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Great read, these comments are.
True, TOME by its nature is extremely flexible, much more so than some commercial games you find on Steam. I can live with some occasional bugs. And honestly so far I haven't found commercial roguelikes that seem to be as fun and varied as TOME, but I'll keep searching. Gandolf's review is pretty spot-on.
Side notes:
As for T-Engine's world and content, it would be immensely fun if DarkGod managed to have a word with these guys:
http://www.fightingfantasy.com/
I think the game engine is perfect for adapting RPG classics such as Warlock of Firetop Mountain or Citadel of Chaos.
Even if stuff like Dragonriders or Tolkien content is not available, there are many game-suitable alternative scenarios that could be used if authorization could be secured.
On another note, regarding the music: I like all the styles Gandolf described, but blues and 60s soul kind of kill the medieval RPG vibe for me ;-), doesn't fit the ambience. Subjective issue, I guess. Love B.B. King and Aretha, but when I'm playing TOME I open up a streaming service, web radio or my albums collection and mostly go for rock and metal: 70's prog rock and heavy metal works pretty well (Yes, Hawkwind, Black Sabbath, Uriah Heep). 80's, 90s and 00s metal also does the trick (anything from Iron Maiden, Kreator and Cirith Ungol to Dimmu Borgir and Electric WIzard).
In any case: I agree that TOME is still lacking in the sound department, but since the gameplay is not dependant on sound feedback, no worries.
-removed-
You (along with another commenter below) misunderstand the description of Distracted Tail. It's not supposed to double the effective levels of all other talents at all times; it doubles the effective levels of all other talents *while using the talent it is attached to*.
Your suggested change breaks every minor tail except Focused and Twitching and improves nothing.
Is the dlc even still being worked on? don't really care about a release date it would just be nice to know if it's still in the works
Yeah definitely but I was suggesting it to mirror the behavior of escort rewards, especially since you can see the description of talents on the tooltip. The skill level could stay fixed and have a chance to be +1, +2 +x? I find it more fun to directly choose talents, I basically always choose this option at escorts. I'm less keen on having to choose between big lists of talent categories
Hi, sorry for slow answer :)
Individual talents cannot be swayed by skill points. They do not appear in the level-up window. Directly increase skill levels decision is dubious. Then talents mastery will become useless...
In version 2, powerful artifactors will be added. They compensate for some lack of skills.
Rejoice! HE is alive! HE is speak! It`s really good news! Will be pray for our Dark but kind!
Maybe as an option, would it be possible to have merchants sell some individual talents, spells, etc, instead of categories?
Thank you Darkgod for the awesome game.
Hope life is good for your avatar here in the material plane.
Is Insane!!!
Or Madness!!!
Pick your poison..
So far it just seems like you've removed a bunch of compatibility with other mods. What exactly does this add that we are missing out on by using the original version?
I still live! Hope shall prevail
Found another problem, in your superloaded Actor:canWearObject():
local base_canWearObject = _M.canWearObject function _M:canWearObject(o, try_slot) local ret = base_canWearObject(self, o, try_slot) [...] return retThe problem is that the base Actor:canWearObject() returns multiple values, and you're only passing through one of them; the value you're dropping is the message explaining why the player can't wear the object, so we end up with messages like "player can not wear: Special Thing (nil)." instead of "player can not wear: Special Thing (not enough stat)." What you need to be doing here is something like:
local base_canWearObject = _M.canWearObject function _M:canWearObject(o, try_slot) local ret = { base_canWearObject(self, o, try_slot) } [...] return unpack(ret)to pass through all the returned values from the base method.
Lots of interesting races in this addon [you should probably update the addon description to mention them... ;) ]. Small bug to report: the Mekurabe talent calls Actor:combatSteampower() without checking whether the method is actually present, which causes the game to go into an infinite error loop if the Embers of Rage DLC isn't active for the character.
when you return to your body while monsters are nearby, you can't heal even though you're not under "assume form" effect.
Hi there, thanks for the mod! I've been using this for increased enemy rare variety and they all work pretty well.
There is an issue with the superloading of the physicalCrit() method under mod.class.Combat: The superloaded version only returns the damage, but not the flag which signifies whether a crit happened or not, so procs which rely on physical crits don't work (e.g. my Berserker's Bloodbath). spellCrit() and mindCrit() seem to be handled correctly, though!
Hi! You still alive over there? Or has the site been taken over by a sinister AI tormenting us with Pika Pi?
I have added AI-assited English translation to the 0.0.3 version of this addon.
Let me know if there are any translate errors or other bugs.
Note: The addon is written with non-latin alphabet, and therefore all text pertained to it will show as blank boxes for anyone not running a translation.
spits out lua error on new game start (before the character creation even starts)
Hey, this mod made it so that every time I leveled up, I got an error message and couldn't get any skill points.
Side tactical borders are not changed because Im lazy and friends+allies are on the left and enemies are on the right :3
This was made on request by someone on the discord who was asking on behalf of someone on the steam forums
If there are a lot of other colourblind unfriendly assets in the game and a demand for them to be fixed I will make a more fleshed out version with options for people with different types of colourblindness for example.
Or does it simply reduce the floors.