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I believe what you found was called a Vault? I don't recommend going into those when you first find them, as they tend to contain enemies much higher-level than those normally found in the area in which they've spawned. However, they also tend to contain higher-tier loot, making them quite tempting to me. I have died more than a few times to hubris with those. If the game warns you about opening a door, there is nearly always something behind it which is either an optional boss or a Vault.
I think you'll enjoy Halfling Rogue, as it has good race/class synergy. A similar, and fun combination that I have won the Arena Campaign with, quite easily, was Halfling Skirimisher. Having a Halfing running about one-shotting enemies from afar with a sling and pushing them away with a buckler was quite fun, and I am pleased with how that character turned out.
https://te4.org/characters/114799/tome/6f9ed58a-2c13-4d85-84cd-45efaecfafb5 in case you wanted to see her profile. First time I had won the game without benefiting from an Addon that dramatically improved my chances.
After 1.7.3, the game is set to a test language file instead of english for some reason.
It has no impact on the game itself, as everything default to english when a language file is missing but this is what crashes the devtool.
The actual dirges talent tree was named "dirge" in the code and "dirges" was the hidden tree that contains the subskills.
I confused the two.
It's fixed now.
Loving the changes!
I have a fixed version I'll upload
EDIT: or apparently not cause i can't get the dev tools to work, oh dear
Just wanted to confirm what you said that the addon does now work. Thank you :)
Hi
dirges are under class instead of generic, only has 3 talents, and seems to be just the 1st talent broken into 3
Thanks. Will know.
So it seems it's an issue with the difference between how uncompiled/compiled addons load addons, yet again...
when superloading/overloading, what is an optional dependency when uncompiled become a requirement once uploaded and outright stops the addon from loading if not met.
So while I can guarantee it works now (tested it by deleting the dev folder and downloading it), it's temporary incompatible with "Much More Adventurous" until I find a workaround.
I even redownloaded it. I tried to disable addons(other than ignore class/rc unlock and dlc).
Thank you for the information. And yes I do like the class :)
Should be fixed now.
It was a problem with the addon loader being case sensitive but only when in .teaa format.
I wrote "Superload" instead of "superload" and could not find the issue when testing since it was a folder on my end (so not case sensitive)
My other addons had the same problem and no one even noticed.
Even when turning off other addons it doesn't seem to work.
That addon does something pretty different. It's not the same as Genuine Veteran at all.
I'm certain that I have more low level deaths in. Norgo's Lair than any other pre Master dungeon. Lots of snakes are in that frozen wasteland.
And what the game replaced those with is simply inadequate to the task: they're frequently not available when you need them, you're artificially and pointlessly limited in how many you can have, and some of them (notably detrimental effect removal) don't do their jobs remotely well enough. Frankly, if I were forced to choose between a stack of potions or a wild infusion, I'd take the stack of potions, because the stack of potions works better. [The fix for having to "grind" for them, of course, is simply to make them more easily available in stores.]
(Not that I'm necessarily wedded to the consumables form factor specifically, mind you. If you can suggest a better means of achieving the goal I created this addon to achieve, I'll be happy to look into it.)
you're free to not use this addon
THere is a Genuine Veteran addon which makes that category much better. And Tireless is the main schtick of Skirmisher so should probably remain restricted to them.
Great addon, I'm having a ton of fun with the class. I've noticed a few odd things happening, though:
- In some zones, I have access to more mistweaver talents than I'm supposed to. The one on my hotbar gets replaced with the appropriate talent when I enter the zone, but one or more of the others will appear in my talents menu (the popup that's bound to 'm' by default). Normally I'd happily ignore these because I love the idea of mistweaver's per-zone roll, but Titania will occasionally ask me to use them which is annoying.
- I have occasionally damaged myself when using the Weal version of Fae's Madness. Specifically, in the example I'm looking at in my log right now, I hit myself for four large instances of light damage. Eyeballing the size of each instance roughly matches up with two weapon hits and two instances of the Weal proc, so it might be that the player is considered a target in some situations?
- Related to the last one, I also killed a halfling farmer with Fae's Madness (weal) in Storming the City. It actually kind of makes sense thematically for it to target allies other than yourself, but if that's intended behavior the wording should probably be adjusted (right now it says it targets each enemy in range).
Great work though, Charmed is a really unique class with some fun and intriguing synergies! I'll reply to this comment with more information if I manage to reliably reproduce any of these bugs.
It is now available on Steam Workshop
I've changed the description of the talent to indicate that the loss of vision and blindness immunity are permanent.
Also, it now shows the countdown until you get the next eye on the sustain icon.
The game's initial idea was to do away with tons of scrolls, potions, etc. that adventurers had to carry and grind for. This is what makes the game BETTER than ye olde roguelike. What use is there for a mod to make the game more of a clone of worse ones??? Furthermore, there are already alternative games on this platform, some of them using those tons of potions the author seems to love so...
Hey, could we please get an enable/disable button and a hotkey for the gambits? Most of the time I would be cruising around using the automatic talent gambits, but when a boss comes around I'd like to disable the gambits and fight it myself since I would be able to make better decisions.
I edited the Lua to include a disable/enable button in the Gambit menu myself(the change is very easy), but I think other people would also find it really useful. Thanks!