Recent comments

  • Recaiden's Evolution Prodigies   44 weeks 6 days ago

    After enjoying another users wyrmic mostly-simply evolution to punch a lot. Ive gotten a huge interest in new class evolutions and all of these sound great. Temporal warden was my first win and Writhing one my first nightmare win so new ways to experience the classes on insane is appreciated!

    There doesn't seem to be a lot of class evolution addons so it was great seeing 4 in 1 here.

  • Wyarm Evolution for Wyrmic   44 weeks 6 days ago

    Just finished a run on AoA insane, the evolution definitely feels like I needed a good 2-breath weapon randart to scale into endgame. spellhunt remnants was great when it worked but the sheer quantity of nature and psionic based rares and randbosses made me feel like I was hitting like a wet noodle until I swapped back to at ier 2 rand art with 2 breaths (which coincidentally also let me kill atamathon and the entropy super boss)

    The class evolution definitely feels like it could go a step further, closer to Fallen than Eldritch Sun or Lich, or even be its own base class as a mix of brawler and acid drake (mechanically at least, the acid flurry was by far the best skill).

    I want to commend you for making an evolution that felt good even on insane!

  • Wyarm Evolution for Wyrmic   45 weeks 15 hours ago

    Thanks for playing with Wyarm Evolution. This addon is designed for fun breath attacks with the Talent-on-Hit effect of the gauntlet, and is not intended to balance the use of weapons.

    When Spellhunt Remnants is upgraded, it seems to not display well due to the loss of some information from the Spellhunt Remnants.
    However, the damage modification is correctly applied when actually attacking.

  • Wyarm Evolution for Wyrmic   45 weeks 1 day ago

    Spellhunt remnants (and maybe other unique gloves) aren't getting the 40% will 80% strength from the class evolution?
    Is this intended or am I just dumb?

  • Frost Invoker   45 weeks 1 day ago

    It's a conflict with Razakai's Death Knight class. It also has a "spell/frost" talent line, so the game is sticking them all together. Unfortunately it can't be easily resolved without ruining current saves that have the addon enabled. I can only recommend using just one of the two addons at a time.

  • Wyarm Evolution for Wyrmic   45 weeks 2 days ago

    Hello! im sorta new to this game and have only recently gotten some clears on insane and stumbled across this. I know there's a really good mindstar for wyrmics and being unable to use it alongside the class evolution feels bad. Was there a numerical reason why we lost access to weapon slots? Was the class tuning that tight?

    anyways I love great wyrarm focus its sick af.
    I'd love to see more combat talents added, maybe the unarmed tree with combination kick or a reflavoring of it to give the class a way to strip sustains?
    not being able to get enhanced manaclash or rune of dispersal in embers of rage has made me feel the need for that on 'weaker' classes compared to paradmox mage

  • Shorter Zones   46 weeks 2 days ago

    So I don't know if there is something wrong with my addons or not.
    But this always happens every single time, missing Font of Sacrifice code and I cant get the diamond from Lithfeng because he not spawning

  • Frost Invoker   46 weeks 5 days ago

    Don't know if I'll get a reply but why are there 2 frost trees? The bottom one doesn't have anything in it and the higher one has abilities going past the bar so you can see if there are any other abilities. The class seems very fun it's just that I don't wanna miss other abilities the class has if there are any

  • Spell Merchants   50 weeks 2 hours ago

    Updated to add the "Tinkerer's monocle" to Gurock the tinkerer merchant, a one time purchase to allow players to find schematics in loot. Thank you starslayer on steam for providing part of the code to allow this.

    Added psionic possessors talents to Zemek ("Possessor is a class introduced in an official addon, available only to donators (buying the game on Steam, etc, counts as a donation"). It adds 7 psionic talents available for purchase. Big thanks to EonsTimE on NexusMods for bringing these missing talents to my attention!

    If you're reading this, then that means you may be playing the free version, these talents will only appear if you own the game on steam or have donated to https://te4.org/donate purchasing these talents on the free version will only take your gold but not give you the talents, be warned!

  • Phantom Warrior Class   51 weeks 4 days ago

    What a cool class. Love the balance. Unusual give and take combined with the inherent risk/reward of carrying high paradox. You are now one of my 'plugin authors to watch'. Thanks for all your work.

  • Class: Harvester   1 year 1 week ago

    Good one, enjoyed the zombie swarming.

    The heal retaliation can be a bit stronger, I think.
    Kinda sad there's no advanced scythe combat tree.
    Desolation... there's barely any merit to taking more level as for now. Lowering equilibrium regen duration feels more like penalty than improvement.

  • Phantom Warrior Class   1 year 2 weeks ago

    Interesting bug to the player's benefit: If an enemy has some sort of damage reflection (confirmed with Empathic Hex and Drolem's Relective Skin), then Dying Lament causes a damage loop: When a phantom dies, it damages the enemy, which reflects damage, causing the phantom to "die" again and trigger its damage repeatedly, resulting in the enemy instantly dying.
    It's pretty funny this happened to me twice XD

  • Harvester class   1 year 2 weeks ago

    Thank you for your comment. Yes, it's a typo.

