|
quote:Tome also comes with a full tile set, has sound and music, as well as an integrated chat system so you can ask advice of other players without leaving the game (hence the thread title). It also supports ASCII and has an options menu so almost any feature you don't enjoy you can turn off. Additionally, there are numerous addons to let you customize and tweak your game, as well as classes built by the community you can toy with (no guarantee of quality or balance on the community done classes, obviously) The thread title no longer refers to this, as a note, it refers to two of the best classes now.
|
# ¿ Jan 26, 2014 00:33 |
|
|
# ¿ Apr 26, 2024 00:42 |
|
JosephWongKS posted:Is the Land of Poosh supposed to be a puzzle dungeon? Because everything in there is invincible and I can't hit any of them. Xom roars with laughter.
|
# ¿ Jan 27, 2014 17:31 |
|
Hey, just remembered, has the Infinite Dungeon gotten better since like a year and a half ago?
|
# ¿ Jan 30, 2014 22:39 |
|
Ciaphas posted:Oh well, now what's next... Corruptor, Reaver, Necromancer, or Anorithil? You need to ask? Turboebola all the way
|
# ¿ Feb 16, 2014 01:08 |
|
Ciaphas posted:I want to try Cursed again, actually. How are they supposed to handle large mobs (besides "find a corridor")? As I recall they don't have much AoE, though I'm sure I could be forgetting something. Use your GOFAST to keep on the edges of the mob so that only one can hit you at a time.
|
# ¿ Feb 17, 2014 01:25 |
|
Focacciasaurus_Rex posted:Speaking of the doomed madness tree, what the heck is a 'cross tier effect'? http://te4.org/wiki/Effect#Cross-tier_Effects
|
# ¿ Jun 16, 2015 17:52 |
|
Is it intended for the soul fragments to spawn spookygoasts when you 'kill' them?
|
# ¿ Sep 23, 2015 22:20 |
|
Razakai posted:You mean the wraith from Shackled Soul? Yep, fragments trigger all on death mechanics, that's their main use more so than damage or stunning. Let's you restore souls and procs stuff like Grim Harvest/Reaper's Shroud/Shackled Soul even vs bosses and high life mobs. Otherwise a lot of DK stuff would be reliant on trash mobs. Oh, that makes sense. E: No idea if this is due to a bad mod conflict, though I assume it is, but in case you want to take a look anyway: quote:Lua Error: /engine/interface/ActorTalents.lua:271: /engine/interface/ActorTalents.lua:248: /engine/interface/ActorTalents.lua:148: /data-deathknight/talents/spells/necrotic-might.lua:239: 'for' limit must be a number Pops up randomly when bumping enemies. E: Fixed using code tags which break tables. Also, I think it might have to do with the soul fragments that can spawn. The error only occurs when the area I'm in is choked full of enemies, either through enemies that replicates (oozes and the like), or when terrain is limiting along with a swarm (sandworm tunnels, old forest), or a combination. I think it might be trying to spawn a fragment, but it can't find a place to fit one. Lprsti99 fucked around with this message at 05:34 on Sep 24, 2015 |
# ¿ Sep 23, 2015 23:55 |
|
Deathknight doesn't seem to be increasing Necrotic Aura correctly. It's weird, when I activate it, it visually shows a big AoE for a split second and then instantly shrinks down. Tooltip also says it's radius 2. (Yes, I'm using the latest version).
