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You could use this: https://te4.org/games/addons/tome/shoot_tweak
Gives everyone Shoot, primarily for the sake of Adeventurers.
still doesn 't unlock Shoot talent for adventurers - at least in respect with steamguns...
Thanks for the feedback (and the compliments at the end). I just redid the meteor tree in the most recent update, so it's not as well tested as the rest. I'm usually on Nightmare With Randbosses anyway.
Running the numbers, it looks like Meteor Bombardment is contributing far too much at high talent levels.
Meteor Storm is also a little too strong given the lack of downsides.
I'll turn them both down one way or another.
I missed a conversion between percentage and multiplier there; I'll fix that in the next version.
The low cooldown was intended, but I think I've come up with a better plan for it.
Quick bug/maybe bug notes- Planetary Charge: Kolal effect action speed display shows 0% (effect works though). Icy Block has a cooldown of 2 (!) which I'm guessing wasn't intended?
DarkGod, I think I love you! I'm already very damned impressed with this game, and seeing this list above just excites me more. I think this game will just grow even more amazing over time with your attention to detail and ideas! Thank you!
....and this isn't a criticism, just an observation, is that rares, uniques, and bosses with astromancer powers tend to absolutely slaughter my characters with their meteors. It's my fault -- I like to play insane, madness, and the Everything is Unique mod, so I see a lot of rares, uniques, and bosses -- but I've had characters that could wipe the floor with some very powerful opponents sent fleeing, or dying, since it can happen very quickly, from any astromancer with meteors. I've tried playing the astromancer a few times and never quite worked up that level of destruction, but I didn't play with real dedication. So I couldn't say whether it's overpowered for PCs, just that somehow NPCs are absolutely deadly. So now I turn the mod off if I'm not playing an astromancer myself.
Just to end this one a positive -- and truthful, let me be clear -- note, I think the class is a very interesting one and clearly had a lot of work and thought put into it. I have absolutely nothing but good things to say in that regard.
I wanted them to have a level 1 sling attack and I also wanted them to start with mastery but wanted the other attack tree to be locked. So I bundled an attack talent into the mastery. As far masteries go, it's not unprecedented for them to do other things. Psyshot gets the projected Mindstar attack, and Temporal Warden gets 3 different weapon masteries, plus dam mod substitution, all in one talent. As far as their talent trees, it's a situation similar to Arcane Blade. Mostly you'll use your weapon attacks, but the other trees have your proc talents and talents with a bit of utility.
Why would a special attack (the confusion one) be wrapped into the same skill as a basic sliing mastery?? It makes it a no-brainer... Also, not sure that so much distance-attacking trees are actually needed by a missile combatant. Less Psi points are OK as, being missile-based you can just shhot away at enemy melee combatants so needing less special attacks.
With ICCtW you can deal melee hits at range up to 12. which is even better with wintertide, as you can freeze enemies from afar.
Also, if used properly, Wintertide may save Aeryn in the final fight
Sweet stuff!
Any plans on the mobile port on Android? Like I said years ago I strongly believe the game would sell well on mobile if it's somehow possible to make a proper port of the game.
And the fact that I haven't had a proper computer in years so I haven't gotten to play the game anymore.
Can you tell an estimated date of 1.6 release?
Good catch on Cat requirements, will fix in next update!
Considering options to re-introduce Track mechanics in the future.
I switched the trees around a bit based on forum comments about keeping theme-heavy talents on the Class-side.
There's already a rogue-mage class.
clockwork pets are quite interesting, but is it WAD that the cat has no level requirement? Also, I meant to remove either Track, or chronomancer scrying, noot both. ;) Witch Sight scrying can't cover that, as it can't be activated when you need it. Replacement for Spin I'm not sure is necessary. Got somewhat confused at switches between Class and Generic. Thank you for your work again.
The class is too strong. And also too boring, combining worst aspects of Suummoner and Corona Anorithil.
