Recent comments

  • Dual-Classes Reworked by AscendingPhoenix   20 weeks 6 days ago

    I've tried this add-on on Four different systems and it throughs an error when I try to enable it then breaks the game making it so that my characters levels go up but I don't get talents/stat points anymore or a prompt to level up

    Update: No longer breaks leveling up but dual classes is causing an error. Have no tried this with 4 different computers. One Intel and 3 AMD Zen4 systems, one is a steamdeck (I realize that this system is probably not supported)

  • Lost Land Beta soon! Next dlc already in the works! What the hell DarkGod?!   21 weeks 2 days ago

    How's that beta coming along? *crickets*

  • I'm giving up ....   21 weeks 3 days ago

    I note with interest that you made no attempt to counter any of my refutations of your "facts". It's kinda like if you had difficulty understanding the difference between "challenge" and "pointless annoyance", and then made a great show of knocking down a straw man instead of addressing what my addon actually does.

  • I'm giving up ....   21 weeks 3 days ago

    Yea, unsurprisingly facts are not really that hard to "guess". It's kinda like if you made an addon that just makes the player invincible and wrote "But wääh, now there's no challenge in the game as the player can't lose" as one of the "objections"

  • I'm giving up ....   21 weeks 3 days ago

    Let's put it this way then: Unless you use the item vault (which is a topic of completely different discussion), then doing Nur reduces your chances of winning as you gain almost nothing and the place is considerably more dangerous (due to the basetypes spawning in dry nur) than other relevant dungeons

  • I'm giving up ....   21 weeks 4 days ago

    …wow. I think you managed to hit every single one of the objections I anticipated in my initial write-up:

    Moasseman wrote:
    Nur is a completely optional zone

    Objection #2: "Oh, but you don't need to do Nur. You can always just carry around 200 pounds of potential swap-in gear in your pack for the entire game. I mean, what did you think the I Can Carry the World prodigy was there for?" Storage is what you need the fortress for.

    Moasseman wrote:
    + it spawns water bubbles you can use to replenish air.

    Objection #3: "Water breathing? Pfft. Wimp. You're supposed to just hold your breath really hard and hope you get lucky and find the down stairs before you asphyxiate." Water bubbles run out, especially in a protracted fight. A resource (air in this case) that's finite and non-renewable is useless.

    Moasseman wrote:
    You don't need a waterbreathing tool for it

    Objection #1: "Aww, but where's the fun if you can't randomly miss out on vitally important gear?" If I can't sit in that water buble and rest my life and resources all the way back to full and my cooldowns down to zero, as many times as I need to, then no, water breathing gear is not optional in Nur.

    Moasseman wrote:
    (also modding out a problem instead of using ingame tools to solve it is the most boring approach known to men)

    Water levels as "challenge" is the most boring approach known to man. (And for the record, water breathing gear is an in-game tool; all I'm doing is arranging for that tool to be available when the player needs it.)

  • Artificer Class   21 weeks 4 days ago

    Not working at the moment of creating an item

  • I'm giving up ....   21 weeks 5 days ago

    Completely is accurate. You don't need to do it, and I'm really curious what you might think a player gains from it that will help them progress in the game. You can access the item vault there if you are a donator, but using vaulted items is expressly not the way the game is intended to be played and if anyone feels they need vaulted items to succeed, they really should spend more time mastering the basics (how to engage tactically, which tools are available universally and when they are useful, when to abandon a fight as a lost cause, which talents and effects to look for when inspecting an enemy and whether they are particularly debilitating to your current character, how and when to prioritize certain stats on gear, etc.).

    To the original point of the post, playing on Adventure mode is fine, but if your aspiration is to beat the game on rougelike, then you should play on rougelike to reinforce the habits that will actually make that possible. Learning which zones are worth skipping would be a good one, for a start.

  • I'm giving up ....   21 weeks 5 days ago

    It's optional, though calling it "completely" optional is a bit of a stretch. It's possible to win the game without doing Nur, afaik, but it's a somewhat more difficult task, probably beyond the abilities like the frustrated OP above until they get much more experienced in playing. For now, they're best off completing the Sher'tul Fortress quest.

  • Class: blackguard   21 weeks 5 days ago

    If you offer up a description, however brief, people will be more likely to give the addon a spin and offer up feedback.

