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When I fixed the reloading issue, I didn't move over the reference for opening Dialogs.
It should be fixed now - eating people, using their talents, stealing their talents, and purging those talents all tested.
Thanks for sticking with the addon and reporting this so quickly.
Thanks, it works now!
However, I get an error whenever I use Purge Talent. It seems like it's trying to open a dialog but failing.
Lua Error:
/engine/interface/ActorTalents.lua:329: /engine/interface/ActorTalents.lua:302: /engine/interface/ActorTalents.lua:164:
/data-rec-evolutions/talents/gourmand.lua:22: attempt to index global 'Dialog' (a nil value)
stack traceback:
/data-rec-evolutions/talents/gourmand.lua:22: in function </data-rec-evolutions/talents/gourmand.lua:10>
[C]: in function 'xpcall'
/engine/interface/ActorTalents.lua:162: in function </engine/interface/ActorTalents.lua:151>
...
Fixed!
Thanks for finding that.
The prodigy shows up after making a new character, but if I quit out and reload the save I can no longer see it in the prodigy screen.
This is on version 1.6.7 of ToME.
might just be me, but I usually don't finish a run of tome in one sitting XD
It really removes any reason to go there once you've unlocked the Oozemancer, unless you're a trophy addict. Ah well, my vault is overflowing as is anyway.
R.I.P. best item farm in the game. Sad to see you go.
And thus after years of playing tome I've discovered that orbs in ruined dungeon is actually puzzle that means to be solved not bruteforced.
The extra hotbar rows will definitely be of use to separate the activatable objects from the sustains.
CoE will also be able to fit all of its talents on the hotbar at once.
Might be nice to set minimum hotbar icon size smaller than the current one too, so that people don't have to manually edit the config.
Excellent Addon! So far, I have found the rungolf variant and the boulder slinger (I shat bricks when I saw that sucker on Precognition, but some dirty tactics took care of that.)
One problem, though.
It ruined a pretty fun and promising run on the first serious Temporal Warden run I made. Maybe some other Addon had something to do with that also, but the log doesn't give me any reason to think so.
I hope all this text fits.
ERROR:
Game version: tome-1.6.7
Addons: savepoints-1.4.0[X!], notestoself-1.3.0[X!], unwield_hotkey-1.6.0[X], rod_dissip-1.6.0[X], orb_ruined-1.6.0[X], frost_invoker-1.6.7[X], bil_fix-1.6.0[X], hero_tooltip-1.6.0[X], dreadnecromancer-1.6.7[X], wall_clock-1.6.0[X], savefile_note-1.3.0[X!], highguard-1.6.7[X], golem_level-1.6.0[X], tactical-minimap-1.6.0[X], store_wishlist-1.6.0[X], cooldowns-1.6.0[X], gem_transmo-1.1.0[X!], whitemonk-1.6.0[X], arcanum-1.6.7[X], meteor-fix-1.6.7[X], improved-restauto-1.6.5[X], effects_z-1.6.0[X], uber_req-1.6.0[X], midnight-1.6.7[X], faster_rre-1.0.6[X!], classastromancer-1.6.0[X], compare-1.6.0[X], heartstalker_class-1.6.7[X], animist-1.6.0[X], invorder-1.3.0[X!], hiveminder_class-1.6.7[X], low_hp_popup-1.1.0[X!], moreboss-1.6.6[X], wield_replace-1.3.0[X!], verdant-1.6.7[X]
Game version (character creation): tome-1.6.7
Lua Error: engineEntity.lua:1171: data-morebossgeneral/npcs/ogre.lua:29: unexpected symbol near ‘,’
At [C]:-1
At [C]:-1 error
At engineEntity.lua:1171 loadList
At hooksmoreboss/load.lua:33
At [string “return function(l, self, data) local ok=false…”]:1 triggerHook
At engineEntity.lua:1228 loadList
At engineEntity.lua:1213 load
At datazones/crypt-kryl-feijan/npcs.lua:24 f
At engineEntity.lua:1224 loadList
At engineZone.lua:174 loadBaseLists
At engineZone.lua:126 init
At engineclass.lua:147 new
At modclass/Game.lua:1141 changeLevelReal
At modclass/Game.lua:955 base_changeLevel
At modaddons/store_wishlist/superloadmodclass/Game.lua:47 changeLevel
At datageneral/encounters/maj-eyal.lua:84 fct
At engineui/Dialog.lua:171 fct
At engineui/Button.lua:63 fct
At engineMouse.lua:71 receiveMouse
At engineMouse.lua:111 delegate
At engineui/Dialog.lua:793 mouseEvent
At engineui/Dialog.lua:508 fct
At engineMouse.lua:71
Definitely one of the mad ones. I absolutely love the extra rows of hotkeys - something I have been wanting for ages! Would it be possible to get 3 more? No need to struggle to find keybinds for them, just having open slots on the bar would be super amazing as I could then have two neat rows that each fit my screen width.
