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Is this still being worked on? I no longer have a computer and I've been itching to play tome. On mobile or otherwise.
I downloaded the addon and its active, but how do i change values?
I've been playing off and on for a couple of years. Still working on my first win so good job. I don't think I've tried the berzerker yet, maybe I should look into that myself.
Hey man.
Just wanted to congratulate you on your win! Character looks like a beast too. Disarm immunity is a really good point, will make sure to prioritize that when playing berserker.
There seems to be a bug caused by this addon: When I switch out equipment with a tinker on it, it creates a duplicate of that tinker in my inventory as well. (Which can be melted down again for infinite ingredients.)
Example: I've got a helmet with a tinker on it, and the Swap Tinkers game option enabled. I wear a different helmet in my inventory and the tinker is swapped onto that helmet; but a duplicate of that same tinker is also added to my inventory. Re-wearing the original helmet swaps the tinker again, and creates yet another duplicate tinker in my inventory.
Removing Brawler Tinkers from my game stopped this behavior.
Just wanted to give a heads up, i've thrown a bit more effort at this over here for the new year https://te4.org/games/addons/tome/auto_use_tweaks
Just wanted to give a heads up, i've thrown a bit more effort at this over here for the new year https://te4.org/games/addons/tome/auto_use_tweaks
Alright, went through tsedaka's latest version and deathbysnoosnoo's latest version and my first version and made a mishmash, mostly because I wanted an option for rush-style (aka minimum range) spells. The auto-targeting-spells feature integrated by tsedaka and created by Stuntofthelitter is in here too. Lastly, if the player is under 50%mana or 25%vim or 25%stam things won't autocast as a precaution.
Dev notes: Some of deathbysnoosnoo's work on item using is in the codebase but none of it has the ui coded, might look at that later; in theory just adding his Minimalist2/Classic changes back in to \mod\class\uiset would work.... except they're who knows how far outdated and I have no interest in UI changes right now. They are superloads though, so not terribly hard to fix if broken.
Version "Not sure what this is-2017-12-24-11:22"
There's some typos for the "player is <> ##% hp/mp" in superload\mod\class\Player.lua
Line 113: "c == 29" should be "c == 27"
Line 128: "c == 29" should be "c == 30"
Line 133: "c == 30" should be "c == 29"
Sorry for the delayed response. Busy time of year and between the forum, Steam, and te4.org, I sometimes forget to check one or the others for comments.
To answer your question, yes, adding more points to one of the racial talents after learning a talent from it will also increase the level of the learned talent.
Congratulations!
And the prodigy point's OP!
I actually do have a sanity check to make sure the prodigy total gets set. I'm guessing something another addon somehow interfered with this. I'm not sure how that would happen since the sanity check is superloaded and an overload should either have no effect or wipe the changes to levelup.
I've copied the sanity check into levelup just in case, but I have no idea if it will actually solve anything.
I don't quite follow. Do you mean HP or revives? Both should be possible via the config menu. The former uses the various "life" fields while the latter uses the "permadeath lives" field.
There is a config option for starting adventurer categories. Are you sure you haven't changed it?
Just the latest.
It would make the Stoic notably more fun to play if Concentrate came with a small Regen-on-Rest., like Meditate does for Equilibrium. Since you can Concentrate to refill your focus after a battle as often and as much as you want, why not make it automatic and save the player from some pointless micromanagement?
Maybe add a note that you need to be able to see enemies for all talents that require it, and not only the later ones.
That seems to be a typo. They actually have 25% exp. penalty, same as ordinary Dwarves.
Can you provide a description of how to use them plus what each one does? Is there a difference between acumen, guile, insight, and wit? The ingame descriptions are very vague. Cool concept though, I like the idea of adaptable learning. Thanks.
EDIT: I just figured out how it works, you activate any one of those sustained talents, and upon killing an enemy, you may receive a prompt asking if you want to learn an ability, after which it will be locked to whichever one of those sustains you had active at the time you killed that enemy. So you may have up to four enemy talents learned. You can also replace a talent learned by activating the particular sustain that you wish to have replaced.
NEW QUESTION: if you have, let's say, 1 point in Wit, and you learn an enemy talent for that, and subsequently add more points to Wit, does that improve the spell that was learned by that talent?
continue teh gud work
Congrats! :)
tome is perfect for a smartphone i would buy it full price 10€
That I did ;)
Darkgod has said there will be a DLC announcement soon(tm)