Recent comments

  • Shorter Dungeons Redux   40 weeks 6 days ago

    Seems to cause floors beyond the first for Alt Sandworm Lair (Normal Sandworm Lair is fine) to spawn with a map that is just a small room without any sandworms to dig tunnels. Disabling the addon before map creation fixed this issue for me the one time I've had it, so I am fairly certain it is caused by this addon.

    Also, manually going back a floor from the last floor of some of the shortened dungeon tends to generate removed floors. From Slime Tunnels to Grushnak Pride, for example.

    Thank you so much for creating this mod all the same. The prides in particular were starting to grate on me...

  • Playable Shertul Race   41 weeks 5 days ago

    i have interest your addon.

    but no balance addon is lua error.

    The content is the same as the one above.

    I ask for a quick resolution. I am very interested.

  • Nyles GOD Mode light   41 weeks 6 days ago

    I can't find it after installing the addon.

  • Spell Merchants   42 weeks 14 hours ago

    I've finally updated this addon to 1.7
    The "Blood Soaked Ruins" are now fixed and will no longer crash your game or corrupt your save!
    ALL necromancer spells have been added to the Necromancer Merchant!
    Fixed a bug where Gurock would teach you Arcane Dynamo the moment you touched him (you will now have to purchase it).
    Added the ability to buy the steam generator!

  • Spell Merchants   42 weeks 14 hours ago

    All these should be fixed as of 1.7.2 Thank you very much for bringing them to my attention!

  • Playable Shertul Race   42 weeks 2 days ago

    Trying out your addon. Thrice; the second with the "DLC", Third with only your addon. Every time, same Lua error when clicking New Game (it never reaches the new game screen)

    Game version: tome-1.7.4
    Addons: cleaner-descriptions-1.7.0[X], easy_map_v2-1.6.0[X!], ashes-urhrok-1.7.4[O], orcs-1.7.4[O], PlenumTooltipCustom-1.7.4[X], items-vault-1.7.0[O], shertul-1.7.4[X], convenient-digging-1.5.5[X!], turn_separators_v2-1.6.0[X!], tinkering-1.7.0[X], possessors-1.7.4[O], cults-1.6.0[O!], invorder-1.7.0[X], clean_doll-1.7.2[X], inv_tiers-1.7.2[X], audiomancy-1.7.4[X], compare-1.7.0[X]

    Lua Error: /engine/utils.lua:2475: cannot open /data-shertul/talents/sher_tul.lua: No error
    At [C]:-1
    At [C]:-1 error
    At /engine/utils.lua:2475 loadfilemods
    At /engine/interface/ActorTalents.lua:42 loadDefinition
    At /engine/interface/ActorTalents.lua:40 load
    At /data-shertul/talents.lua:49 f
    At /engine/interface/ActorTalents.lua:44 loadDefinition
    At /hooks/shertul/load.lua:25
    At [string "return function(l, self, data) local ok=false..."]:1 triggerHook
    At /mod/load.lua:267
    At [C]:-1 require
    At /engine/Module.lua:161 load
    At /engine/Module.lua:1084 instanciate
    At /engine/utils.lua:2999 showMainMenu
    At /engine/init.lua:207
    At [C]:-1 dofile
    At /loader/init.lua:217

    Addons for 2nd try:
    Addons: ashes-urhrok-1.7.4[O], items-vault-1.7.0[O], shertul-1.7.4[X], possessors-1.7.4[O], orcs-1.7.4[O], cults-1.6.0[O!]

  • New Alchemist   42 weeks 4 days ago

    Edit: Removing Arcanum did not fix.

    Double Edit: Removed a bunch of addons. It solved being unable to access the menu, and refunding the Gem Spell talents stopped the repeating lua error.

  • New Alchemist   42 weeks 4 days ago

    Ran into a run ending error - unable to take actions or access the menu. Was having a good time before then, though.  

    Lua Error: /data-new-alchemist/talents/spells/gem-spell.lua:230: attempt to index local 'death_note' (a nil value)
        At [C]:-1 __index
        At /data-new-alchemist/talents/spells/gem-spell.lua:230 
        At /engine/interface/ActorTalents.lua:1222 callTalent
        At /mod/class/Actor.lua:6206 fireTalentCheck
        At /mod/class/Actor.lua:3062 takeHit
        At /mod/class/Actor.lua:2508 baseonTakeHit
        At /mod/addons/arcanum/superload/mod/class/Actor.lua:149 onTakeHit
        At /mod/class/NPC.lua:311 onTakeHit
        At /mod/class/interface/ActorLife.lua:42 takeHit
        At /mod/class/Actor.lua:3060 
        At /data/damage_types.lua:553 defaultProjector
        At /data/damage_types.lua:808 projector
        At /data/timed_effects/physical.lua:438 on_timeout
        At /engine/interface/ActorTemporaryEffects.lua:97 timedEffects
        At /mod/class/NPC.lua:304 timedEffects
        At /mod/class/Actor.lua:633 actBase
        At /engine/GameEnergyBased.lua:119 tickLevel
        At /engine/GameEnergyBased.lua:64 tick
        At /engine/GameTurnBased.lua:51 tick
        At /mod/class/Game.lua:1582 

  • ToME Russian translation (Русский перевод)   43 weeks 14 hours ago

    Супер! Спасибо за труды, наконец-то!)

