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I'm gonna guess its because you can't use dig on the walls in the maze. You aren't able to do that even in the main game.
There are one such mod(adventurers_unlocked) and it has too much unwanted modification.
Only if it's not too hard. Thanks!
For some reason it will turn trees into stone men but not all walls. Like the Maze. The stone men can't be summoned there without making walls yourself which just feels tedious and weird when its clearly made of walls and the thing works on trees.
Also when you use the skill and it does nothing like in the maze it goes on cooldown which is doubly annoying
I also don't get why the class has rush with knockback as an added bonus just randomly thrown in with a skill then in another tree has a mobility skill that doesn't go as far per point, needs a rock warrior to be summoned and does no damage. Why is that not reversed?
The icons for the generic masteries use the ? icon. Why not use the sling and bow mastery icons for the generic version? Also, for some reason after unlocking the Generic Bow/Sling mastery tree for a bulwark it triggered steamtech drops and I was finding schematics.
I like this updated site!
And the online character doll will be a cool feature!
Thank you, darkgod!
Thanks for letting us know, not too worried about it not being displayed if data is still getting recorded so appreciate the information :d
Ah indeed! It's being fixed :)
Data is not lost it's just not displayed
This article has moved to http://www.frame-rate.com/death-hands-darkgod-tome-4-breathes-life-roguelikes/
Can we get a lower contrast option? It hurts my eyes reading nearly pure white on a background this dark.
Yes this is a game side bug, will be fixed in 1.5.4
The character sheet used to display all of your character's resistances in the Defense: Resistances section but it recently only shows your All resistance (not Fire, Cold, etc.). Is there any chance that information will make a return? I loved seeing those stats, as those are usually some of the ones I found most memorable for a character.
I love the site redesign btw, it looks very clean!
Just curious how this is coming along, I've been enjoying games on mobile devices far more than computers lately.
Have you rescued the lost merchant? All the water-breathing items added to Last Hope by this addon will be in the merchant's store, which isn't accessible until you complete the associated quest.
Sorry for double-comment. By the way, I downloaded this addon on steam. If I want to get it here, should I download all 13 files here or just the latest one?
when the character gets an additional life. Can I modify that?
when the character gets an additional life. Can I modify that?
Would be great if this was updated for the newest ToME version.
Ahah sure dont worry no point in removing support :)
Can you keep the option of using the standard way of playing for those of us who will most likely still just hook up a keyboard and mouse to the phone or tablet?
And about space concerns >_> I have a 200gb memory card in my phone as long ast can be saved in the memory card's data folder for Maj'Eyal it isn't going to be a problem at least for me.
No idea how to, is it just for Orc golems or does it work with any golem on any character?
I really like this, but there's some grapical issues I'd like to see sorted out, if possible. Whenever you enter the AoE for the Necrotic Air effect, the screen has a green filter applied to it (much like the effect for when you get frozen). And there's some oddities with the Rune: Shielding sprite for the shield effect. Sometimes, it gets cut in half with one side visible but the other not. I've personally seen vertical and diagonal splits myself, but I wouldn't be surprised if horizontal splits can occur. Also, when the shield sprite is halved, sometimes the 'shield hit' pink effect shows over the halved area and generally looks odd.
Thought that might have been the case, thanks.
So why is the exp penalty so absurdly high? It also says +50% when no other race ever says +. Nothing about it seems anywhere near strong enough to justify double Shalore exp penalty
I searched the code for Strength of Purpose's talent ID T_STRENGTH_OF_PURPOSE. Basically, I figured that if the modification wasn't happening in the talent definition, then something somewhere in the code must be calling :knowTalent('T_STRENGTH_OF_PURPOSE') or similar and using that to decide whether to do the modification.
Thank you. Btw how did you go about finding the relevant class?