Recent comments

  • Hello Eyal World!   35 weeks 4 days ago

    As darkgobbo said, adding enemies, maps, items, and even campaigns is possible. Even adding new abilities and classes is not terribly difficult (learning Lua is probably most of the work) as the support for add-ons is great.

    Welcome!

  • Hello Eyal World!   35 weeks 5 days ago

    That's amazing news for me! <3

  • Hello Eyal World!   35 weeks 5 days ago

    You can add all of those things with addons. Even new campaigns!

  • Item Description filter   35 weeks 6 days ago

    Thanks for your feedback. This is fixed in the new version.

  • Updates - con fix, skill tree changed   35 weeks 6 days ago

    - Wights now start unlocked by default.
    - High Wights begin with the following resistances: -5% fire, -5% blight, 10% nature, 10% light, 20% physical.
    - High Wights still have only a racial bonus to Luck and Willpower and a 30% exp penalty.
    - Upgrading the High Wight racial skill now properly gives the correct amount of hp, regen, and physical save for the Con gain. This has been tested over a range of values and conditions.
    - Taking Quietus and Will of Eyal to level 5 will now give silence and stun immunity respectively.
    - Because the engine is not built to handle tracking what your immunity was before, points in these talents may no longer be reverted. (It could be written to revert to base Wight immunity but this is undesirable because a. equipment modifiers would then be ignored, and b. when the Wight subraces come out, they will likely have different resistances.)

    - The High Wight racial skill now unlocks Feedback, not Absorption.
    - Mastering Elemental Body still unlocks Augmented Mobility.
    - Taken together, the intent is that you have one resource track for your racial mobility and a separate one for your racial psionic damage mitigation, and potentially separate resources for your class abilities.
    - This reduces reliance on Willpower to have a big enough Psi pool to do everything you want, which reduces Multiple Ability Dependence, which was the original intent of the race as stated in the design docs.

  • Playable Wight Races   36 weeks 1 hour ago

    Thanks for the feedback. I have replicated the error and am fixing it. I will push a patch soon.

  • Auto Talent Assistant   36 weeks 9 hours ago

    More detailed BUG information is required
    How do you set up skills, preferably with screenshots
    And a screenshot of the BUG or a log file (te4_log is the last one to report an error when the BUG is triggered) copy the text

  • MaDDworlDs' Money Sink!   36 weeks 11 hours ago

    Hi great addon. Though I realized it isn't working with Ancient Automated Teacher- PLUS and that realy only affects the tinker automata teacher in the normal campaign.

  • Class: Demolisher   36 weeks 2 days ago

    Fixed! The engine category now has a unique name behind the scenes.

  • Class: Demolisher   36 weeks 4 days ago

    Accidentally found out that using this mod at the same time as class Inferno Forger overwrites the talent category Engine with their completely different talents. Thanks for the quick reply though!

  • My evaluations of all the classes   37 weeks 2 days ago

    That was fun to read, thanks. :)

  • Automatic Talent Gambits   37 weeks 2 days ago

    I believe there's an action that allows gambits to continue auto exploring, so this should be possible now.

  • Automatic Talent Gambits   37 weeks 2 days ago

    Yep, this is a feature that I've wanted to add for various reasons - you can sort of do it with gambits with things like t3/4+ enemy in sight has not been true for at least X turns with disable gambit action, but it would make things a lot easier to allow manually enabling/disabling globally, and possibly adding disable until manual re-enable as a gambit action. Just haven't gotten around to it. I'll probably put more time into this next big Tome update.

  • My evaluations of all the classes   38 weeks 1 hour ago

    I loved this article. Read the whole thing. My only comment is this: ":D"

  • Inferno Race Pack   38 weeks 3 days ago

    disregard this

  • Yeeks Look Like Shalore   39 weeks 1 day ago

    JustUS A HEAD-S-UP.

  • Yeeks Look Like Shalore   39 weeks 1 day ago

    In that case why worry about graphics and bling?

  • astralInferno's Celestial Oddities   39 weeks 5 days ago

    Icy Retaliation was sending out asterisks instead of ice_shards.png, so I had a look around in blizzard.lua and saw ddisplay={particle="arrow", particle_args={tile="particles_images/ice_shards"}

    Removed that extra "d" and it works fine now

  • Japanese Addon Plus Tlanslation   40 weeks 11 hours ago

    2233

  • Japanese Addon Plus Tlanslation   40 weeks 11 hours ago

    223333

  • Japanese Addon Plus Tlanslation   40 weeks 11 hours ago

    223333

  • Auto Talent Assistant   40 weeks 2 days ago

    It worked for a while, but now I have some bug which is making me unable to use any talents with a target. The error says something about a nil value in function useAutoTalent. This happens even when auto use is turned off.

  • Tips for Melee Reavers   40 weeks 4 days ago

    There are quite a lot of guides or at least tips on the forums but most of them are outdated. There's a couple of threads on Reavers, you could take a look there.

    If you're looking for basic info I can definitely recommend Cathbald's guide series: https://forums.te4.org/viewtopic.php?f=41&t=48659 (although the one on prodigies is outdated lol).

    The thing that's really missing is like a basic guide on how to build a character, what stats and effects on gear are important early for different characters, prioritising early skilling etc. The details of this are too intricate to illustrate it all in a guide (too many classes) but I can definitely see a general guidelines for newbies being helpful!

    I do suggest that if someone is writing a guide for a class but doesn't link to a winning character of theirs on Insane difficulty, don't take their advice. That sounds super elitist but there's just a lot of advice around which is either bad or simply wrong. (for example, Curse of Death only prevents regeneration, not all healing... much love <3)

  • HI   40 weeks 4 days ago
    Hi

    Hi

  • Tips for Melee Reavers   40 weeks 4 days ago

    Heavy Armor is never wrong. you can argue when you have talents like trained reflexes (where you cant use it if you have anything heavier then leather in your Body slot) but even with it it is still debatable. With Mage Classes it is often better to go bulky and take the fatigue instead of being squishy with a Robe. also Reavers have access to Bone Shield so thats a huge defensive upgrade you should get asap. +Health on Items is the most important stats in the first 15-20 levels so you should look out for that too. And i dont know if you are aware of how Armor+Hardyness works but basically you should never exceed your Armor Hardiness with your Armor or it gets wasted. if you have 50% Hardiness it doesnt mean anything unless you have the coupled armor to go with it and having 100 armor but 0% hardiness is just 100 armor wasted. always have both on the same level. Also the game checks which armor you have equpped on the Body slot so you can have all your gear with heavy armor but if you have cloth equipped as a bodyslot it doesnt count as heavy and vice versa. keep that in mind.