Kruk Pride Tool Shop
Adds a store to Kruk Pride in the Embers of Rage DLC selling pickaxes and lanterns, similar to the Survival Supplies shop in Derth..
Use Classes in All Campaigns
As recently seen with the cults expansion, new classes are sometimes missing from addon campaigns due to load order. This addon solves that problem. It allows usage of all main campaign classes in all addon campaigns.
Visibly Looted Stalls
Changes the appearance of market stalls in the Embers of Rage DLC after they are looted.
NOTE: This addon is officially deprecated as of release 1.1.0 of the Embers of Rage DLC, which includes equivalent functionality.
Embers Races for Maj'Eyal Campaign (Last Hope Start)
Add Embers Races To Main Campaign, and they start in Last Hope. This includes classes with unique starts (Archmage, Ashes classes, etc).
Big thanks to Zeranamu for their addon "Embers Races for Maj'eyal Campaign"(https://te4.org/games/addons/tome/embersraces), and Mex for their addon "Mex's Start in Last Hope"(https://te4.org/games/addons/tome/mex-lasthopestart). All I did was look at Mex's addon to see what they did to make characters start in Last Hope, and made that change to Zeranamu's addon.
Be sure to use only this addon, or Zeranamu's original version. You will probably be fine with both, just when testing and both active I had two entries for each Embers race on character creation.
Retroactive Embers
Allows you to retrospectively add the Embers DLC to an Age of Ascendancy campaign that was started prior to activating Embers.
To add Embers to your existing AoA save game, you need to edit the desc.lua file in your character's save directory: In the "addons" property, add 'orcs' (the Embers DLC) and 'retro-orcs' (this addon).
What this addon does is initialize your character's default steam values (the same way Embers-created characters are). Without those values being initialized, you would otherwise get an error with the tinker escort reward because your AoA-created character's steam values are nil.
Weapon Schematics for Tinkers at Birth
Adds class-appropriate weapon schematics to the birth definition of Tinker classes. Requires Embers of Rage DLC.
Based on a suggestion by Mel.
Diversity Mod
Allows usage of all races in all campaigns. This includes addon and DLC races. Should remain compatible with future updates and DLC, the transition from 1.4.9 to 1.5.10 did not require any changes, and I doubt any future transitions will.
Currently includes support for:
Every DLC and race addon that doesn't have a weight over 9000 million.
Ruined Cave Floor Sort
Modifies Embers of Rage's Ruined Cave to sort items dropped on the floor, similar to the Sher'Tul Fortress storage room.
Tinker Tinkering
A collection of small quality-of life tweaks for tinker-using characters in the Embers of Rage DLC. Notable changes:
- New tinker recipe Regeneration Salve.
- In the Create Tinker dialog, place initial focus in the recipes list for ease of keyboard navigation.
- Expand the descriptions of schematics in tinker stores and recipes in the Create Tinker dialog to include more useful information.
- For characters with both a transmogrification chest and an Automated Portable Extractor, the latter will automatically be used for items that yield ingredients when melted, and the former will be used for the rest for fortress energy (controlled by game options "Gameplay | Multiplexed transmogrification" and "Gameplay | Multiplexed transmogrification minimum tier").
- Schematics for tinkers you've already learned can optionally be listed in a different color in stores and in player inventory for easier distinction (controlled by game option "Gameplay | Highlight learned schematics in stores").
More Yeti Muscle Rewards
Slightly improves and expands the rewards available for bringing Yeti muscles to the Old Psi-Machine, to make build diversity in Embers closer to that of the main campaign:
-Staff Combat and Mindstar Mastery are now granted at 1.2 mastery
-Stone Alchemy, Light can now be learnt at 0.8 mastery, but locked (need category point)
-Hexes can now be learnt at 1.0 mastery, locked. If it is already known but locked, it will be unlocked instead.