Search found 335 matches
- Sat Apr 25, 2015 12:13 pm
- Forum: Dumb Questions
- Topic: Can't load Veins of Earth module
- Replies: 3
- Views: 944
Re: Can't load Veins of Earth module
Found it. It was incompatible with 1.3.1 and not shown by default
- Sat Apr 25, 2015 12:07 pm
- Forum: Dumb Questions
- Topic: Can't load Veins of Earth module
- Replies: 3
- Views: 944
Re: Can't load Veins of Earth module
The documentation say that *.team files should be in the game/modules, and that is where I put it.Radon26 wrote:uhm... module is not addon? if you look around where you found the the addons, i am sure you will find the place for it.
There is no menu entry "modules" in the game start screen.
- Sat Apr 25, 2015 11:21 am
- Forum: Dumb Questions
- Topic: Can't load Veins of Earth module
- Replies: 3
- Views: 944
Can't load Veins of Earth module
Put veins-0.26.0.team file into game/modules folder but then I launch te4 I don't see the module in add-ons menu. Should I launch from command line ? How?
Ubuntu 14.04, 64bits
Ubuntu 14.04, 64bits
- Tue May 22, 2012 6:33 am
- Forum: General Discussion
- Topic: Adventuring Parties in beta40
- Replies: 5
- Views: 2198
Re: Adventuring Parties in beta40
IMHO the killing configuration is 2 or 3 ranged attackers with debuffs in LOS in starting position. Practically hopeless.
- Tue May 22, 2012 6:28 am
- Forum: Spoilers
- Topic: There be Elven Cultists - Dark Crypt on melee chars
- Replies: 10
- Views: 4416
Re: There be Elven Cultists - Dark Crypt on melee chars
It's too late now, but IMHO melee should go into crypt only having fast moving option - movement infusion and/or class talent.
For marauder it's lvl 5 talent which give 500% speed after kill.
For marauder it's lvl 5 talent which give 500% speed after kill.
- Tue May 22, 2012 6:25 am
- Forum: General Discussion
- Topic: Too many elites, too deadly
- Replies: 53
- Views: 16993
Re: Too many elites, too deadly
Can we have option "more rares" please?darkgod wrote: - rares will drop "rare" objects; rare objects are a new kind, sort of like very random egos

- Thu May 17, 2012 4:41 am
- Forum: Development
- Topic: Today I was instagibbed by.. *Help us Balance Random Elites*
- Replies: 110
- Views: 39913
Re: Today I was instagibbed by.. *Help us Balance Random Eli
Maybe buff the experience they give you too Pointless. As is there is too much xp in the game, especially for races with low xp penalties and players prone to exploring. In fact it could be a good idea to reduce xp across the board and compensate it reducing damage/attack of monsters. An alternativ...
- Tue May 15, 2012 6:25 am
- Forum: Spoilers
- Topic: Do we head to an in-game grand unified theory of magic?:p
- Replies: 30
- Views: 10323
Re: Do we head to an in-game grand unified theory of magic?:
IMHO techies shouldn't have any mysterious "Power" or "Pressure" resources. Give them fuel tank. Fuel could be extracted from the kills, from non-metal equipment or from plants. That's even plausible, remember recent man-eating robot project from DARPA(seriously, robot should hav...
- Mon May 14, 2012 10:18 am
- Forum: General Discussion
- Topic: Too many elites, too deadly
- Replies: 53
- Views: 16993
Re: Too many elites, too deadly
I like new elites a lot. They return old school roguelike sadistic "Tough luck weakling, your are dead" feel. To compensate increase in difficulty I suggest instead of nerfing them improve their drop - only purple and occasionally orange items.
- Mon Apr 23, 2012 4:58 pm
- Forum: Spoilers
- Topic: a couple of questions about unlocks
- Replies: 4
- Views: 2321
Re: a couple of questions about unlocks
Practically any fighter with strong health and big damage can survive it. I myself move slowly, using covers and killing all nearby elementals one by one, resting in-between. Run away and hide a lot.
To go to Far East you have to kill The Master in the tower.
To go to Far East you have to kill The Master in the tower.
- Thu Apr 19, 2012 9:26 pm
- Forum: Spoilers
- Topic: Skeleton class - How to handle curses/hexes/diseases
- Replies: 13
- Views: 6507
Re: Skeleton class - How to handle curses/hexes/diseases
First is shields, providence and Pestilence staff. Later max skeleton detrimental eff time reduce talent and in the East you get a new talent which also reduce(or remove) detrimental effects. And of cause escape options - invisibility, controlled phase door, teleport, class escape talents if any.
- Sat Mar 31, 2012 11:01 am
- Forum: General Discussion
- Topic: Weapon folding effective talent level
- Replies: 0
- Views: 837
Weapon folding effective talent level
I have Weapon folding maxed. Level-up panel report its effective talent level as 6.5, but pop-up on the screen icon as 2.6 .By the low damage (8.5 dmg with talent maxed) 2.6 looks plausible. But which number is correct?
- Thu Mar 29, 2012 6:00 pm
- Forum: Spoilers
- Topic: Favorite game breakers
- Replies: 74
- Views: 40522
Re: Favorite game breakers
Marauder Garkul set, or even only helmet. With maxed scullcracker it do ~1200 dmg which works on most bosses(though some immune) and do 8 confusion. Works even on sorcerers!. It's was my opening move in any boss fight. Another - weapon with damage projection (forgot how talent is called). It has hug...
- Wed Mar 28, 2012 3:01 pm
- Forum: Spoilers
- Topic: Marauder... UNLOCKED!!!
- Replies: 21
- Views: 10755
Re: Marauder... UNLOCKED!!!
Flurry doesn't count as a single strike for unlock. For shadowstrike flurry remove stealth after first hit, not sure aboutdual strike, but I think it's too.
- Wed Mar 28, 2012 6:17 am
- Forum: Spoilers
- Topic: Marauder... UNLOCKED!!!
- Replies: 21
- Views: 10755
Re: Marauder... UNLOCKED!!!
I have maxed shadowstrike+whirlwind combo (they are cumulative) with appropriate stat, but size matter was not easy, did it around lvl 27 IIRC