Search found 24 matches

by Nakarai
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 (...
by Nakarai
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...
by Nakarai
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...
by Nakarai
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...
by Nakarai
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...
by Nakarai
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...
by Nakarai
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.
by Nakarai
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 ...
by Nakarai
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...
by Nakarai
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?

HousePet wrote:Then there was the unkillable boss.
Now that part sounds familiar.
by Nakarai
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...
by Nakarai
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). ...
by Nakarai
Fri Jun 08, 2018 3:29 pm
Forum: Ideas
Topic: T1 Rework
Replies: 24
Views: 16948

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...
by Nakarai
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...
by Nakarai
Thu Jun 07, 2018 5:06 pm
Forum: Ideas
Topic: T1 Rework
Replies: 24
Views: 16948

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...