|
# ¿ Sep 26, 2015 06:27 |
|
Razakai posted:Running any other addons? The Necrotic Aura part superloads necrotic_minions.lua so there can be a conflict there. So, I got around to looking into this, turns out the addon that was conflicting was Eternal Darkness. Soooo E: Also, Lua error when squire talents are high enough to grant Dusk Shield, and attempting to look at the squire's talents through the inspect screen: quote:Lua Error: /data-deathknight/talents/spells/squire.lua:182: attempt to call field 'getShieldDamage' (a nil value) Lprsti99 fucked around with this message at 02:11 on Oct 7, 2015 |
# ¿ Oct 7, 2015 01:36 |
|
Anniversary posted:Playing an Oozemancer I met a Vampire unique (so 80% nature resistance, fortunately lowered by 40% I think) that could use the Vim-based spell that constantly drops meteors to wreck me (it was dropping a lot more meteors than the tooltip suggested the times it managed to kill me through a regen/heroism combo). Yeah, I hate that sustain. It's really buggy, in that the damage isn't done until the meteor graphics actually impact, and you can move before the animation plays out, so you can get a stack of them dropping on you one after another on the same turn, and because there's a delay on them dropping, you can kill the dude causing them only to have the delayed meteors kill you after the fact if you don't move away.
|
# ¿ Nov 10, 2015 06:11 |
|
Molybdenum posted:What are the item modifications that give telepathy with dragons or let you speak different languages good for? I don't recall any 'speak other languages' mods, but telepathy lets you see any enemies of the given type within a certain range of you, regardless of intervening walls.
|
# ¿ Dec 27, 2015 05:52 |
|
Razakai posted:And for the guy that was playing Assassin I stuck it up on Steam with some bugfixes: http://steamcommunity.com/sharedfiles/filedetails/?id=588351826. Though now it has the 'blatant AC ripoff tree with hidden blades' so it'll probably introduce even more bugs and/or a C&D from Ubisoft. Played around with this for a while, it definitely makes rogues more entertaining! E: Hit a bug that spammed me with LUA errors until I killed the task: http://pastebin.com/fFExAEp9 I included everything from when it started, dunno of the extra bits of information make a difference. The actual error appears to be the same for all of them. Also, I get running the hidden blade as an extra unarmed attack with a high multiplier, but a side effect is it causes glove egos to go off, like the 10% chance of flame breath from the Wyrmbreath(?) gloves. Lprsti99 fucked around with this message at 06:31 on Dec 31, 2015 |
# ¿ Dec 31, 2015 05:15 |
|
NachtSieger posted:
Go into your TOME folder, open te4_log.txt, and scroll to the bottom and just copy/paste to pastebin like I did.
|
# ¿ Dec 31, 2015 07:43 |
|
Razakai posted:Oops, I didn't realise Rogue NPCs could still get access to the old, hidden Sticky Smoke talent. As the new one is greatly different I re-used the damage type, so the old one doesn't have the right parameters to function. Should be fixed now with v1.1. Well, I'm not one to make calls like that because I'm mega bad (only gotten to the East once that I can recall). I guess if I get there without much trouble that's a sign that it might be too good . Will say that rogue's brew seems a bit overtuned: huge hp and stamina regen, lower debuff duration, negative hp, stun resistance, and a phys cleanse with a long duration (I think, going on memory because I called it a night after the crash) seems crazy good, it's basically a super regen/wild/heroism infusion and more, in one skill only counterbalanced by a long cooldown, but with how TOME doesn't punish resting all the time, it doesn't seem enough. Maybe a period of weakness or something after the effect would be called for? It'd certainly fit the theme of 'kill poo poo as quickly as you can' inherent to being an assassin. The throwing knives tree is really cool, well done. It'd be neat if we could incorporate dagger egos into them, maybe make a skill that 'eats' a dagger and transfers its mods to the knives, or something like that. No idea if that's even doable though. Oh, also, and I'm probably alone here, but I don't really like having to manually switch between poisons. I think it'd be cooler to have one sustain and it randomly picks between your available poisons on a proc, ignoring ones that are already on the target. Or just let me have more active at once, but cut the chance to apply a new poison in half for each existing poison, so players can still be picky about, say, putting insidious on an enemy that heals itself, or numbing on bosses. I dunno, I'm just chock full of bad ideas vv
