Doomed Darkvision Fix
NOTE: As of ToME version 1.7.3, this fix has been incorporated into the base game, and so should be deactivated/uninstalled.
Tweaks LOS code for both NPCs and the player to properly and consistently respect Dark Vision when determining whether Creeping Darkness blocks sight.
Targeting and projection now properly treat Creeping Darkness as transparent if you have Dark Vision, just like any other tile that can be seen through, eliminating awkward behavior when targeting diagonally and/or around corners. If you do not have Dark Vision, these tiles will be treated as opaque. Additionally, NPCs will properly be able to see and target through their own creeping darkness without hindrance. Similar effects to Creeping Darkness such as Cursed Miasma should also be corrected by this addon.
This addon hard-overwrites engine and module functions. As such, I cannot fully guarantee compatibility or stability.
Better Weapon Automaton
This addon requires Embers of Rage DLC to be enabled.
A small tweak addon for Weapon Automaton: One Handed
This addon gives it a seperate weapon choosing interface like Cursed Sentry, and the item will be back in your hand when the automaton is destoryed.
You will not need to choose the weapon every time you cast it, nor feel afraid to lose your weapon.
Also, because it would be cool if your steam-powered campanion can use steam-powered weaponary, this addon make it support sling, steamgun and steamsaw, bringing more choices.
It also made a few changes to make it more consistent to Cursed Sentry.
Always Transmogrify
Removes the transmogrify confirmation dialogue box and additionally allows tagged objects to be transmogrified.
Friendly Patrols
Changes Maj-Eyal & Far East world map patrols to always be friendly by altering their faction (and hate for arcane magic).
No Ruined Dungeon Puzzle
Changes the Ruined Dungeon sealed door to open upon killing all six Guardians in lieu of the sequential orb interaction puzzle.
Better Sandworm Lair
This addon aims to make Sandworm Lair less terrible.
It does so by doing four things: Enabling natural tunnels, disabling burrowers, replacing the walls with their stable counterparts, and removing the alt version.
These changes are accomplished by overloading the zone and npc files with edits and commented out sections.
Please consider checking out the following addons that are probably better at dealing with the annoyance offered by SWL:
codyfun123's "Sandworm Lair Tweaks"
nsrr's "Sandworm Lair Quick Dig"
Updates:
1.0.1
-"Fixed" the weight. Derp.
Sandworm Lair Quick Dig
Digging in Sandworm Lair will take only one (1) turn per tile.
Sandworm Lair Tweaks
Sandworm lair terrain is automatically revealed.
Zero Probability Doors
Prevents Probability Travel triggering on doors.
The behaviour can be toggled under Game Options - Gameplay - zero-probability doors. Defaults to true.
Arcane Combat Mod Merge
- Arcane Combat Tweaks by Zizzo
- Adventurous Arcane Combat by astralInferno
- Arcane Blade Tweaks by grayswandir
- Allows control over which spells AC will cast when set to 'random'
- Can change spells without resetting AC sustain
- More spells work with AC
- Gives the Arcane Destruction talent more flexibility
- Stat requirements use Str or Dex, whichever is higher
- AC autocast tries to aim spells to hit multiple enemies
- Config panel for all the added options
- Option to enable even more spells/mind/steampowers
- Compatible with AOE spells
- Magical Combat talents work with ranged weapons
