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Once I get home and test it out, I'll be rating this add-on as a much welcomed update. Thanks from me too.
Edit: Yep.
He definitely shows up now, so that must have been the fix. Thanks for doing that Dienes!
I stopped using it because of the loss of the apprentice mage in the latest update of ToME, but that's the only problem I know about. If that's what is fixed, I'll definitely start using it again. I miss taking on all the available dungeons in my never-ending quest to just wipe all monsters from the face of Maj'Eyal. It's a hobby.
Looks awesome, can't wait to try it out :)
One thing I occacionally do is do the first zones of the first area, then go to a second area and do the first zones of that, and then go back for the first area.
So for example, doing Trollmire 1-3, then Kor'Pul 1-2, then Trollmire 4, then Kor-Pul 3.
That way the bosses will be slightly easier to deal with. Also, learning when to trigger healing and shields is critical to survival.
It is a quite complex game with a fairly high bar of entry, but once you figure out the basics it's great fun. Also, losing and starting over is part of this kind of game - don't feel as if you have failed at the game, think of it as having learnt another lesson!
This could help https://te4.org/wiki/Recommended_Zone_Order_Progression
I'm finding that the tinker rare banning doesn't seem to be working (whether or not the ban is active when the game is started), or at least I don't understand the mechanism. Not sure about oozemancer banning.
Updated. No longer 'Online profile disabled (switching to offline profile) due to invalid addon hash (mod-name)' message yet
Updated. No longer 'Online profile disabled (switching to offline profile) due to invalid addon hash (mod-name)' message yet
Hey, how about turn off version check? This mod pretty work on current 1.5.5
Suggestion: As getting another unlocked category is considered such a strong benefit, may I suggest the reward functioning like Heart of the Sandworm? So you get it locked if you didn't have it, unlocked if you had it locked, and +.2 mastery if you had it unlocked.
EDIT: Two more things.
1. Bug: You are also granted the Traps tree unlocked.
2. Design: Poison is a class talent tree. No other class talent tree can be granted to characters of any class; this makes it stick out in a weird way. My suggestion would be either to change Poison to a generic talent tree, or instead of granting the Poison tree to the character, granting the first level of the first poison skill (and no tree).
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Думаю, весьма актуально для режима Роглайк, если в исследовании жестить - может быстро поднадоесть :/
Installation
From Steam: Just subscribe on this mod
From site: Download the 'tome-The-infamous-Wilhelm-scream-mod.teaa' file and copy them to Game Addon directory: C:\Program Files\Steam\steamapps\common\TalesMajEyal\game\addons
Check (or set) Auto: Active status on this mod in 'Addons' tab on start screen
Установка
В Steam: Подпишитесь на мод
С сайта: Скачайте файл 'tome-The-infamous-Wilhelm-scream-mod.teaa' и скопируйте его в директорию Аддонов игры: C:\Program Files\Steam\steamapps\common\TalesMajEyal\game\addons
Проверьте, что в игре в меню 'Addons' напротив мода стоит Auto: Active
If you wan't to remove this sound effect, just delete file named 'tome-The-infamous-Wilhelm-scream-mod.teaa' from C:\Program Files\Steam\steamapps\common\TalesMajEyal\game\addons
or in game:
On start screen: Open 'Addons' tab and select "Manual:Disabled" in The infamous Wilhelm scream mod. That's all.
Удаление
Если хотите избавиться от этого звукового эффекта, просто удалите файл 'tome-The-infamous-Wilhelm-scream-mod.teaa' из директории C:\Program Files\Steam\steamapps\common\TalesMajEyal\game\addons
или в игре:
На стартовом экране: Откройте меню 'Addons' и выберите "Manual:Disabled" напротив The infamous Wilhelm scream mod
I've wanted this for quite a while. Since the old days of Pern, actually. I miss everything being auto-IDed as well just from looking, but I suppose that doesn't make much sense in terms of theme since the game assumes characters will be using a device to identify items rather than magically just "knowing" from a distance. At least I can recognize the specialized descriptions of most artifacts, e.g. Skullcleaver is a crimson waraxe.
In a related vein, another thing I miss from back in the day is being able to see the items a given enemy is wearing/carrying. Granted, you can see the weapons by looking at the enemy (albeit un-IDed again, though egos do show) but that's all. AFAICT, the items enemies will drop are determined at the generation of the level, so they would be knowable even before you kill them. Would you be open to the idea of adding a mechanic like that (possibly even to this add-on) in the future?
Regardless, thanks for this one. It doesn't actually give much benefit, though one could conceivably see a floor item useful to an ongoing fight and somehow contrive to get to that spot, but it does add a bit of welcome flavor to the game.
In my ToME XP Penalty Tweak addon, Shalore have 35% penalty. The highest penalty is 40% for Ogre in my addon. 50% does seem really high.
This no longer works with the most recent version of ToME, which makes sense since it's been 2.5 years since the last update. Sad though, Ano needs reworkings.
i think i found how to fix this
rogue have stealth, and stealth works fine
but invisibility makes screen blue, its really hard to see anything behind
well, may be you'r right, it's another problem, not like curses
didn't played rogue yet, but i guess it's not same problem and should be(?. maybe it's balance thingy?) solved in other way.
i haven't Windows installed atm, so only here for now
cant find this mod on steam :(
man, can you make the same mod for invisibility? can't see the shit while invis on, annoys
I unlocked Wildfire (Pyromancer) several characters ago, and I now have another level 20 char, but "Spell/Wildfire" Category isn't showing up. Can you fix this?
Thanks,
DaveS
yeah agreed
and as you gain stats from exsangating anyway, tweaking down bloodpool should be a thing of the next relaise.
10 extra per stat seems high tho for what i'v netioned earlier, migh be subject to further tweak after next relaise.
but anyway this class is kinda made to be op did you check the diference i brough in bloodcost for others vampirism talents departing from earlier relaise
i was kind of aiming to give more incentive to use those buy loweing their cost.