Recent comments

  • Frost Invoker   4 years 45 weeks ago

    Lua Error: /data-frost_invoker/talents/spells/arctic_assault.lua:187: attempt to call method 'hasEffect' (a nil value)
    At [C]:-1 hasEffect

  • Frost Invoker   4 years 45 weeks ago

    Thanks. The double prism strategy is powerful enough foor a madness trip lol. As for the tiger eye, maybe I had a wrong understanding of Tiger eye's working mechanism. According to your explaination, melee attack crits will not trigger spell cool down reduction. But can the frost beam from frost prism trigger tiger eye? I checked the source and it uses spellcrit() method to calc the damage. Although skills from arctic tree are all weapon attacks(and thus will not give spell cooldown reduction), their cooldown will be reduced by spells such as hailstone, right?

  • Frost Invoker   4 years 45 weeks ago

    I uploaded a new version with updated handling for Frost Prism so it will work with any number of prisms at a time.

    I tested Eye of the Tiger and it seems to be working properly. As I said, though, it's not fully as beneficial on the class as you might expect.

    However, they do have Arctic Wind, which lowers the cool down of Arctic Assault talents when Hail spells hit. Cryomania allows your melee crits to cast Hailstone or reduce its cooldown. Hailstone is a Hail spell...

  • Frost Invoker   4 years 45 weeks ago

    Thanks for trying the class and I appreciate the feedback :)

    Handling multiple Frost Prism shouldn't be a problem (just hadn't occcured to me it could happen, but then I forget about Drem).

    Eye of the Tigger should work, but there would be a bit of a caveat. Any melee crit (even if the attack is from a Spell tree) will do nothing, because they have no Technique or Cunning trees to reduce cooldown for. Spell crits, on the other hand, should affect any and all of their talents. The prodigy only checks if the tree starts with "spell/", so all Frost Invoker trees should be covered. I will take a look at it, though, just to verify.

  • Frost Invoker   4 years 45 weeks ago

    This is a class with very strong combinatory battle techs. I use the snow sculpture and frost-prism combo heavily. However, there are a few flaw aspects which I think don't work as intended: first, tiger eye prodigy don't benifit spell skills in the mod, secondly, when there are more than one frost-prisms in the map(can be created by drem race), only the last created one will fire frost beam.

  • Clean UI   4 years 46 weeks ago

    I really liked the style of inventory and talent page.. but the health bars etc were not to my taste.
    So I'd like options that only replace the aspects I want replaced. I would love to see this applied to the mod if possible.. Great work overall tho.

  • Recaiden's Evolution Prodigies   4 years 46 weeks ago

    The separate class version was much more fun - the evolution version is not particularly interesting.. :( Archer is good enough as a class. On the other hand, I'd say that the following classes could benefit from evolutions: Skirmisher, Alchemist and Arcane Blade. These are all not particularly interesting at high levels. ;)

  • My first character: a halfling rogue   4 years 46 weeks ago

    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.

  • My first character: a halfling rogue   4 years 46 weeks ago

    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.

  • Arcane Combat Mod Merge   4 years 47 weeks ago

    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.

  • Improved Adventurer   4 years 47 weeks ago

    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.

  • Cultist Rebalance   4 years 47 weeks ago

    Loving the changes!

  • Arcane Combat Mod Merge   4 years 47 weeks ago

    I have a fixed version I'll upload

    EDIT: or apparently not cause i can't get the dev tools to work, oh dear

  • Adventurer Mastery   4 years 47 weeks ago

    Just wanted to confirm what you said that the addon does now work. Thank you :)

  • HI   4 years 47 weeks ago
    Hi

    Hi

  • Improved Adventurer   4 years 47 weeks ago

    dirges are under class instead of generic, only has 3 talents, and seems to be just the 1st talent broken into 3

  • Arcanum Class Pack   4 years 48 weeks ago

    Thanks. Will know.

  • Adventurer Mastery   4 years 48 weeks ago

    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.

  • Adventurer Mastery   4 years 48 weeks ago

    I even redownloaded it. I tried to disable addons(other than ignore class/rc unlock and dlc).

  • Grove Keeper   4 years 48 weeks ago

    Thank you for the information. And yes I do like the class :)

  • Adventurer Mastery   4 years 48 weeks ago

    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.

  • Adventurer Mastery   4 years 48 weeks ago

    Even when turning off other addons it doesn't seem to work.

  • Tireless Veterans   4 years 49 weeks ago

    That addon does something pretty different. It's not the same as Genuine Veteran at all.

  • My Cornac Necromancer -- Died to Vor   4 years 49 weeks ago

    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.

  • Utility Supplies   4 years 49 weeks ago

    wrana5 wrote:
    The game's initial idea was to do away with tons of scrolls, potions, etc. that adventurers had to carry and grind for.

    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.)