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Sand is more scary.
The times I tanked the sand crushing until, by chance, a worm excavates me will stay with me as some of my funniest ToME memories.
Gone but not forgotten
best mod thank you
I always go straight in water breathing or not. I think I have one death in all of my many deaths I can attribute to drowning.
Specifically Intel integrated graphics driver
I had this issue on my integrated graphics laptop. The addon worked fine, it only disables the water shader.
What actually fixed it for me was a shift to a Linux distro however. I'm not saying run a partician specifically for ToME, but it was most likely an obscure windows graphics driver issue.
On Old Mythrescar (1), there should be a set of stairs upwards that takes you to the second half of the worldmap.
Auto-explore will not find it if there is a vault staircase on the same level.
Fun campaign, but seems to be bugged. Upon beating the dwarf expedition leader in Old Mythrescar, nothing new opens up and no scripted events or anything happen. I'm presuming there's meant to be more after that since there's people on the forums talking about bosses I haven't noticed.
Lots of cool ideas and mechanics that I've seen so far though, enjoyed what I could play of it.
one button "save everything" is difficult, I didn't expect to write so many features myself, so the whole code wasn't well planned from the start
Also, not activating and fighting Atamathon before level 10 is cheating. I can't even count the number of so-called "winners" who skipped that important step, or only did it late in the game. Cowards don't deserve to claim they "won" the game without killing Atamathon before level 10.
Skipping chests is cheating. Noone remembers a coward. /s
Hi, I wanted to use your mod with a quick change on my side to have rerolls free but the file has an header issue and I can't extract it properly. Could you help ?
I quickly put together an auto-fight addon similar to Dungeon Crawl Stone Soup's TAB key. Its path finds the nearest enemy and attacks using your 11th slot skill. If no enemy is present, it auto-explores until something happens. I have less than 10 hours in this game and I don't know Lua, so I might be missing some obvious things. Feedback appreciated!
https://github.com/emredurak01/tome-auto_fight
If it's a difficult fix, I completely understand. Honestly, most of the annoyance is self-inflicted because I will keep tapping the icon or the hotkey, thinking I pressed the wrong key or didn't tap my trackpad hard enough. It usually takes me 3 tries or so before I stop and remember that it doesn't function if there's one in my transmo chest. Just me being stupid. Also, I tend to not look too closely at loot I've picked up because I enjoy the feeling of looking at all my nice goodies once I've cleared a level, so I tend to not know I've picked up a rod until then.
You mean activating it with a hotkey? Yeah, object hotkeys key off the object's name, and unlike most activatable tools, rods of the same type all have the same name, so if the code finds the one in the transmo chest first, it'll try to use that one and fail. I might be able to wedge in some code to make that handling a bit smarter, but it would be tricky.
Thank you. Not sure I'm quite ready to faff about with Adventurer yet. I have so much unlocking to do ;)
Yeah, resisting chests and such is SUCH an important skill. For that winning run I skipped every single vault from the Prides onwards. Admittedly, I had (what I though was) really good gear, so that was easy. That Elemental Fury ring alone probably made the game so much easier. No need to risk death at that point.
Yay, gratz!!! :D
I only managed to win on semi-roguelike so far. Could never resist opening locked chests/vaults/other dangerous whathaveyous to keep myself from dying.. :(
Still working on my 'pure' Roguelike win. Enjoy playing the Adventurer class. ;)
Wow, that's a lot of comments on my little post.
I've just beaten the game, and out of all things, even on Roguelike. My frustration with Nur has subsided, it's all much better now. :)
Doesn't work with all (non fixedart) lites, as opposed to the prev. version (the one that would just add +10 lite)
edit: funny thing, added lite adds up to price, making such lites costs 135k gold :D
hey it's two years later and I finally noticed this comment and fixed it =D
(I don't play my own addons that much, does it show?)
Oh, you're the one who made this mod. Probably should have guessed, given how many mods you've made to make life easier when playing. I've definitely taken advantage of the rods on occasion. I love it, and the only thing I'd note is that when a character has picked up a rod that is currently in the transmog chest, if you already have the same rod in Miscellaneous, using the one you already had won't work until you transmog or drop the second rod. Nothing gamebreaking -- you can just drop/transmog the second one without costing a turn -- just seems a little odd and annoying.
After a second playthrough with the mod it seems it works as intended.
I've tried 2 different classes (Temporal Warden up to level 5, and Bulwark to level 2) without seeing a single "Chaos has taught you" in the log or not-expected talents when pressing "m".
I also tried without most of the addons, just the DLC, items-vault, and this addon. No difference.
I tried the original Chaotic Race addon, using Bulwark and the minimal addons. As soon as I leveled up I saw the expected "Chaos has taught you".
This mod is extremely slept on. It turns the normal early and mid game slog of rushing through dungeons you are more powerful than into a worth while and fun endeavor.
This is a super cool class, messing around with it a bunch was fun, fun enough in fact that I didn't notice that despite being a tinker class, it doesn't seem to spawn with an A.P.E., and I wasn't getting any ingredients for making tinkers with at all as a result. I'm not entirely sure if this is an oversight with the mod or a mod conflict on my end, but I thought I'd let you know. I'm going to have a peek around and see if it's something I can narrow down myself.
EDIT: it seems to work fine now, so it was a mod conflict. That said, I do have a suggestion to the mod; most classes talent categories are usually 1.3x or 1.1x to differ them from the flat 1.0x that adventurers get, and it's a little weird that all the new talent trees of this class are 1.0x. Is there a specific reason for that? I feel like it'd work just fine with them a bit higher.