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Your forum post might not show for a while if it's your first. This is an odd error, but I have seen it crop up before. It was do to a conflict with another add-on in each case, and though I haven't seen a report of it before with Grove Keeper, I'm fairly sure that's the case here as well. I was working on this class earlier today and had no issues. You could test pretty quickly by trying a run with other add-ons turned off. If that doesn't resolve the issue, please let me know. If you're able to identify which add-on is conflicting, if that is the case, I can try to see what might be causing the issue and possibly contact the creator.
Thanks for the report :)
Love the idea of the mod, but it threw a bunch of errors when I was trying a run with it just now. The basic spore ability refused to allow itself to be targeted with bothy keyboard and mouse, throwing errors like
Lua Error: /engine/interface/GameTargeting.lua:137: /engine/interface/ActorTalents.lua:164: /engine/interface/ActorTemporaryEffects.lua:123: attempt to index local 'ed' (a nil value)stack traceback:
/engine/interface/ActorTemporaryEffects.lua:123: in function 'setEffect'
data-grovekeeper/damage_types.lua:105: in function 'projector'
/engine/interface/ActorProject.lua:259: in function 'base_project'
...eholder-efix/superload/engine/interface/ActorProject.lua:17: in function 'project'
/data-grovekeeper/talents/gifts/symbiosis.lua:54: in function
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:162: in function
At [C]:-1
At [C]:-1 error
At /engine/interface/GameTargeting.lua:137 fct
At /engine/interface/GameTargeting.lua:143 targetMode
At /engine/interface/GameTargeting.lua:280 targetMouse
At /mod/class/Game.lua:2530 fct
At /engine/Mouse.lua:71
The only difference between it and the non-mouse version was:
At [C]:-1
At [C]:-1 error
At /engine/interface/GameTargeting.lua:137 fct
At /engine/interface/GameTargeting.lua:143 targetMode
At /engine/interface/GameTargeting.lua:212
At /engine/KeyBind.lua:231
The shineleaf plant was another interesting oddity. It provided EXP when killed, and also threw errors (while still functioning) any time its effect pulsed while it had enemies within its radius of effect.
Lua Error: /engine/interface/ActorTalents.lua:329: /engine/interface/ActorTalents.lua:302: /engine/interface/ActorTalents.lua:164: /engine/interface/ActorTemporaryEffects.lua:123: attempt to index local 'ed' (a nil value)
stack traceback:
/engine/interface/ActorTemporaryEffects.lua:123: in function 'setEffect'
data-grovekeeper/damage_types.lua:66: in function 'projector'
/engine/interface/ActorProject.lua:259: in function 'base_project'
...eholder-efix/superload/engine/interface/ActorProject.lua:17: in function 'project'
/data-grovekeeper/talents/gifts/botany.lua:193: in function
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:162: in function
At [C]:-1
At [C]:-1 error
At /engine/interface/ActorTalents.lua:329 useTalent
At /engine/interface/ActorTalents.lua:418 forceUseTalent
At /mod/class/Actor.lua:6445 base_forceUseTalent
At /mod/addons/zomnibus/superload/mod/class/Actor.lua:261 forceUseTalent
At /data-grovekeeper/talents/gifts/botany.lua:175
At /engine/interface/ActorTalents.lua:1154 callTalent
At /mod/class/Actor.lua:6069 fireTalentCheck
At /mod/class/Actor.lua:779 act
At /mod/addons/improved-restauto/superload/mod/class/Actor.lua:8 act
At /mod/class/NPC.lua:70 act
At /engine/GameEnergyBased.lua:129 tickLevel
At /engine/GameEnergyBased.lua:64 tick
At /engine/GameTurnBased.lua:51 tick
At /mod/class/Game.lua:1534
would probably work well with mindstars - but currently only possible in Ork campaign, bying the skill for Yeti tissues. Theoretically possible in main campaign avoiding any spell skills until gathering enough money to purchase it, but too much bother.
Wouldn't it be logical to include a couple of trees working in concert with particular weapons (2hand/wpn-n-shield/paired?). Both SunPal and Cursed have some...
As I said, they occur at some randoom times. Last time it was in the middle of combat, but one of the previous ones it was while resting. I have some other mods installed, but they don't produce this in other configurations... As for Finer Energy - I seem to remember that the Slayer's TK goes with one of the class trees, while this is a generic tree. At least it looked so as I ran some 3-sword Adventurer some time ago...
Probably too strong and not in a good way. In my trial run I mainly had trouble with rares of the same class. All others were no problem. In addition - the area attack available from lvl 1 - easily reached range 10+ - low cooldown - restores Psi?? Why should I need anything else?%))
I'm probably not going to give the class access to Finer Energy Manipulation, since it comes with (if I recall correctly) access to Beyond the Flash (the mindslayer tk skill.)
Lethality is in here in case you want to use daggers as your mainland weapon but not go into strength.
About the hangups, when do you get them? I've not gotten anything like that.
If anyone else has been getting these, please tell me.