  • Harvester class   1 year 2 weeks ago

    Cool and fun to play spellcasting class! Reminds me of Necr*phos :D
    The Equilibrium-Vim swap mechanic is very unique and neat. Is the Living F"r"esh talent category intended to be written like that or was that a typo?

  • Bloodriver Adherent Class   1 year 3 weeks ago

    If you can at least give me the error description... can't even start to investigate otherwise.

  • Bloodriver Adherent Class   1 year 3 weeks ago

    This is incompatable with Odyssey of the Summoner, when both addons are loaded, Synchronize Talent Category throws an error when used.

  • Loot Expansion   1 year 4 weeks ago

    Found bugs, mainly related to resolver.genericlast functions adding more resolvers that ended up not getting resolved.

  • Master world   1 year 5 weeks ago

    Ups, pastbin with pass: fNEmCfM18Q

  • Tales of Maj'Eyal 1.7.6 "Woops" is released!   1 year 5 weeks ago

    Is there any way to escape the dungeons that come up black?

  • Class+Race Pack   1 year 5 weeks ago

    Just as a heads-up, when looking into the tails.lua file to determine whether or not Distracted Tail just needs a bugfix, I noticed that it is defined, but it lacks any code that would actually give it an effect. While I'm new to the game and to lua modding in general, I'm also interested in how the Moonfox race would play (given how Distracted seems like it would be a staple if it works properly) and will see if I can figure something out. Hopefully there isn't any issue with that, especially since the addon hasn't had an update in two years.

    EDIT: It appears that the same is true for Precise Tail, Inverting Tail, Twitching Tail, Splitting Tail and Singular Tail. They have conditions for attachment and subsequent black/whitelists, but no actual effect, at least from what I can see in the lua. The race is quite cool in concept, so it's a pity to see it in a half-finished state like this, but I'll see if I can bring it over the finish line.

    EDIT 2: Yeah, I have no idea what I'm talking about lol. I can't even find the code making Focused work like it should (it still functions, even with the code removed from tails.lua). At least this is a learning experience tho. Still trying to figure this out.

    EDIT 3: It looks like the issue is the 'isAttachedTailActive(tailid)' function. The only difference in the code that affects the effective talent level between Focused Tail and Distracted Tail is in the aforementioned function being an initial trigger. It's only after the function returns a non-false (non-0) value that it begins checking talents for the Distracted Tail. I literally commented out the 'isAttachedTailActive(tailid)' function and it's working.

    That being said, it's now firing on all talents, regardless of category or whether or not I even use the Distracted Tail. it looks like it affects every talent, not just the ones in the Tail's current tree, and might be worth putting a talent point investment requirement into. For instance, a Distracted talent could require 3 talent points to function, since doubling the effective level of everything else, even if just in that specific talent category, is incredibly powerful.

    EDIT 4: I figured it out. In the Actor.lua file, the 'isAttachedTailActive(tailid)' function just needed some pruning. All it needs to check is the following:
    if self.moonfox_tails and self.moonfox_tails[tailid]
    If the above is true, return true. Else, return false.
    Once I made this change and placed the updated lua file into the addon, Distracted Tail started working exactly as intended.
    Well, I have to say that was a rather enlightening trip into troubleshooting Lua. Apologies if my earlier statements came off as a little know-it-all, that was hardly my intent. In any case, for anyone that wants to get the Distracted Tail talent working on Moonfoxes again, the solution I listed above should do the trick. Probably not the smartest thing to spend my sleeping time working on, but I was on a roll lol. Anyway, leaving this here (edits included) for posterity.

  • Psionic Blade   1 year 6 weeks ago

    [sound F/X: source diving] Hmm, it looks like Dark Master may have been trying to do this deliberately; the addon overloads ActorTalents:numberKnownTalent() to always return 4, presumably specifically to produce this effect. You're right, though, that's way too scattershot an approach: not only does it affect all trees for the class, it affects all trees for all races and classes as long as the addon is enabled.

    If you're trying to disable the learn-lower-talents-first requirement for your Psionic Blade talents, Dark Master, the way to do that is in this line of the talent definition:

    type = { "category/name", 1 },
    

    The number in the second slot is one more than the number of talents in the category that you'll be required to know before you can learn this talent; setting it to 1 effectively removes the requirement. You can check the Psionic/Absorption tree for an example; it does this for all its shield talents (but not Forcefield).

  • Psionic Blade   1 year 6 weeks ago

    While this addon is enabled, higher-tier talents can be learned while ignoring the lower-tier ones. This affects all trees in my experience.

  • Daeron Merchant   1 year 6 weeks ago

    May i ask where the merchant is located? does this add a merchant in the EoR campaign too?

  • Psionic Blade   1 year 7 weeks ago

    After a new character using debug mode everything work right

  • Psionic Blade   1 year 7 weeks ago

    Tested on Regeneration infusion, Quick as Thought, Pain Enhancement System, the duration of theses effects are not longer during sustaining Abstraction than original.