Interestingly that's quite close to the class name I almost used: Techno-Witch. I didn't go with it at the time as I felt it was too similar in name/abbreviation/theme to Temporal Warden (TW). I'm in the midst of a class/generic talent rework so that or other changes could happen.
It would be better to either make Survival unlocked or remove it altogether. As is, it's just not worth a Category point as the class already has both scry and detect stealth. Especially as it is quite hungry for Generic points (in my current run I'm just now at lvl 20+ thinking about upgrading Spin or getting Continngency, while when I play as TW they are among the first priorities and I took Cornac now)
I would allso like to suggest the class name to be changed to Tech witch - it both sounds better and takes into account her access to futuretech.. ;)
yeah, I found them quite random. :) They either kill off a lot, or just fail to apply due to this particular enemy's immunities, and you need to teleport asap. ;) Also, you need 2-4 uninterraupted rounds to apply them. I found a light ray from Future Tech being somewhatt more reliable, especially that this opens together with Panic Button. But still, some opponents are resistant/immune to blindness...
It uses the same flag as Reaver and Krog to enable 1hand off wielding, and has the same limitations. Only staves with a short ego can be held in the offhand, and they have a built in power penalty when compared to a normal staff. Allowing dual short staves on a race that is not forced anti-magic is half the point of this add-on and I'm not inclined to change it. If you mean that a character can use two full staves, that's definitely a bug and should be addressed.
Wielding two staves as any spellcaster with no cost is really overpowered. You should consider restricting the ability to wield 1h weapons in the off-hand to melee weapons.
True, the class does not have a lot of absolute applications of disabling debuffs. Quantum Mortar and Cut the Threads can inflict such though there are random factors involved. It's not explicitly stated but the projected dagger attack does count as a melee attack for on-hit equipment effects like slow and blind. The class defensive focus is currently on mobility and control (Time Bombs, Vortex Box, Time Barrier, etc.) I plan to alter the talents a bit in the future and may add something.
I found this class interesting, but it feels like too strong on low levels but suddenly dropping in power at about lvl 10. My opinion is that it's due to class having almost no debuffs able to shut down attacks from powerful opponents, such as stuns, disarms, etc. Currently, the only one such option is the flamethrower attack with area slow. If the opponent saves, you are f*cked. Good daggers or guns can somewhat rectify this, but I still think that some reliable way to cause debuffs to attacck should be among the class' skills.
Is he really unbeatable? i've gotten pretty damn close to killing it. unless he has infinite negative HP. I'm a abomination/ possessor, i got rolled back just after I was ready for my rematch against him. I was going to possess him. he doesn't seem unbeatable at least as this class/race combo. Just a few tiers stronger than what I was expecting. Also the only faction i've noticed is ever hostile to me are the mages of angolwen other than that everything has been normal in my game. I planned to possess them anyway. I have the mod that lets me go into the infinite dungeon after I beat the game. where I'll still need those merchants Lol. THough in some dungeons like the vampires lair your merchants do spawn hostile towards me, but thats one of the only places so far. Anyway. I'll let you know if I manage to kill him, won't have time to try again until a few days from now prolly. Oh and the mages are only hostile to me when I'm undead. I think the fact that I have the mod that lets me choose my starting location..that I'm somehow not effected by the adverse effects you are mentioning.
But if I wasn't playing as a ridiculously over powered combination, i'd prolly have to level up to max level to beat him. i can prolly manage him at level 32 on this character. after going there at like level 24.
Thank you for adding combat veteran.
[IMG]http://i63.tinypic.com/p3qmq.jpg[/IMG]

I won't be defeated by the likes of you! + this isn't even my final form!
Gah! why won't you die? I'll come back even stronger
I came back at level 42 and killed him but he insta gained full hp I've done every level in the game besides killing the master and really need the shertul fortress so I can use the crucible to fuse weapons and so I can store my loot. before I go into theinfinite dungeon I wonder if a hp % based insta kill move can delete him might have to cheat and copy zone/map saves from another save that doesn't have him