Opt-in Adventurers Parties
New in this version:
- New game option "Adventurers party response strategy", settable in Game Options under the <Esc> menu, which controls addon behavior. Choices are "Ask" (current behavior, default setting), "Always evade" or "Never evade".
Talent Point Planner v7
New in this version:
- The Zigur and Myssil quests can now be reflected in the plan, once the addon knows you've seen them. (based on patch by Noel)
Savescummed Arcana, the archmage.
As the title says, really Arcana died at charlevel 17 in SWL(1). Got oneshotted by a combo of sand-drake plus some nasty green slime, bursted for almost 400 damage. With no shield active, she died painfully despite being full health. Anyway, I figured to try out savescumming, see if it's still possible after death - and you know what, it is! It seems the local game file won't be tagged as dead until you exit/restart at the death menu. So, continuing now with cheated Arcana, as I seriously cba to start Yet Another Archmage and clear Yet Another Set of tier1 dungeons... :P
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A newbie take on TOME
Hi!
As my first blog post on this really interesting game I thought I'd speak a bit about my first days in TOME, as I'm pretty new to roguelikes and apparently pretty bad at it too :)
I found out about TOME from Ascii dreams, and at first I didn't like it at all, the gaphics looked awkward and the old rpg ui wasn't working, plus I kept on ending up dead, so I simply left it there. The second try was much better. I found out that my poblem was that on downloading oldrpg my sistem was renaming the .teea to .teea.zip, after that everything went downhill. My second character, a warrior, made it to 12, and I had so much fun with him, building him, solving quests like in the old days (by using your brains), killing the other adventurers for awesome drops :D
After that I recommended it to anyone I know, I really hope it will make it on Steam and that it will have a much deserved community of modders, that could make the game even more awesome.
All this to say thank you, for creating, sharing, playing this roguelike gem, much appreciated :)
Archmage/Elementist Split++
Updated for v1.0.0
Fixed a load of bugs.
Added an extra effect to Quintessence to make it more on par with recent changes to similar talents.
Ignore Race/Class Locks
Barbarian Class
Barbarian Class
just a couple of small birth tweaks to make the start not so bleh
- one point in weapon accuracy
- mutations tree unlocks at lvl 10 again
Barbarian Class
- reduced dmg absorption on living shield by 75%
- fixed apr/crit scaling on hitman
- mutations unlock at 20 now, higer requirements
- pillager talent still not included
- mutant - increased phys power bonus, reduced stamina drain, reduced health regen
- added stamina drain to all sustains
- guard - 0.12 - hitman - 0.16 - weaponlord - 0.20
- renamed Profit to Masochist
- lowered all class talent masteries at birth to 0.2 except for barbarian (0.3)
- lowered weapon training mastery to 0.2
- nerfs ahoy!

