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December 15, 2024
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Huh... that's weird haha
Maybe we've talked in the ingame chat before, and added each other but I've changed my name since then?
Me resetting everytime this game slightly annoys me surely does not help tho xD
I have absolutely no clue why but you seem to be on my friendlist in ToME and I get notified every time ya log on or off :D
Great to see this is still getting updates. Keep up the stellar work
For anyone curious, the class is a Doomed with extra life and extra talents from other classes.
Playing Wanderer will have the game randomly at various points of changing the level give you details as to what your next trees are going to be as you level up. I am unsure as to the conditions that trigger this. However, this is bugged with this addon as it triggers the 3-in-1 selection, which makes you learn the talent before you were supposed to.
It would also be nice if this addon worked with Resourceful Wanderer, such that it gave additional talents for resource gain for things like insanity, equilibrium, steam and souls.
I looked into the code.
The necklace should drop the first time you kill any "Boss" or "Elite Boss" tier enemy while knowing a talent from "race/draconic", so it should work in the infinite dungeon.
Does anyone who uses the draconian mod know if the necklace of dragon teeth shows up in the infinite dungeon? I've been thinking of trying a draconian alchemist for my first dungeon run but I'm anxious over whether or not the draconian is a viable pick for dungeon crawling. Do we encounter the mechanism to "activate" the race while delving the deep black depths of the infinite dungeon or are draconians a bust for the big dungeon crawl?
В любом случае спасибо за проделанную работу. Пора узнать насколько Deep Dark Fantasie эта игра.
Если коротко, то нет.
Если подробней, то недавно встроенный в игру инструмент для создания переводов не поддерживает подобные опции. То есть можно было бы оставить скилы без перевода, но для этого надо делать специализированный аддон. Более того, в коде игры многие описания скилов не являются просто строками текста, там зачастую целый конструктор, который в том числе цепляет слова, используемые в других местах (в которых та же фигня). По итогу попытка оставить скилы полностью на английском окончилась бы багами. Если подумать, то можно было бы сделать, скажем, только лор + квесты + диалоги, но это так, мысли вслух. Если много-много людей попросит сделать такой отдельный аддон, мы подумаем. Пока что этого в планах нет.
Спасибо за работу. Наконец-то смогу убивать всё что шевелиться не просто из кровожадности, а с глубоким пониманием лора и за что я всех убиваю :)
Мне разве что очень непривычно смотреть на описания скилов на русском. Есть опция "отключить перевод скилов"?
This is a magnificent addon!
I've always been dazed when running with high luck stats characters.
My bags are always full of items and many of them are actually useless in the late game since we don't use any T1~T3 items anyway.
This addon not only helps me to sell those low tier items, but also sells all items that my characters won't use!
I'm currently playing a rogue and it's a huge quality of life that this addon sells all the two-handed items and heavy armors for me.
Please keep going with it.
Also, I see there is are functions called "Exempt fixdarts and randarts".
And these functions are both allocated beside "Transmo all" and below "Minimum tier".
I'm not sure what's the difference between them.
Maybe we can have a clearer UI or have a description for them.
Many thanks.
I guess I'll wait for it to be finished before I play it. Looking forward to it!
When you get steamtech/chemistry or steamtech/physics you don't get the APE so you're unable to get tinker components.
Что делать чтоб класс фантома появился? у меня нету(
Что делать чтоб класс фантома появился? у меня нету(
Thanks for reporting it. It should now be fixed
v1.0+sigils: 'divide' has a bug: when doppelganger is active but the clones go beyond the limit (thus locking the talent from being used), a clone(s) is summoned without the skill going on cd.
Works great.
Could you add the removal of the restriction on the evolution of the race?
Heavy armour is the normal way to equip a reaver since vim costs are not increased by fatigue. Your reaver may learn mana based skills (that would suffer fatigue penalties) like channel staff or premonition, but it is still a good idea to wear heavy armour since reavers should be in melee range most of the time.
This addon is currently bugged whenever you learn a necromancer talent that requires souls. The game throws an error at you as it fails to auto-teach you one of the soul talents. Not too sure if it's soul leech or raze that is causing the bug, but one of the two is.
