creepo in the shadows waiting to spring forth and snatch your Doritos. Well only the kosher ones. I'm trying to have patience about the upcoming DLC'S but it's driving me mad I tell you mad! This is by far worse then what TES fanpeople are feeling about waiting for TES6. I'm Jonesing hard for a little peak man, just a screen shot or two.

  • Tales of Maj'Eyal 1.7.6 "Woops" is released!   3 years 9 weeks ago

    running under Linux Mint 20.3 Cinnamon a character generated in 1.7.4 and the vault plain simply works. as to the bug: he who does not make mistakes makes naught! thanks for the game DG. may we enjoy it for many more years!

  • Tales of Maj'Eyal 1.7.6 "Woops" is released!   3 years 9 weeks ago

    From the te4_log.txt (on windows 11) [ENGINE] Switching to turn based Lua Error: /testload/mod/init.lua:50: attempt to index field 'tome' (a number value) At [C]:-1 __index At /testload/mod/init.lua:50 getval At /engine/Module.lua:976 instanciate At /engine/utils.lua:3000 showMainMenu At /engine/init.lua:207 At [C]:-1 dofile At /loader/init.lua:217

  • Tales of Maj'Eyal 1.7.6 "Woops" is released!   3 years 9 weeks ago

    I see the two extra vault slots, but am still unable to remove items from the vault.

  • Tales of Maj'Eyal 1.7.6 "Woops" is released!   3 years 9 weeks ago

    darkgod is truely a generous darkgod.

  • Tales of Maj'Eyal 1.7.6 "Woops" is released!   3 years 9 weeks ago

    Thank you DarkGod! I admit to having been curious about the delay.

  • Experience Controller   3 years 9 weeks ago

    Set it to max EXP in everything to test guessing a update broke the mod shomehow and i don't see a fix happening.

  • Heartstalker - Psionic Class   3 years 9 weeks ago

    In ver 1.7.4, NPC HeartStalkers sometimes create an Abyssal Form of player, not themselves, and it does not disappear even after the creator died.

  • Artificer Class   3 years 10 weeks ago
    • As others have said, this is a well-designed and fun class to play. Personally, I think DG should include it in the next version of the main game (though, while I see why it's classified as a rogue, it feels more like a tinker class.)
    • I understand that this point would be incredibly complicated and time-consuming to develop, but I do want to note that the class has so much potential that is limited by the fact that you really can't play it effectively as anything other than a melee fighter. So a massive percentage of the various items you can create are pretty much either useless or of limited utility to the class. No real use of mana or psi items, little use for nature or tinker items, and so on. I tried playing it as an adventurer to give me the opportunity to develop a different style of character than one devoted to nice items and poison. It was...okay. The limit to category multipliers for artifice categories made it less satisfying, and adventurers in general are messy, if fun. I also tried the dual-class add-on, though that's brutal because it raises difficulty by two categories (and I had to start with Nightmare which is raised to Madness because Normal. which would raise me to "merely" Insane is apparently bugged in that add-on right now.) The only other option I see for broadening the Artificer's possibilities is adding more locked categories addressing more areas of focus, or making Artificer its own category and creating multiple sub-categories of Artificer to focus on various types of classes (like Artificer-Rogue (the current set-up) or Artificer-Mage or Artificer-Tinker, and so on.)
    • Is there some randomness involved in dismantling fixedarts? I had a fixedart (Feathersteel in this case) that I broke down with one character that doesn't see to be amenable to breaking down with another one.
    • I was disappointed that the Short element wasn't transferable to non-staves. My dream of dual-wielding greatswords died on the vine. I mean, it was insanely sensible to create that limitation because dual-wielding greatswords is a bit much, but I was still disappointed, dammit.

    Anyway, this is a great add-on and I've really enjoyed playing around with it.

  • Tales of Maj'Eyal 1.7.5 "Before the Storm" is released!   3 years 10 weeks ago

    thanx for the patch. it'll be most appreciated

  • Tales of Maj'Eyal 1.7.5 "Before the Storm" is released!   3 years 10 weeks ago

    The vault fix requires a patch, so it'll be fixed in 1.7.6 once that is pushed

  • Particle Cleanup   3 years 10 weeks ago

    For the record, if you ever need to get Feed "stuck" in the future, just cast it on a dude and then Fearscape and bam, it's stuck on the map :D I'd imagine same thing happens with See the Threads/Revisionist history shenanigans (changing floor with em on etc)

  • Tales of Maj'Eyal 1.7.5 "Before the Storm" is released!   3 years 10 weeks ago

    In my case items I placed into the vault from 1.7.5 can't be retrieved. They show up on te4.org as being in the vault, but I can't retrieve them.