  • Discordant class (and friends) - enemy edition   21 weeks 6 days ago

    Whenever i use the scorpions stealth skill and the turn it off the stealth never goes away and can be toggled to stack infinite stealth

  • Spell Merchants   22 weeks 9 hours ago

    Yeah, I'm going to have to revert the map back to the original, I was messing around with making the map bigger but, I need to plan it out better. I'll try to get it pushed out soon (I dont have much free time lately) The bit about Mulfar can be ignored, just a debug menu option for myself while mod testing, it wont be there in the full release.

    Ok, I pushed out an update that reverts the map back to the original, if you're playing a game that still has the new forest sections I added, you will need to enable developer mode in the main menu and when in game press ctrl+a and select r) Reload/regenerate zone and level. This will update the map removing my forest areas. I apologize for the inconvenience!

  • I'm giving up ....   22 weeks 20 hours ago

    Nur is a completely optional zone + it spawns water bubbles you can use to replenish air. You don't need a waterbreathing tool for it (also modding out a problem instead of using ingame tools to solve it is the most boring approach known to men)

  • I'm giving up ....   22 weeks 1 day ago

    These days, I'm running an (at least) 4 game streak of games with Zero (0) items to solve the breathing under water problem for Lake Nur. What's that tell you?

    Well, it tells me that you should be using my Nur Kit addon, created out of precisely the sort of frustration you describe.

  • Spell Merchants   22 weeks 1 day ago

    Loving the concept of this mod, but I'm having a big issue and a small one.

    For the big issue: Made a Sun Paladin, and when I left the starting city in the Far East, a forest has replaced half of the mountain range, including the city, so there's no way to go back in. I don't know if this is only occurring when starting on that continent, but I don't really have enough skill/knowledge to speedrun a character to the Far East to see if characters that start in the west have the same problem.

    The small issue: Mulfar (IIRC, the shadowy guy with hands) has his final option as ?lua_error FORCE RESTART or something along those lines.

    I am running other addons, but ran it with only this one (and official DLC/addons) and still had the same errors. I also tried unsubscribing, deleting, and resubbing to see if maybe the download was corrupted with no luck.

    Posting this here and on the Steam workshop for visibility. I'll definitely be keeping subbed for use in the future, though!

  • I'm giving up ....   22 weeks 2 days ago

    No right way to play. Enjoy yourself.

    I play Insane Roguelike, but it takes me months between wins, trying flat out.

    I think I just like watching myself suffer.

  • Dual-Classes Reworked by AscendingPhoenix   22 weeks 3 days ago

    Scaling is a bit of a work in progress. Hopefully the next version will be somewhat better? Where are you noticing a problem?

  • Lost Land Beta soon! Next dlc already in the works! What the hell DarkGod?!   22 weeks 4 days ago

    More of this game? Count me in, where do I sign up?

  • Portable Item Vault   23 weeks 2 days ago

    Portable font should be possible then!

  • Lost Land Beta soon! Next dlc already in the works! What the hell DarkGod?!   24 weeks 2 hours ago

    Very excited for everything announced here, great to see this game still going.

  • Spell Merchants   25 weeks 2 days ago

    ... I'm so lonely down here :(

  • Spell Merchants   25 weeks 2 days ago

    I don't really understand what you're saying, are you talking about the mod "extra Dungeons"? Because yes, my mod will conflict with it since both our mods attempt to change the same files, so only one mod will load properly if both are installed.

    Edit: User TsumiHokiro has clarified the issue in the steam comments, I will start work on a fix when I have the time

  • Naloren Pack   25 weeks 5 days ago

    Along with the addition of Freeks and Psionic/Mindstar combat, the v1.2.0 update also reworked the starting dungeon with an aim to reduce the threat of enemies in the dungeon. Full details of the changes are listed in this forum post:

  • Exotic Weapon Use Highest Stat Only   26 weeks 1 day ago

    Still works and valid in 1.7.4

  • Infinite Dungeon Merchants   26 weeks 2 days ago

    Your mod is based on "newEntity{ base = "BASE_NPC_" (giving new functions to normal npc-s) and that causes the game to not work, as soon as you load into normal locations.
    The game will work in intant-dungeons, such as Fearscape, when you start as an awakened demonic worshipper, but will go into black screen the second you decide to load to quagmire with the troll.

    The incompatibility lies in "npc-lua files" and "class files". It would be great, if you fixed the mod)