Thanks for the feedback! Actually, I didn't really do anything on blighted summoning during the rework. Which caused all summons got inappropriate talents by blighted summoning. I will fix this issue by giving each summons a proper talent!
I have to say, I really like this addon.
I've only tried a plantmancer so far, might do a "single summon" run with Companion Hound later.
After an untimely death, I sadly had to retire the character but did some more testing in devmode.
What I found out:
a) Gardener of Eyal can go really nuts. (it goes to 2 cd between plants with Adept + mastery boost, which is great)
b) Blighted Summoning makes your flytraps behave weirdly. It gives them Poison Storm, which they usually won't ever use without Through the Crowd due to friendly fire. (won't use it as long as any ally is in range)
The notable exception here is the World Tree, which will freely use it for some reason.
c) (this one's not on you) Poison Storm ignores Through the Crowd, as I found out when I turned it on and all flytraps promptly used the skill, killing each other and me in a few turns.
I'd say you should give flytraps another Blighted talent (same for ivy and the World Tree, since they get the same one).
d) Companion Hounds are affected by Strengthened Bond despite it not saying so.
Thank you very much for your comment! I really appreciate your feedback and will upload a bug fix soon!
Hey, great work here! I really like this implementation of a wild summoner. Standard summoner I feel is too hands-off, with little to do besides plop down summons and wait. This adds a lot of interactivity, which I really enjoy. The fact there are three distinct "paths" to choose from with ranged, melee, or pure summoner, plus the choice between maintaining lots of summons or cycling though them quickly, creates quite a variety of builds, which I also really enjoy. All in all, really great work!
There are a few issues, all of them pretty minor.
1.There are a few talents that say deals "damage" without specifying a type. Are these physical damage?
2.Learning the ranged weapon mastery does not teach you Shoot, which is a bit of an inconvenience. I was also a little put off seeing the weapon trees are locked until level 10, but it didn't actually turn out to be much of an issue.
3.The Bear knows Warshout, but I haven't seen it use it. If it's the same Warshout as the 2-Hand attack tree, it requires the user to be wielding a 2h weapon, which could be the issue?
EDIT: Looks like the bear can't use any of it's talents, actually. Seems it has the talents Minotaurs would have, but Minotaurs are summoned with a weapon to use them. The bear could use brawler talents instead, maybe?
4.If you learn and then unlearn Companion Hound, you continue to summon companion hounds even though you no longer know the talent.
EDIT: The companion hound stopped appearing after I changed levels.
5.Gardener of Eyal is a bit of a mixed bag. The plants get summoned near you, which is often out of range to be useful at the start of a combat, and then they sit there using up a summon slot. The lack of control over when a summon will appear when you can only have a limited number is a bit of a nuisance. I might prefer it switched with the last talent in the tree, so I can decided when and if I want them without having to take the talent in order to get to Phase Summon.
EDIT:Not sure if it is intended or not, but Gardener does not place Venus Flytrap on cooldown when it triggers. It seems that all of the other talents that trigger a summon, like Bite Them, do put the talent on cooldown.
6.Some descriptions could use clarification. I'm not sure exactly what the effect of World Tree is, for instance. Sometimes it triggers other summons, but not always?
7.Really minor, but capitalization is inconsistent in talent names.
8.When using the first Ranger attack, Bite Them, you get a Lua error if you target an enemy out of range:
stack traceback:
Lua Error: /engine/interface/GameTargeting.lua:137: /engine/interface/ActorTalents.lua:190: /mod/class/interface/Archery.lua:731: attempt to index local 'targets' (a nil value)
stack traceback:
Just want to say once more that I really, really like this rework. I've started a Ranger run, and I can't wait to try Dragon and Clan, too. Great job!
Love having an alternative melee warrior that's neither hiding behind a shield nor a raging lunatic. However two problems I've noticed so far: With dual wield, using Harrying Blows is often not feasible because many many fights are in narrow corridors (often intentionally for survival) and the standard dual wield tree lacks a spammable movement option to get in 3 turns of strikes. Second, which seems more of a bug, daggers do not seem to be using Swordmaster mastery as described, instead still benefitting from Dagger mastery.