More Taints v1

Version
Version Major: 
1
Version Minor: 
0
Version Patch: 
4
File
Game Addon: 
game_addon_string: 
tome

Bug fixes everywhere!

Equipment Tweaks 1.02

Version
Version Major: 
1
Version Minor: 
0
Version Patch: 
4
File
Game Addon: 
game_addon_string: 
tome

Added various small artifact tweaks, fixed a bug with Sight radius not showing on Vision amulets, and added one more ego tweak.

Probably the last version barring bugs.

Equipment Tweaks 1.01

Version
Version Major: 
1
Version Minor: 
0
Version Patch: 
4
File
Game Addon: 
game_addon_string: 
tome

Added a bunch of small suggested tweaks to the new egos, and three new staff egos.

Rarer Rares: This addon not approved by Donkey Kong

Version
Version Major: 
1
Version Minor: 
0
Version Patch: 
4
File
Game Addon: 
game_addon_string: 
tome

Rare Nixing - DarkGod Is Not A Crook

Version
Version Major: 
1
Version Minor: 
0
Version Patch: 
4
File
Game Addon: 
game_addon_string: 
tome

My Milkshake Brings All The Rares To The Yard

Version
Version Major: 
1
Version Minor: 
0
Version Patch: 
4
File
game_addon_string: 
tome

1.0.4 release, now with even more stupid naming. Enjoy!

Equipment Tweaks 1.0

Version
Version Major: 
1
Version Minor: 
0
Version Patch: 
4
File
Game Addon: 
game_addon_string: 
tome

The first version. Tweaks an insanely large list of ego equipment to be more usable.

Anyone want to tackle the telepathy autoeplore as an addon?

Hi All,

I've tried, but I suck too much. :)

Basically, I want auto-explore to stop when you notice something using telepathy, not just LOS.

Currently the same code (spotHostiles) is used for resting, and because during resting we only check LOS, but for autoexplore to stop we would like to stop on any means of detection (optional?).

For instance if you play a character who auto-uses track for example... Would be great if the autoexplore could stop if it sees something... but it doesn't.

Some of you coders, tackle this. I tried, but I just found where to edit... dunno how to "see" what is "detected".

The Master falls

After playing for 1 day and 16 hours, I finally managed to meet The Master for the first time, and killed him. I think this moment in the game signals the halfway point and I am supposed to head "east". I don't have any more lives yet, so it is likely that I am going to perish a heroic death soon as I delve into unfamiliar territory.

Playing a bow temporal warden relying on sustains for stats, I didn't find the fight with the master to be that complicated, but I still played on the safer side because like I said I don't have any lives left. When I first saw him, he froze me and I was sure that I was good as dead because I didn't have wild infusion inscribed on me. But after jumping around with Dimensional Step and using the various movement speed buffs and infusion, I managed to wittle down his health and take care of his minions with little trouble. The dungeon gave me a couple of interesting quivers: one that makes all my shots pierce, but only holds 4; and one that has a chance to dominate the target, but only has 11 shots.

I used the piercing quiver for the orc surprise, but I failed. Still going, though, on to Reknor. Hopefully I could unlock at least 1 more class with this character before she bites the dust.

ZOmnibus Addon Pack v10a

Version
Version Major: 
1
Version Minor: 
0
Version Patch: 
4
File
Game Addon: 
game_addon_string: 
tome

Bugfix release:

  • Properly initialize the initial default value of the "Alternate zones" game option from Alternate Zones Option.

Syndicate content