  • Player AIoo :idle TOME   43 weeks 3 days ago

    OK, it seems that this addon crush with the Improved Auto-explore and Rest addon by dracos12.

  • Player AIoo :idle TOME   43 weeks 3 days ago

    When I set some skills to auto-use when available, the ai will use the skill infinitely many times but not start to explore. Is it possible to fix that problem?

  • Sonist Class Evo   43 weeks 4 days ago

    Tired of having to run into your enemies every time you want to smack them? Frustrated by archmages dealing massive dmg with their disruption shield and powerful melee enemies jumping on your face? Meet sonist, brand new class evolution for bulwark that uses power of sound to strike from afar!

    Technical information:
    This addon adds new class evolution along with a new timed effect "Resonated" that makes enemies affected by knockback vulnerable to distant melee attacks. Addon changes the code of basic attack and all class attacks available for bulwark except rush. It also changes code of repulsion, shattering shout, battle call and battle cry. Onslaught, altho while active will make attacks resonate enemies while being sonist, is left untouched. Precise strikes and spell shield were also affected by changes.

    Sonist is basically a bulwark that has an opportunity to use their attacks as if they were ranged. With shattering shout or battle cry sonist can apply "resonated" from a large distance and smash enemies without having to go to them, this is a good engage option. Then, using onslaught you can refresh "resonated" mark with every attack and knockback enemies even further, suppressing helpless enemies. But what if your enemies are knockback resistant or are dangerous even when they are not standing close? Well, I suppose they need line of sight to attack you but as a sonist you don't! Your attack pass through terrain, also remember that bulwark has track, so after resonating enemies you can hide behind a wall, use track and strike your enemies from the safe position! Good luck on your way to use sound as a weapon, which does not make any sense but sure is fun!

    First version had some problems with bulwark vocal abilities resonating enemies even when user were not sonist, it is fixed in latest version.

  • My love-lazyness relationship with ToME and the 5th reset (probably)   43 weeks 5 days ago

    I'm your complete opposite it seems..

    Instead of keeping 50 or so active, live characters, I tend to.. kill off.. characters I'm bored with, stuck with, or simply deemed not viable for continued playing.. simply so that I could re-use the names.. ;)

    I still have about a dozen or so alive-and-active characters though..

  • Restart Sustains v3b.3   44 weeks 2 days ago

    I've got a bug recently while playing shadowblade. Not quite remember what exactly happened, but seems like I got applied 'BURNING_SHOCK' effect, and then when I press R\Z, the burning shock effect didn't disappear, instead it went to negative countdown, and never disappear.

    And after that everything fallen apart, I can't right click to my talent\can't view my talent in the character sheet\can't open the talent hotkey sheet. Everything related to viewing talent will throw error.

    The error seems happened on /mod/class/interface/actorinscription.lua unknown inscription if I checked my talent. Forgot the first error...

  • Proper Possession   44 weeks 3 days ago

    Would it be possible to remove the possession talent hard cap? Currently possessors can only gain up to 8 talents, even if there were more effective levels in full control (cat point+adept gives 9.8).

  • No Bunnies Were Harmed   44 weeks 4 days ago

    I killed every single bunny a couple days ago and it felt right. Stop oppressing me.

    Seriously, I wish I'd had this one. It's a nice main campaign version of the EoR orc prisoner camp achievement, which I've managed all of one time. One time out of dozens of attempts.

  • Elkan's Infinite Dungeon Tweaks   44 weeks 5 days ago

    In the future nameinf the file names so it is easy to distinguish what this mod is would be great =] I cn see Elkan id (infinitedungeon) tweaks however if i left and got on 6 months from now i wouldnt fkn know =p

  • My love-lazyness relationship with ToME and the 5th reset (probably)   45 weeks 2 days ago

    Been playing for years and I still suck, keep coming back. Very good game

  • Adjustable Levelup (Vexamen's modification)   45 weeks 2 days ago

    My testing shows that some of the options on this addon also affect NPCs.

    I'm not sure if all options are affected, as I didn't notice if enemies are getting more talent levels and such, but when I got suspicious of it I decided to greatly increase some stats to test and noticed that enemies were being affected (life being the more noticeable one).

    It may well be just life and resources that affect enemies though, I'm not sure, and as I don't actually play with those two values altered it doesn't really affect my own game so I'll leave this as a note for other players and/or the creator.

    As a side note - it'd be good if the options saved between characters, currently most of them reset when you start a new game.

  • Arcane Archer   45 weeks 6 days ago

    Casted Spell missile. It created a 2nd "me" giving me control. I didn't have any elemental spells, so I casted Phase Door.