|
# ¿ Dec 31, 2015 09:34 |
|
Razakai posted:Rogue's Brew is a bit overtuned, yeah. Probably a relic of Artifice's earlier design where you just had 1 tool. I'll start with dropping the duration and numbers and go from there. In general Artifice might have come out too strong in general so it might get changed. Considering having the T2/3 talents only work on one talent at a time, so you don't get quite as many stacking boosts. Hit another error, moving onto the burning ground in the Dreadfell dolleg vault causes it: code:
EE: Also it appears as though throwing a knife at a target is proccing Quickdraw's throw, even though the description suggests it shouldn't. Lprsti99 fucked around with this message at 01:23 on Jan 1, 2016 |
# ¿ Dec 31, 2015 21:03 |
|
Lprsti99 posted:EE: Also it appears as though throwing a knife at a target is proccing Quickdraw's throw, even though the description suggests it shouldn't. After further play it appears that even the extra daggers can proc more. I had a rare enemy die because I had a chain of 4 daggers one after the other E: code:
Also, throwing dagger crits put Hidden Blade on cooldown, so I presume they're also getting the bonus. I'm not sure why you have Throwing Daggers set up as melee hits instead of ranged, but it seems to be causing all kinds of trouble. Lprsti99 fucked around with this message at 05:18 on Jan 1, 2016 |
# ¿ Jan 1, 2016 04:47 |
|
Kanos posted:For anyone who ever thought grappling wasn't the right choice, I'd like to correct you and your wrong idiot opinion by emphasizing that you can grab yourself by the throat and hurricane throw yourself into a room to kill everything inside of it. That's pretty loving fantastic
|
# ¿ Jan 2, 2016 04:52 |
|
E: nevermind
|
# ¿ Jan 2, 2016 15:21 |
|
Tuxedo Catfish posted:I really like the idea of a class with a permanent pet / ally that you equip and level up alongside your main character, I just don't like anything else about Alchemist. I want the Deathknight's Squire to be like this
|
# ¿ Jan 10, 2016 16:58 |
|
Razakai posted:That was originally what the talent did but it got chopped down as stealing Alchemist's gimmick while having everything else Deathknight had going felt a bit too good. Oh come on, everyone knows that alchemist's real gimmick is bombing the poo poo out of everyone in any given room.
|
# ¿ Jan 10, 2016 20:47 |
|
You aren't the only one, I tried to get oldrpg to work and no matter what couldn't get it to show up as an option. Funnily, when I disabled it afterwards, I missed the UI mod, and with just that enabled it changes the health and resource areas correctly (without an option for it), but with everything on it doesn't.
|
# ¿ Jan 16, 2016 04:14 |
|
silentsnack posted:Also using manual control lets you give the golem escort skills. This was from 1.3.x so might no longer work, but it was awesome playing as a face-smasher with all the status immunities and a bombing slave. This was actually changed due to a report I submitted way back when, now when you complete an escort it asks if you want the reward to go onto the alch or the golem.
|
# ¿ Feb 22, 2016 02:24 |
|
The Moon Monster posted:I tried an Orc Wyrmic and I think the lack of a mindstar trainer is made up for by the presence of the tinker trainer. Now when you see an enemy instead of activating lightning speed and then running up and eating it you can spring grapple it next to you and eat it instead. Eating enemies might be my favorite thing in the game, they should make some sort of gourmand class based around eating dudes. Good news and bad news. Good news, someone made a Glutton addon class. Bad news, that was a year and a half ago and it's probably horribly broken and unplayable now.
|
# ¿ Feb 29, 2016 06:09 |
|
|
# ¿ Apr 26, 2024 00:42 |
|
There's a short description in the look tooltip, I think it's either at the bottom under the sustains and effects, or else it's just somewhere in the middle, can't recall. E: it's above the sustains. Screenshot from a tooltip mod, the left one is the default: Lprsti99 fucked around with this message at 19:26 on May 30, 2018 |
# ¿ May 30, 2018 19:23 |