Search found 24 matches
- Fri Nov 13, 2020 7:26 am
- Forum: Addons
- Topic: Classic Pulverizing Auger
- Replies: 0
- Views: 1068
Classic Pulverizing Auger
Download: https://te4.org/games/addons/tome/oldearth A simple mod to restore Pulverizing Auger's old identity as a shorter range spell with higher damage. What this does: [*] CD back to 6 [*] Range back to the old 3 to 7 scaling (8 fully invested with Archmage) [*] Damage increased by a fair chunk (...
- Wed Nov 11, 2020 7:48 am
- Forum: Dumb Questions
- Topic: Are there any addons for shorter dungeons?
- Replies: 0
- Views: 1397
Are there any addons for shorter dungeons?
I find most of my deaths are from losing interest and playing sloppy so a mod to "condense" the game would be ideal. Either by cutting out some levels (so an area with 3 areas now has 2) or by making levels smaller and then giving greater exp/ loot per mob. In the meantime I'll try out the...
- Mon Oct 28, 2019 12:28 am
- Forum: Development
- Topic: Request for players: Sample builds for each class
- Replies: 30
- Views: 49203
Re: Request for players: Sample builds for each class
This is a commentary. I like this idea but classes are, often enough, not quite so simple to players. Not all of the skill descriptions are actually clear (especially when synergies with other skills are involved), and understanding the mechanics behind things often informs my choice of using one s...
- Mon Jun 25, 2018 10:32 pm
- Forum: Dumb Questions
- Topic: What to put in that arrow-bullet slot for non-archers?
- Replies: 8
- Views: 4780
Re: What to put in that arrow-bullet slot for non-archers?
I could go for some sweet hoopak action that would allow both melee and ranged attacks as needed, and maybe on a melee crit or kill would allow you to fire a ranged shot. This sounds like a neat idea for another melee/ ranged hybrid character. Likely named: Ranger. The general idea would be that on...
- Mon Jun 25, 2018 10:27 pm
- Forum: General Discussion
- Topic: Another escorts thread
- Replies: 3
- Views: 4333
Re: Another escorts thread
What if instead of completely random escorts, you could find escorts in town looking for safe passage through a zone for (story/ lore reasons). You would likely have 2 to 3 choice per starter town and they would each be looking for passage through the nearby starting zone. This page would also descr...
- Sat Jun 16, 2018 9:07 pm
- Forum: Dumb Questions
- Topic: What to put in that arrow-bullet slot for non-archers?
- Replies: 8
- Views: 4780
Re: What to put in that arrow-bullet slot for non-archers?
It would be cool if there were super rare (maybe 1 in 10 games you would find 1) artifact ammo that only gave passive bonuses to melee/ magic (they cannot be fired). Just seems like they would be fun to find. They would ideally give small bonuses that most other things don't typically give. Like the...
- Tue Jun 12, 2018 3:56 pm
- Forum: Dumb Questions
- Topic: Can i survive in "Sandworm Lair" ?
- Replies: 6
- Views: 2440
Re: Can i survive in "Sandworm Lair" ?
Aren't Sandworms unkillable and thus unpossessable? If they are possessable, thats pretty cool. I wonder if they can dig terrain on other maps.
- Mon Jun 11, 2018 3:04 pm
- Forum: Ideas
- Topic: Make Skeleton Bonus Levels Skippable?
- Replies: 10
- Views: 5159
Re: Make Skeleton Bonus Levels Skippable?
I can see how getting Ghouls out of there would have been a challenge, mostly because they can't run from the boss. I mostly made Skeleton Archers, Mages and Brawlers. The Ghouls I did play were mostly Sun Paladin (and the odd Anorithil) which weren't too bad. Although Ghoul Cursed were really hard ...
- Mon Jun 11, 2018 8:05 am
- Forum: Dumb Questions
- Topic: Can i survive in "Sandworm Lair" ?
- Replies: 6
- Views: 2440
Re: Can i survive in "Sandworm Lair" ?
There are two alternative ways I've found to clear the sandworm layer, although they really are not needed. First is to be a Wyrmic and use the tunneling ability with lightning speed to dig a path yourself. The second is to use clairvoyance (or whatever lets you see terrain) and control teleport you...
- Mon Jun 11, 2018 8:01 am
- Forum: Ideas
- Topic: Make Skeleton Bonus Levels Skippable?
- Replies: 10
- Views: 5159
Re: Make Skeleton Bonus Levels Skippable?
Now that part sounds familiar.HousePet wrote:Then there was the unkillable boss.
- Sun Jun 10, 2018 9:54 pm
- Forum: Ideas
- Topic: Make Skeleton Bonus Levels Skippable?
- Replies: 10
- Views: 5159
Re: Make Skeleton Bonus Levels Skippable?
Am I the only one who misses the old undead starter dungeon? You know, back when making it out of there was actually brag worthy? The new, dumbed down version is boring as sh*t. And now we have one we are allowed to skip :shock: Tsk, tsk, tsk, Darkgod must be getting soft :roll: PS. Seriously, thou...
- Fri Jun 08, 2018 3:39 pm
- Forum: Dumb Questions
- Topic: which options can i lower to run more smoothly?
- Replies: 1
- Views: 1495
Re: which options can i lower to run more smoothly?
I believe there are options to improve video card related lag by reducing framerate/ animation frames and reducing/ disabling particle effects. I'm unsure if there is a way to reduce processing lag. I've gotten Tome4 to run on a ~100$ laptop before with minimal lag (mostly it took forever to save). ...
Re: T1 Rework
I really agree that grinding T1s is tedious but currently feels necessary for the extra Uniques if nothing else. Seems like an easy solution to limiting the number of T1 dungeons you can take is to simply make the T1 zones longer to compensate. Just make them as long as is balanced and/ or adjust X...
- Thu Jun 07, 2018 5:22 pm
- Forum: Ideas
- Topic: Wyrmic talent merge
- Replies: 5
- Views: 3513
Re: Wyrmic talent merge
I wouldn't mind changes to Wyrmic talents but you provide no argument as to why you think they need less talents/ trees and if anything I think they need more trees (e: another casting tree, maybe a passive/ proc tree). The ton of trees is what makes them fun. There are just so many ways you can bui...
Re: T1 Rework
I really agree that grinding T1s is tedious but currently feels necessary for the extra Uniques if nothing else. Seems like an easy solution to limiting the number of T1 dungeons you can take is to simply make the T1 zones longer to compensate. Just make them as long as is balanced and/ or adjust XP...