    For my mischief, I got the following LUA error (Included what may be pertinent info above it from log)

    [LOG] Cactus Joe uses #{bold}##ORCHID#Spell Missile.#{normal}##LAST#
    [ARCHERY ACQUIRE TARGETS WITH] elm longbow quiver of elm arrows
    [SHOOT] speed 1 => 1000
    [ARCHERY SHOOT] Cactus Joe 3367 using weapon: elm longbow ammo: quiver of elm arrows offweapon: nil pf_weapon:
    [ARCHERY SHOOT dofire] Shooting weapon: elm longbow to: 59 22
    Adding entity 17312 after 3367
    [LOG] Talent used by Cactus Joe
    [ARCHERY SHOOT] Cactus Joe 3367 using weapon: elm longbow ammo: quiver of elm arrows offweapon: nil pf_weapon:
    [ARCHERY SHOOT dofire] Shooting weapon: elm longbow to: 59 22
    Adding entity 17313 after 3367
    [Actor:move] 17328 Cactus Joe's spell missle (forced) move from nil nil to 58 23
    [PARTY] New member, add after Cactus Joe's spell missle Cactus Joe
    Adding entity 17328 after 3367
    [ATTACK ARCHERY] 17313 to Cactus Joe's spell missle :: 10.28624369243 5 4 :: 1.4079215610874
    checkHit 23 vs 3 => chance to hit 100
    [LOG] Cactus Joe's Spell Missile misses something.
    [ATTACK ARCHERY] 17312 to Cactus Joe's spell missle :: 10.28624369243 5 4 :: 1.4079215610874
    checkHit 23 vs 3 => chance to hit 100
    [LOG] Cactus Joe's Spell Missile misses something.
    [Actor:move] 3367 Cactus Joe (forced) move from 57 23 to 57 23
    [Actor:move] 17328 Cactus Joe's spell missle (forced) move from 58 23 to 58 23
    [LOG] #MOCCASIN#Character control switched to Cactus Joe's spell missle.
    [Actor:move] 16794 forest troll move from 59 22 to 58 22
    [LOG] --------------------------------
    [LOG] Cactus Joe's spell missle casts #{bold}##PURPLE#Phase Door.#{normal}##LAST#
    [Actor:move] 17328 Cactus Joe's spell missle (forced) move from 58 23 to 56 25
    [phase door] final location of Cactus Joe's spell missle 56 25 vs 58 23
    [SOUND] loading from /data/sound/talents/teleport.ogg :=: sound "/data/sound/talents/teleport.ogg" :
    [LOG] Talent used by Cactus Joe's spell missle
    [LOG] spellmissile used a talent
    ##Use Talent Lua Error## T_PHASE_DOOR Actor: 17328 Cactus Joe's spell missle
    FROM /mod/addons/cults/superload/engine/dialogs/ShowErrorStack.lua loading previous!

    Game version: tome-1.7.4
    Addons: convenient-digging-1.5.5[X!], items-vault-1.7.0[O], arcane-archer-1.7.4[X], PlenumTooltipCustom-1.7.4[X], cleaner-descriptions-1.7.0[X], turn_separators_v2-1.6.0[X!], easy_map_v2-1.6.0[X!], clean_doll-1.7.2[X], ashes-urhrok-1.7.4[O], inv_tiers-1.7.2[X], invorder-1.7.0[X], cults-1.6.0[O!], orcs-1.7.4[O], possessors-1.7.4[O], compare-1.7.0[X]

    Game version (character creation): tome-1.7.4
    Lua Error: /engine/interface/ActorTalents.lua:351: /engine/interface/ActorTalents.lua:324: /hooks/arcane-archer/load.lua:23: attempt to perform arithmetic on field 'mana' (a function value)
    At [C]:-1
    At [C]:-1 error
    At /engine/interface/ActorTalents.lua:351 useTalent
    At /engine/interface/PlayerHotkeys.lua:179
    At /engine/interface/PlayerHotkeys.lua:162 activateHotkey
    At /mod/class/Game.lua:2565 fct
    At /engine/interface/PlayerHotkeys.lua:326
    At /engine/KeyBind.lua:231

  • Stats uncapper for Infinite Dungeon   46 weeks 21 hours ago

    I found that when enabling this mod increasing dexterity doesn't increase accuracy. In particular, the character starts with negative accuracy (like -5) which should be positive (like 8). I checked this with all other addons turned off (with only original mods from game turned on).

  • OldRPG Again Part 1   46 weeks 1 day ago

    I installed Addon but it didn't work. How do I enable it

  • OldRPG Again Part 2   46 weeks 1 day ago

    Should this be installed along with OldRPG, or do the two packages fulfill all functionalities of the former 6?

  • OldRPG - Overdrive - 1 of 6   47 weeks 3 days ago

    I've tried to get into TOME4 several times but the default tileset is (1) really hard to see what's what, and what's going on; and (2) hideous, godawful hideous, just so hideous, oh save us, it's so darn ugly.

  • ASCII Tactical Borders   47 weeks 3 days ago

    v2.0.1 is live and the addon should work properly immediately now.