Search found 15 matches
- Sat Nov 07, 2020 2:19 pm
- Forum: General Discussion
- Topic: Auto-generated ToME spoilers
- Replies: 93
- Views: 146732
Re: Auto-generated ToME spoilers
Something seems to have gone wrong. Whatever one tries to load, you get an error: Internal error: Uncaught TypeError: Handlebars.templates.race_nav is not a function in XXX But let me take this moment to appreciate the site. Very slick and occasionally very useful. One question: couldn't we set the ...
- Mon Nov 02, 2020 4:37 pm
- Forum: General Discussion
- Topic: Un-fiddling the (Necromancer) minion management?
- Replies: 1
- Views: 1957
Un-fiddling the (Necromancer) minion management?
I typically avoid any classes with minions because they always tend to behave in super annoying ways, stifling their use and needing far too much micromanagement. On some classes, they can work decently - the Temporal Hounds are a known staple because they deal very high damage, re-summon automatica...
- Tue May 26, 2020 7:15 pm
- Forum: Ideas
- Topic: Two small QoL fixes?
- Replies: 6
- Views: 2299
Two small QoL fixes?
I posted the first one over on steam, but since its more likely to be read here and I wanted to post a second one anyways, here the copy: --- The following has been bugging me for a few years now: When you walk on a chest, open it, and it drops an item, wether you get ambushed or not the autoxeplore...
- Sun May 24, 2020 6:31 pm
- Forum: Addons
- Topic: High Guard - A Mage Subclass
- Replies: 78
- Views: 50508
Re: High Guard v1.5.9
@Mana regeneration I started with exactly 0.5 mana regen - which is what the rune gives me. I swapped it out for something else after aquiring two gear pieces with manastreaming and coped from there, but the rest phases took ages like that. Afaik this has always been the case with anything not calle...
- Sat May 23, 2020 12:07 pm
- Forum: Addons
- Topic: High Guard - A Mage Subclass
- Replies: 78
- Views: 50508
Re: High Guard v1.5.9
Just tried this one out and played it all the way through with one spike death near the start. Overall, fun and pretty powerful class. Starts out a bit different than it actually plays after all the pieces fall together. Kinda like an Anorithil that kicks into gear earlier, but without their stronge...
- Wed May 20, 2020 11:05 pm
- Forum: Addons
- Topic: [1.7.0] Hiveminder v1.3.0 "Freshly Functional Flowers"
- Replies: 54
- Views: 42522
Re: [1.6.7] Hiveminder v1.2.0 "Under My Skin" -- Wilder clas
Heya, Just tried this one out for a few levels and found a few things to comment on: - First of all, very creative and really well made. Very few typos, solid english, nice icons and animations, good overall concept. - It should be "Ladybug", not "Ladybird". The icon and theme cl...
- Thu Nov 21, 2019 4:07 am
- Forum: General Discussion
- Topic: Revert the fleeing AI.
- Replies: 9
- Views: 5086
Re: Revert the fleeing AI.
I have to agree with the OP. The fleeing AI has been obnoxious with Master and other Liches and Banshees before, but it has become worse instead of better, and it only frustrates, prolongs and annoys. There is almost no counterplay to mobs that have (often multiple or permanent) teleport and/or wall...
- Thu Nov 21, 2019 4:01 am
- Forum: Addons
- Topic: Any way to see *which* mod causes an issue?
- Replies: 1
- Views: 981
Any way to see *which* mod causes an issue?
Since the usually helpful people over on reddit do not seem to have an answer, let me crosspost over here: I have a bunch of addons running, and when 1.6 stable dropped, I got the game to work with a few error messages but without actual issues after updating a few manually and scrapping others. But...
- Thu Nov 21, 2019 3:56 am
- Forum: Dumb Questions
- Topic: Phase Door spell
- Replies: 3
- Views: 1604
Re: Phase Door spell
Reading this and having mused over it every once in a while, may I suggest the following small change to those ability wordings in a future patch:
"...effective talent level 5..."
I think it would make it clearer to beginners.
"...effective talent level 5..."
I think it would make it clearer to beginners.
- Mon Mar 13, 2017 5:08 pm
- Forum: Ideas
- Topic: Ability to move hourglass in caldera
- Replies: 6
- Views: 2753
Re: Ability to move hourglass in caldera
Once I'm done with the rewrite of the gfx stack, the hourglass will be independant. I can't (won't) change it for now though because the more changes I do to UI now the more annoying it is to backport to the new renderer. But know this wont be forgotten (as i'ts already implemented there ;) ) What ...
- Sun Mar 12, 2017 8:15 pm
- Forum: Ideas
- Topic: Ability to move hourglass in caldera
- Replies: 6
- Views: 2753
Re: Ability to move hourglass in caldera
The hourglass sadly is part of the ressource bar block, which is why it is stuck there in your arrangement. I have a similar problem on my setup with the hourglass moving out of the southern end of the screen if I have too many different ressources shown. So, you can move it, but it would be helpful...
- Sun Mar 05, 2017 4:38 pm
- Forum: Ideas
- Topic: Make saves matter. Cc-chains suck. And more :)
- Replies: 13
- Views: 11779
Make saves matter. Cc-chains suck. And more :)
Heya darkgod, Since you seem to be working on a major version currently, I thought this was a good time. About Saves Currently, saves do almost nothing. Even the save type your character is theoretically good at (i.e. the one depending on your main stat and likely supported by a few haphazard item a...
- Fri Dec 25, 2015 4:49 pm
- Forum: General Discussion
- Topic: [Feedback] Tile Clarity and some minor bugs and annoyances
- Replies: 16
- Views: 6929
Re: [Feedback] Tile Clarity and some minor bugs and annoyanc
armour is made of 2 values. armour - flat value armour hardiness - a percentage. all melee and ranged attacks will be reduced by the the less effective of the 2. that means, that as long as he doesn't have 100% hardiness, no attack can be fully negated. even if you attacked it for 20 damage. if it ...
- Fri Dec 25, 2015 4:19 am
- Forum: General Discussion
- Topic: [Feedback] Tile Clarity and some minor bugs and annoyances
- Replies: 16
- Views: 6929
Re: [Feedback] Tile Clarity and some minor bugs and annoyanc
that is a really harsh feedback. Really? I collected some minor things that could be optimized, presented them in a civil manner after actually being asked to do just that and even proposed some possible solutions, and the first response I get is one that needs to defend the game from me, oh so bru...
- Thu Dec 24, 2015 10:44 pm
- Forum: General Discussion
- Topic: [Feedback] Tile Clarity and some minor bugs and annoyances
- Replies: 16
- Views: 6929
[Feedback] Tile Clarity and some minor bugs and annoyances
Since Darkgod asked me over in the steam forums to compile a list of IMO not-so-ideal tiles and make a post here, I took some notes during my last plays, and here is my current feedback about stuff that coud or should be fixed, upgraded or otherwise changed to make the game clearer and more enjoyabl...