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Where's that 6 year late content?
Thanks. I actually agree with you in a lot of ways, and along the way of 50+ iterations I tried splitting the class into 2 ogre classes and a krog version with pretty set talents each, but that ended up very "on the rails" feeling with only one correct path, or only one path at all. In the end, I recombined everything thematically appropriate and decided to leave it up to the player which path they wanted to try. Basic premise was built around Demented/Slow Death, Wilder-Sand Drake swallow, Technique-Bloodthirst, Cursed-Dark Sustenance (slaughter or rampage were included solely to have some use for the hate if you take Dark Sustenance, pretty much. Also, they're two really strong trees that make for viable builds.). Since what started me off was wanting to play around with Size related powers, and only then coming to the eating/swallowing theme I ended up folding in unarmed/grapple as an option. Likewise fungus is an option solely because only having a single Wilder talent bugged me, and figured if you want to try to go that route, it should be a route not a one-off. Tentacles and Face are there for two reasons, if you want to go with Insanity as a single resource I wanted that to be an option, and honestly Ogrewield/Tentacle is hilarious and I'm a sucker for minmaxing.
I almost certainly should probably have pulled a few locked categories. Undead Drake (although...technically it's a swallowing souls talent so thematically I was having trouble resisting.) And probably Battle Tactics, possibly combat techniques active. Those two techniques are there because I was worried if someone wanted to go all in on 2-hand/shield offense/defense and not take further 'magic' talents they'd end up with a really limited toolkit end game. Scourge Drake, too, honestly. I just felt like if you're going all in on tentacles, without Worm Friend it's might get a bit dull at the high end and needed something to punch it up. I honestly personally have never used any of them in all my testing, but they felt like really valid options that someone might say, "Man, I wish this had X" at some point.
At last somebody made an addon based around Demented classes. Although variations of how to proceed with it are ... maybe too much. Still, thanks for valiant effort.
Thank you, didn't notice the "Edit" button before, heh.
If you edit the description for this addon, there's a field below the description to put in the forum link. Also, I found a bug and reported it on the forum.
Cool addon :)
Link to forum: http://forums.te4.org/viewtopic.php?f=50&t=49638
Sounds like you have 'Infinite Dungeon Merchants' activated while trying to play Age of Ascendancy with 'Spell Merchants' (as stated on my 'ID merchants' addon these two are incompatible) I had to disable multiple things in the code to make 'ID Merchants' work. This causes multiple factions in Age of Ascendancy campaign to become hostile to you... So I made the weirdling beast unbeatable to prevent players who ignore my warning from getting too far/ wasting too much time (in an unbeatable) main campaign. Disable 'Infinite Dungeon Merchants" to avoid this outcome. I apologize if I didn't make this clear enough in my ID Merchants post :(
Looks like I overlooked combat veteran, I'll be adding it in the next update.
New update 1.5.3 adds talents thuggery (sold by Genchi) and combat veteran (sold by Ateketsa)
I'm not sure if it's only due to my combination of addons but if i walk on any damaging lava tiles/turf, with the icy shell sustain active I get LUA errors as if its trying to damage the lava floor for hurting me
You are currently cock blocking me from the Shertul Fortress. As a super powered version of the weirdling beast. with 4.4k hp essence of speed and rampage. and you kill sustains while you have a million of them. Also the combat merchant doesn't have combat veteran? for increasing hp/stamina regen?
This is the best mod I have ever seen. Unfortunately, it has a little problem. Skills Slamshot and Clear the way do not deal shield damage as they are described,those skills deal unarmed damage. May I trouble you to fix it?
In addition, as far as i can see,this subclass will be more powerful if it has the skill tree which is called Buckler-training.It would be great if you could add it in.
I was able to add this to an existing game, seems to be playing fine. Had 9 terrors up, was indeed less pinky. If the character blows up later, I'll update this note.
..about easier DLC/add-on management. I've never come close to the limit, but I want to live in a world where I can go crazy with my add-ons if the mood hits.