Thanks for the advice!
Steamdb must have a pretty out-of-date sale log, then. The dlcs have been on sale about 3-4 times a year, every year, frankly for dirt cheap. And yeah, it's likely that they'll all go on sale again when 1.7 releases, which could be anywhere from a few days to a few months from now.
If you can only pick one dlc for some reason, my personal favorite is Embers of Rage. It's got some great new prodigies, items and strategies even for the base-game classes. The tinker classes it adds are all semi-OP, except the Annihilator which is 250% OP even after all its nerfs. Just be forewarned that tinker classes can show up on rares at times, and can make the early game in Maj'Eyal have even spikier difficulty until you learn how to deal with them.
Man, I love your bot. So practical. The interface is so intuitive. Thanks for this!
One question, though. What do you consider to be the difference between Sustain and Recovery?
P.S.: I found another small issue. The bot doesn't stop for glowing chests.
Hey thanks for the feedback. I don't really check the comments here so I just saw them a few months later lol. I probably won't make any changes now, but next time there is a large update / DLC that potentially breaks this tileset / adds new stuff I will update it with some fixes. I also have a few friends skilled at pixel art, so I might commission new tiles plus make some of my own to replace the Forbidden Cults ones plus whatever new ones are added.
This addon causes an error when trying to create a bladebender from the Qlass Pack addon; i.e. it's causing errors for non-beholder races from a class in a different addon.
http://forums.te4.org/viewtopic.php?p=240515#p240515
An interesting class, seems to work well. Strangely, 2h build seems to work better - partially due to needing less talents to up. Maybe there should be a build based on sswitching between 2h and double-blades as well? Didn't try mindstar variant, but think it is only useful if you go Antimagic?
Can Japanese or Chinese translation be added?
Your work on this addon is commendable! The theme and the creativity of the skills, the balanced and yet powerful talents really keeps me playing around new melee-caster chars all the time haha
Thank you for this masterpiece!
I just don't get why mix nature damage with the water themed one (the earth is okayish) but that might be personal preference btw
It also would be amazing if you could add more archetypes like a darkness/void themed guy :O
That would be incredible despite AI issues.
Thanks for the feedback! I haven't been able to duplicate Vapor Blade knocking back even when it misses on my end yet, but I'll continue to look into it.
This is a very fun and well-put-together class!
I especially like Spring Attack.
A couple notes:
There's a bug with this addon in 1.6.7 and the Adept prodigy. It goes something like:
- Get the Adept prodigy
- Use a category point to increase a category's mastery, and you'll get a .6 improvement: The .2 is mutiplied by Adept's x3 instead of being simply added. (So if your category was 1.0, Adept increases is to 1.3, and improving the category with a point increases is to 1.9 instead of 1.5.)
- Now remove the category improvement, which you can do with FlexSpec. I can't remember the exact result, but it decreases by .2 or something like that, so now your example category from above is at 1.7.
- Improve the category again with the point you just removed, and once again it increases by .6, and now you're at 2.3.
- Repeat for infinite category mastery.
I believe this bug also exists if you have already improved a category prior to taking Adept, but I can't remember how it plays out. (But it's a variation of remove category point, add it back, and repeat.)
I may have gotten the precise numbers incorrect, but if you try it out, it's pretty easy to reproduce. To verify this is a bug with FlexSpec and not T-Engine, I disabled the FlexSpec addon (via desc.lua) and didn't have this issue (both with adding a cat point post-Adept or removing it on the same screen).
This addon still mostly works with 1.6, but I'll wait for 1.7 before polishing it up. I have not tested the current 1.5 version of the addon with Cults races or the shimmer packs.
(If anyone is motivated to take over this addon and maintain it, I'd be cool with that. I tend to go for long periods without playing ToME, until a new DLC comes out.)
My favourite addon class out there, thank you very much for making it playable up-to-date. <3