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Ok. I found them. But its just a good practice to explain this stuff. Addons don't always work and they don't always work clearly. I've found them and played through all three. Great job. I liked them a lot. The balance is good and they provide another way to build up padding for the T2 dungeons.
Sorry... double post.
You will need to start a new game first (so the new zones will spawn) wolfmire (aka "road to Derth") will spawn by Derth, infested ruins will spawn by Elvala and blood soak ruins will spawn by Daikara.
What does one need to do to find these new zones. Is it tied to one of the racial starts? Start a thread on the forum and doc these things. This is a great area for new development.
since I knew this game thanks to linux, it became one of my favorites and although my language is Spanish, it was not an impediment to fall in love and get addicted to ToME, I hope to see a translation in the future.
Greetings from Venezuela, DarkGod. :)
No items spawn in shops
The base nature damage does not seem to scale properly in venom drake aspect? It shows 7 damage over 30 turns even at 60+ cunning.
That was a mistake.
However.
Draconic Strikes was removed from the class months ago!
Thanks for letting me know. A version that fixes that has been uploaded.
http://oi63.tinypic.com/ 1o9m4i.jpg
Got this with no addons beyond official DLC. And even with the DLC disabled, purely just this turned on. Happens whenever you enter combat after learning ghoul mastery, when attempting to summon them.
Posting here instead of thread because I don't know my forum name.
Looks like putting a single point into master necromancer fixes it. Taking it back out brings back the lua errors. This is why most never noticed the error; they put points in MN on spawning in. Maybe its trying to give them resistances regardless of talent level, then realizing it can't.
Wyrmic Guile gives me an error, puts as many points in as I want and doesn't give me anything in return
Can you do an English version so that non-chinese like me can try this mod too?
I released a quick update that tweaked a few things, specifically a faction change from neutral to shalore, maybe neutral faction causes some weirdness in ID...
Edit. I just tested it and hes acting normal like the other merchants, it should be fixed now. If not its probably because youre playing an older version.
Thats odd, I'm thinking its because you started on a previous update, I tested it when I added him but in my test I opened a chest and he popped out (along with enemies) and since he seemed to work I called it good... IDK, I'll have to test it more thoroughly on my day off and see if its an issue with his natural spawning.
PS. Yaaay I can reply and comment again... only took me having to completely switch internet providers :P
Makes necromancer actually fun to play. Well designed skills. However I believe there may be a bug in how the Bone Golem works with the exploding ghouls, I don't think Bone Golem is affected by the healing from the Ghouls that explode, not sure if that's a bug or a feature, but it does say that the exploding ghoul talent is supposed to heal allies so shouldn't that include the bone golem?
一直报这个错误呢,太奇怪了,已经一年多玩不了了
Lua Error: /engine/class.lua:504: module 'data-chn123.dialog' not found:
I just had a merchant generated with a summoning alarm (and was mildly amused at his "hmmm?" response to suddenly appearing in a dungeon surrounded by multihued drakes and hatchlings.) He was the steamtech merchant, but was just called "Sun Paladin" and would spontaneously engage me in dialogue if I stood adjacent to him. It took 2-3 tries to say goodbye, i.e. when I told him I just wanted to go, the dialogue box would immediately pop up again, and occasionally for a third time before it stopped. It was just a minor annoyance, but given that it didn't always take the same number of tries to disengage from conversation, and that he forced me into conversation without my say-so, it did occur to me that there's a possibility of getting stuck in the conversation indefinitely, necessitating an emergency shutdown and restart. That might not necessarily be a danger, depending on what mechanism is preventing me from leaving the conversation the first time I try, but I figure it's an issue worth sending your way. If it matters, this particular character started out back during your previous versions, before there were independent NPCs doing the selling rather than storekeepers.
He looked like an orc (necromancer), to be clear. He was just identified as a Sun Paladin with no name.
Is there a way to make it so that you get less talent/generic/stat points past level 50? For example, making it so that past level 50 you only get 1 talent every other, and 1 generic every other, and only 1 stat point per level.
If so, how? If not, can it be added? :)
That's a feature, not a bug. It's part of the main campaign. You play undead, you have to deal with the annoyance of remembering to switch in your Cloak of Deception before dealing with towns, shops, and civilians.
If you're playing the main campaign, you'll quickly learn that adventurer parties on the world map? Not people you want to piss off by looking, well, dead. Once you've met a few, you're likely to remember to put on that cloak every time you leave a dungeon.
Incidentally, I've now made a reasonably thorough examination of the merchant offerings and agree with your new pricing schemes (though I think maybe you drastically underrate the utility summons by pricing them so low compared to the others -- a well-placed non-mobile summons can be a great way to clog corridors and distract enemies long enough to kill them before they realize that you're the real danger. They're not flashy...well, that blizzard can be pretty flashy...but they're quite effective with the right strategy.) Other than this point, the only thing I'd suggest is doubling the cost for the few upper-tier trees a player can buy. The whole idea of restricting certain trees to a minimum of level 10 to start revolves around the assumption that these trees are inherently more powerful, and therefore more valuable, that the starting-level trees. While this isn't always true in practice, depending on a player's gamestyle, I'd suggest doubling them anyway for the principle of the matter.
Anyway, I'm glad this add-on has grown and been tweaked well.
p.s. this is just a really, really low-level suggestion, something I noticed one version back -- maybe change the psionic trees description to "powers" rather than "spells" for accuracy? Could probably do that for wilder trees as well. If you've already done this, I apologize for not paying close attention in this version.
I have some changes in mind for them. Mostly nerfs, but I would also reduce the xp penalty if I implement them.
Anyhow, I have a large-ish project in the works that has priority at the moment, and limited time, so it will likely be a while before I get back to Vor'tep.
Thanks for the interest :)
For the Blade Enhancement talent under Spell / Blade Magic there is no description of what it does.
Any updates planned for the future?
Too strong, by lvl50 yourean immortal god. ven madness become almost easy with it if you can reach to midgame
I think what he wants, is to give you money and then have an easy system of adding the packs other then one a a time, ideally like a prepurchase of all items for this much(X) money (X is = to cost of all pay2tobepretty packs), which as each one gets released is then added to his game without him hunting them down, I think his backup plan would be a button to add all non bought packs to his basket and buy in bulk.
I hope this is helpful for you two and not stated the obvious :D (I have a tendency to do that).