  • Particle Cleanup   3 years 10 weeks ago

    [sound F/X: source diving] …what is that code even. Well, you can congratulate your reporters on being the first to trip over orphaned Feeding map particles; I was never able to reproduce those in testing. Release 1.1.3 should fix it. We Apologize for the Inconvenience.™

  • Particle Cleanup   3 years 11 weeks ago

    Have had couple reports from people that they can no longer load their save with the following error https://imgur.com/cUBgl5W

    Initially believed it to be a cross-mod problem with something like Nekarcos' QOL effects but the latest incident had no unofficial addons outside of Particle Cleanup.

    I purposefully didn't say "save-breaking" because the fix is very simple: removing Particle Cleanup from the save via editing the desc.lue

  • Artificer Class   3 years 11 weeks ago

    Fortification dont block dot damage
    I know it is written in the description that it doesn't. I just wonder why dot damage is so *special* . There are tons of dot damage in the late game, which are quite lethal. This means this class only have raw resistance to fight against dot throughout the game.

    This addon is fantastic in its mechanism and idea. Before playing this class, I have thought it is a hard class to start but with huge late game bonus. But I was wrong, this class is very hard to play in the early game, mid game and end game.
    Why? Because point investment is a disaster. You have to fully invest 10+ non battle skills to be a functional "Artificer", but these points wont give any direct boost to battle strength. The benefits of these investment can only be expected in the ultra late game. During most of the game, crafted gears are not better than battle drops.
    Artificer is excellent in ego manipulation. The ego extraction mechanism is good, but without mechanism of fusion formula, ego extracting is very unreliable. Because rare egos drops *rarely*.We need some kind of formula to create rare egos from common ones.
    Even for the battle side, it is still very point consuming. To start early game, you have to rely on item casting, buy item casting is quite limited in the mid game and end game. You still need to invest on weapon skills. However, if you don't find proper weapon of proper egos, the weapon investment is a waste, because this class is really poor at melee combat: long cd, poor multiplier, no aoe, no movement, no recovery. And all passive skills that enhance you need to be FULLY invested.

    I have played many insane Artificers, only one past 30 lvl by far. And the only char even haven't craft any piece of armor or weapon yet.

  • Any linux gamer having issues?   3 years 11 weeks ago

    Yes, some crashes and windows placement problems (on X11 and Wayland). I switch on the windows version thanks to Proton and the game run like a charm.

  • I'm giving up ....   3 years 12 weeks ago

    There's also the ability to learn all the lore from previous characters. That's quite helpful for certain **no spoilers** things that require tracking down the various items of lore and waiting for random drops to get them to you.

  • Tales of Maj'Eyal 1.7.5 "Before the Storm" is released!   3 years 12 weeks ago

    I also have this issue with items deposited in the vault disappearing. All logs say everything was successful, I don't get any error messages, but the item does not show up in the vault or in my inventory. I have noticed that characters which I created in v1.7.4 of the game don't have this issue and can deposit items into the vault successfully. Only new characters I created in v1.7.5 have this issue.

  • Artificer Class   3 years 12 weeks ago

    Thanks for following up on this. That does indeed look like the issue. I assumed it was an artificer issue since my other character could put items in the vault successfully, but maybe because that character was created in an older version it wasn't affected by the general 1.7.5, not sure.

    I have been having a blast with the Artificer, thanks for creating such a fresh new class.

  • Tales of Maj'Eyal 1.7.5 "Before the Storm" is released!   3 years 12 weeks ago

    I'm also having item vault issues, can't withdraw anything and anything I deposit just disappears and never goes to the vault

  • Artificer Class   3 years 12 weeks ago

    Are you running ToME version 1.7.4 or 1.7.5?

    If it's 1.7.5, it might be related to the current bug that is affecting ToME 1.7.5 as a whole, and not necessarily related to this Artificer addon.

    Just my 2 coins.

    PS you can read the whole issue with disappearing vault items here: https://te4.org/blogs/darkgod/2023/05/news/tales-majeyal-175-storm-released

    Edit: yep, looks like you're already running ToME 1.7.5, since some of your characters, including 2 Artificers, are saved under 1.7.5.

  • Tales of Maj'Eyal 1.7.5 "Before the Storm" is released!   3 years 12 weeks ago

    same problem here. some but not all items lost