Incidentally, you don't have to manually update the add-ons. There's a function on the add-on screen to do it automatically. I don't use it simply because I've had too many incidents of an updated add-on breaking my game, but the option is available.
might help if ya put a suicide command on that bone giant, otherwise, we might well be stuck playing as it. lmao
I would love to merge these two mods, the only reason they are separate in the first place is because they are incompatible. You see, in order to get friendly npcs (who can talk) to spawn in ID I had to manually disable some code then (manually) turn all factions hostile (so the levels wouldn't be filled with friendly wizards and other npcs standing around all derp like) you can see the chaos this would cause if you try playing spell merchants with ID Merch active... Some towns would go ape s**t and attack you on sight. So sorry, but they cant merge... well... they could, but I dont even want to deal with that head ache again (involves using stores to sell the spells) and the amount of hours wasted trying to get that to work, I'm afraid only Dark God him self could pull that off.
Have mercy on me Dark God but would it be possible for those that have purchased all DLC to get a combined /merged version of them?
Each one seems to lower my addon limit. I wish there was a way to easily merge addons, or combine them into one addon file. temporarily. Maybe store them all in a different folder(because you have to update each file individually overtime as modders update their mods) and in the addon folder have one file that it has to load to see them all. This would greatly increase the amount of DLC and/or addons I can have.
On Another topic if someone could make a class or classes or artifact that works like the Weapons from The Rising of the shield Hero that would be amazing.
Can you Merge this with spell merchants? probably annoying to ask this of you but I'm at the addon limit and each DLC pushes that limit lower by taking up addon spaces too.
The game only let's you load like 101 addons. sacraficing a spot to start with a digging tool is a bit much until they come up with a easy to use .teaa file merging tool.
Kinda wish this came with the potential to learn all shadow related trees.
Here are a few I found that seem very very fitting.
Might come from other mods:
Cursed / One With Shadows
Cursed / Shadows
Cunning / Shadow Magic
Spell / Shades
Corruption / Shadowflame
Okay the last one might be pushing it but these seem extremely fitting with the theme of the race.
Maybe if you made a OP version, or one that worked like vampires where you gain a tree at talent level 5 of each racial ability.
The maximum version of this mod I can use without encountering the problem is version 18. Version 19 and above tell me that I already know the maximum allowed talent levels of ALL talents i try to learn from digest no matter what the talent is, I can't learn any.
You can (and should, especially in higher levels or against rares/uniques/bosses) just hover your pointer over the monster to see a short description, including its resistances. To learn its affinities as well, right click and pick Inspect Creature. It'll bring up the monster's Character Sheet, like the one you get for yourself, including all the data you need: numbers, weaknesses, strengths, attacks, effects, spells, powers, runes, inscriptions, etc as you cycle through the pages. It can be a lifesaver. Appropriately enough, I really got serious about doing this sort of inspection while focused on battling a radiant horror surrounded by fire-vulnerable monsters. I use fire spells, knowing that the radiant horror was immune but not knowing he had affinity. I figured I could afford to blast away with fire every couple of turns to clear away the others so I could focus entirely on him, not realizing I was healing him back up in the process until all the monsters except him were gone and he was back at full health. I'm pretty sure I died a few rounds later because I had to start killing him all over again while badly drained of resources.
Damn I've been making a very similar Mechanic class on and off since April 2017 I just keep on losing motivation when I come across a major problem when coding the skills. I honestly don't even know where to start with when coding the more unique skills like embarking and disembarking a mech.
By the description Annihilator sounds like it plays like a steam powered summoner with many summonable limited purpose robots while my Mechanic class was written up as a steam powered Alchemist with only one robot that is extremely versatile with a lot of different modes and upgrades. I'll have to wait and see if the play style is different enough to bother continuing making the class or whether I should start focusing on one of the other class ideas I have written up a partial design document for.
We Apologize for the Delay™; v2, just released, has new game options "UI | Avoid movement chars in chat dialogs" and "UI | No hotkeys in chat dialogs", which should cover both your requests.
nvm
Having a great time with the game and glad to see it has so much more to come. Thank you for your hard work!
Using 2.2.13, Stormpulse still errors out. I tried Quetz' "Change T_BRAINSTORM in the lua to T_BRAIN_STORM.", but I'm not sure if that should affect an already generated item?