Recent comments

  • Master world   43 weeks 4 days ago

    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.

  • Are you still out there? Our DardGod!   45 weeks 3 days ago

    Rejoice! HE is alive! HE is speak! It`s really good news! Will be pray for our Dark but kind!

  • Master world   45 weeks 4 days ago

    Maybe as an option, would it be possible to have merchants sell some individual talents, spells, etc, instead of categories?

  • Are you still out there? Our DardGod!   46 weeks 9 hours ago

    Thank you Darkgod for the awesome game.

    Hope life is good for your avatar here in the material plane.

  • This hard   46 weeks 19 hours ago

    Is Insane!!!
    Or Madness!!!
    Pick your poison..

  • Improved Auto-explore and Rest vNext   46 weeks 21 hours ago

    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?

  • Are you still out there? Our DardGod!   46 weeks 1 day ago

    I still live! Hope shall prevail

  • Youkai Pack   48 weeks 3 days ago

    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 ret
    

    The 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.

  • Youkai Pack   48 weeks 3 days ago

    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.

  • Less Proper Possession   49 weeks 6 days ago

    when you return to your body while monsters are nearby, you can't heal even though you're not under "assume form" effect.

  • astralInferno's Celestial Oddities   50 weeks 10 hours ago

    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!

  • The Pikataclysm is upon us! RUN FOR YOUR LIVES!   1 year 2 weeks ago

    Hi! You still alive over there? Or has the site been taken over by a sinister AI tormenting us with Pika Pi?

  • Lycanthrope class   1 year 4 weeks ago

    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.

  • Lycanthrope class   1 year 4 weeks ago

    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.

  • Eternal Darkness Reloaded   1 year 4 weeks ago

    spits out lua error on new game start (before the character creation even starts)

  • Void Scholar - Celestial Class   1 year 5 weeks ago

    Hey, this mod made it so that every time I leveled up, I got an error message and couldn't get any skill points.

  • Colorblindness Mod   1 year 7 weeks ago

    Side tactical borders are not changed because Im lazy and friends+allies are on the left and enemies are on the right :3

  • Colorblindness Mod   1 year 7 weeks ago

    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.

  • Shorter Zones   1 year 10 weeks ago

    Or does it simply reduce the floors.

  • ToME Russian translation (Русский перевод)   1 year 11 weeks ago

    Мы рады, что Вам понравился наш перевод. Приятной игры!

  • Textlog-Hotbar Transparency   1 year 11 weeks ago

    Unfortunately this mod is broken as of game version 1.7.6.

    When you create a character and begin playing it, the screen begins flickering constantly and you lose all control of keyboard/mouse function.

  • Necromancy fix   1 year 13 weeks ago

    EDIT - NVM, I could not repeat, but perhaps if I go back to Daikara I can repeat - general ToME bug I guess.

    Maybe it was just a bug on a map and won't last, but after going to level 3 in the bone giant skill, I am able to have two eternal bone giants out at once - random tome bug or somehow related to that one long lua file that is part of your mod? I don't have anything that touches necro on this save (or at all), so I am just starting here. Thanx either way.

  • Bromantic Mod Pack   1 year 13 weeks ago

    This addon is great man too bad it break swift hands i can't use the item now it say i have to wear it to use it
    Already tested the base game with only this turn on and im 100% sure this is at fault here

  • Necromancy tweak   1 year 13 weeks ago

    is this compatible with Necromancy Fix? I can see from Lua the overlap SEEMS to only be the Master Necro tree - but in game I cannot tell from the descriptions if yours is applying after that one or vice versa, and I don't know how to change load order myself. I guess I could just merge them myself somehow.

    EDIT - nvm, I will stick with the other one - for my own tastes, this makes the skelly minions a bit too powerful. But overall, I like the ideas here.

  • OldRPG Redeemed - 1 of 2   1 year 14 weeks ago

    reason enough for another hundred hours or more! thank you SO much! Updated for all content is a blessing!