Recent comments

  • Infinite Dungeon Merchants   6 years 20 weeks ago

    As stated in the subject. Akaviriblade replaced the guardian monster and keeps regenerating after being killed. No way to get into the Sher'tul fortress.

    What's the deal with that? Any way to kill the bastard so it stays dead?

    Kinda messes up an integral part of the game.

  • Tales of Maj'Eyal 1.6 BETA2 is up for grabs!   6 years 20 weeks ago

    This means Drem Oozemancers can really get gooing just like any other race with the class, nice!

  • CHN Addons for ToME   6 years 20 weeks ago

    最新版1.5.10的汉化一直报错没法用啊

  • CHN Addons for ToME   6 years 21 weeks ago

    汉化太赞了!感谢!

  • Steam Witch   6 years 21 weeks ago

    That's a critical catch, thank you! New version released to address this issue.

  • Steam Witch   6 years 21 weeks ago

    It seems like the crit stacking buff from Vintage of Violence is, or can be, made permanent... I just cleared out Trollmire and my crit chances are both 122%, with no boosting equipment at level 7. I don't think I have any other addons which could be interfering here. You can check out my character 'Erniad' for the addon list if it is actually relevant. Otherwise, very fun (at least up to level 7 :P).

  • Steam Witch   6 years 21 weeks ago

    Thank you for the QA note; incorrect spelling pains me so I'll have to address that in the next update. Glad you're enjoying the class!

  • Steam Witch   6 years 22 weeks ago

    I found this addon recently and love the idea of a hybrid temporal/steam/magic class. I tried one out in the ID and have gotten her to around floor 30ish and also to almost Lv. 40. Hasted Gunnery is incredible and has actually saved me a few times. :) But one minor thing stuck out to me in a talent name: the talent "Inevitability" is misspelled as "Inevitibility". This isn't too serious for me to prevent me from enjoying the class, but I just figured I should point this out, because typos can be considered to be QA issues.

  • Infinite Dungeon Merchants   6 years 22 weeks ago

    I decided to give this addon a shot with a cornac adventurer, only to find that the shopkeepers were all hostile to my character. Is there a reason for this? I first found the tinker and thought that he wouldn't talk to me because of factional differences. So I started up another character and tried to find a different shopkeep. I found the sun paladin and he was hostile as well. I tried to find the other ones to see if they were all like this, and strangely, all of them were the same. I do have the latest version of the addon, so that's not the issue. I'd love to use this addon, as it seems well-suited to adventurer players. But unless this hostility issue is fixed, I can't do so. :(

  • Escorts Enhanced   6 years 22 weeks ago

    Read lore note #171

  • Tales of Maj'Eyal 1.6 BETA1 is upon you!   6 years 22 weeks ago

    Dear Darkgod,

    Thank you for keeping us informed on the status of our beloved TOME. We are looking forward to the changes.

    Good luck with the development.

    Darkness for the Darkgod.

  • Tales of Maj'Eyal 1.6 BETA1 is upon you!   6 years 22 weeks ago
    nm

    NM. Code for steam is now available.

  • Tales of Maj'Eyal 1.6 BETA1 is upon you!   6 years 23 weeks ago

    None, it just means that compiling thousands of lines into a few is hard and prone to error ;)

  • Tales of Maj'Eyal 1.6 BETA1 is upon you!   6 years 23 weeks ago
    what is the difference between:
    Added an UI option to sharpen the map display, as requested by some
    and
    Added an UI option to sharpen the map display
    D
  • Tales of Maj'Eyal 1.6 BETA1 is upon you!   6 years 23 weeks ago

    I can't wait to see the final stable build for this. :)

  • Tales of Maj'Eyal 1.6 BETA1 is upon you!   6 years 23 weeks ago

    Ahah you madperson ! :)

  • Tales of Maj'Eyal 1.6 BETA1 is upon you!   6 years 23 weeks ago

    There goes my free time for the next few weeks… ;)

  • Tales of Maj'Eyal 1.6 BETA1 is upon you!   6 years 23 weeks ago

    Thanks and kudos to all involved in this hefty undertaking. I see tremendous changes here; sustains not fizzling at 0 mana, nerfed patrols, revisions to Arcane Blade, Defilers and numerous others.

    Thanks DarkGod and team, I look forward to supporting with some microtransactions!

  • Tales of Maj'Eyal 1.6 BETA1 is upon you!   6 years 23 weeks ago

    Have a look at the steam announcement, the beta channel on steam is now open too :)

  • Tales of Maj'Eyal 1.6 BETA1 is upon you!   6 years 23 weeks ago

    Woot

  • Tales of Maj'Eyal 1.6 BETA1 is upon you!   6 years 23 weeks ago

    "Simplify SDL gamma calculation and restore default gamma on exit."

    OMG I love you, this is what kept me from playing lately

  • Tales of Maj'Eyal 1.6 BETA1 is upon you!   6 years 23 weeks ago

    Is anyone else having trouble getting Tales to launch on Steam? My game looks like it is trying to download an update but is stuck at 0% with no download speed, and it doesn't show up on the downloads page.

    Edit: Seems to have fixed itself. Is there a way to access the 1.6 version on Steam at all? It doesn't seem to be listed under the beta page yet.

  • Tales of Maj'Eyal 1.6 BETA1 is upon you!   6 years 23 weeks ago

    Praise the Dark God!

    All glory to the Dark God!

    I do look forward to seeing what many of the changes actually are. I think my favorite change I see on there is the being able to use health in place of Vim, since that always seemed like something that would fit so well with Vim. Also looking forward to seeing what the various class tweaks are.

  • Spell Blade Class   6 years 23 weeks ago

    It seems like the passive which should heal conditions when switching Flame/Ice/Lightning Blade, does nothing . Also, Elemental Shield gets dropped when doing level-up.

  • Utility Supplies   6 years 24 weeks ago

    Having consumables for emergencies has saved me more than once, so I always appreciate this addon. All the rods are too common (I've found three in one high-level zone, but I dunno how the "rarity" number works so I'm loath to tinker) but it's better than having a trap you can't disarm by a pedestal you want to activate and no trap-disarming vanilla rod showing up. The "m" menu gets a little cluttered, too, because apparently an entry for every rod you've ever touched stays there, even if you never moved it out of the chest. Can't see where in the addon that would be fixed, though, so maybe it's just a TE4 engine problem with the way the rods are implemented. Can't fault the addon for that.

    Anyhow, definitely a little unbalancing just by its nature, but I still wouldn't like to play without it.