Thanks. But hanged again today - this time in the middle of combat. ;)) Otherwise worked well - but these are low levels on Insane, so info is limited. At low levels at least there's enough Psi as my girl just killed anything in her way faster than Psi would become a problem. At higher levels this may not be the case -soo I'd probably add that MS tree where you can consume gems for Psi gain. Maybe even as locked as it isn't much needed at lower levels anyway. Also, I'd say that you don't need - at lower levels, again - to unlock as many trees as possible as this class. Getting a couple of solid attacks leveled up works well. And also - I didn't take Lethality at all and didn't feel the need to. Forgot to ask last time - what are the reason for it's inclusion?
Thanks for the feedback!
I've given it some thought and decided to use psi as a resource for now.
Please tell me how it plays - can you keep up in combat, does the class need more ways to regain psi?
Augmented Mobility is also back (and unlocked) since the class needed more mobility, but I didn't want to drop any of the class talents.
First off, why did you remove psi points? Planning to use an original power source? But psi is OK... Second off, the mod has a very persistent bug: at some point, the ToME hangs and the screen starts blinking. This was present from the first version of the mod and still remains. I don't see any rime or reason: it activated in the middle of combat as well as during the character rest. The only common theme is that it generally happens at about level 10 and I usually take Storm, Void and Sun treees. Also, you seem to remove sound from the mod in this iteration. Again, why? Also, while new shielding is nice, I think that Psi mobility was more needed as the class has some closers, but no way to escape combat. Otherwise, not bad. And thanks for adding graphics for an active gemblade in this patch.
I love this class concept, very excited to try it when it's balanced and patched up.
The uber-regeneration sustain seems too much more useful than aalternatives. And when fighting serious opponents I don't think it makes sense to replace it with shielding, even less so with eextra actions on kill. Though the stun/conf resiistance make higher abilities of this tree also useful - but not at their proposed use. All in all, this is the strongest tree of the class, maaybe even above locked ones.
Just wondering if its compatible with latest patch
Cool
Much best event
Best event
The game uses a lot more memory with this addon running (while playing a possessor, of course), than without. Might be some interaction between it and another of my mods, as there's quite a few, but I actually had an error get thrown on a earlier playthrough from the game complaining about being out of workable memory. Not sure what if anything might be causing it in this, but it's specifically when actually using this addon that these issues crop up - having it running and not playing a possessor doesn't cause any memory issues at all.
Turns out that it's caused by the Umbral Razor that Subject Z was wielding.
Umbral Razor inflicts Shadow Cut. I didn't realize this at the time, but Shadow Cut is the only bleed effect that doesn't have a 'power', which caused an error when Bloodstained talents tried to reduce its damage to you. That broke the Shadow Cut effect and caused it to stick around forever.
Thanks for providing such a clean explanation.
While fighting subject Z, my character got a 'Shadow Cut' negative effect while my 'Self-Destruction' and 'Shared Agony' is active. Then the 'Shadow Cut' turn counter drop to 0, instead of going away, it keep going down -1 turn every turn (the tooltip reads -160 turns left) I'm not sure what caused it. It cannot be removed in any way, not even by dying. You can no longer go to the world map due to having a negative effect. You can check my character here: https: //te4.org/characters/255330/tome/26183c23-57de-49db-92dc-a24ed0229aea
thx for this addon, its awesome!
plz make Zemek lightning immune so he will be not killed at Derth during storms invasion. or let him fixed spawn at Last Hope
Hey, thanks for the comment :)
Thorn Walker did grant move speed at some point in development, but I didn't like that it negated the low thorn drawback.
The class reaaaaally enjoy extra move speed too, so adding in built move speed is a no.
The slots are pretty fair as far as end game gear goes.
Helm : it has more HP and heal mod than a regular leafwalker ego, more armor than your normal helm, blind immunity, 50% conf immune, two resists at 35% ! Yes it doesn't have any special effect, but send me a screen of a more defensive helm ! (offense is not its strength though)
Boots : AoE damage every time you move (yes you can use movement infusion), and thorns apply a LOT of debuff. No boots have close to that utility. Pin immunity is built in, as are 50% stun, 35% to 3 resistance, and 30 CON that scales ALL your damage on top of its usual effect ! Let's compare to boots of the hunter which is considered the best boots while giving less HP, less damage, less immunities and less resists. It does have the neat active though.
Body : ok, there are some crazy body armor, so this may not be top tier. But 30% crit shrug is absolutely massive, the armor is high end and the resists are top notch. Add the really decent hp and the fact that you'll deal 125+ damage to everyone everytime they hurt you and you have a solid piece anyway.
It could be a wilder, but I didn't like EQ as a resource for the concept. I also thought of making them afflicted and use hate, which was tying pretty well with the feeling of the class. I actually shortly started the class with hate as resource.
Eventually though, i thought of that new resource and am pretty happy with it.
As the subject line says, the starting quest (killin' treekillers) never actually finishes. A dialog pops up one you wipe everyone out of the little map, but the quest doesn't actually complete, seemingly leading toward being ?impossible? to progress the game. At the very least, you never get the standard racial dungeon quests after that, or anything.
Thanks for letting me know! It's possible I fixed this in the version I just released without realizing it, but I can't find any conflicts with those addons. Could you send me the error report if it happens again?
I've found that Magic requirements for equipment currently just add Magic as a requirement instead of replacing the stat required initially,, so we get e.g. Str 48 Mag 48 requirement. Not a big problem, but still.