Tales of Maj'Eyal

Tales of Maj'Eyal

Doctornull's Class Pack
66 Comments
doctornull  [author] 9 Jul, 2022 @ 5:34pm 
Everything in my mods is released under the GPL, so you're free to copy & modify as long as your new version is also released under the GPL. Include the GLP license, allow anyone else to copy & modify your new version, and you're free to use my mods as a base for your own.

Kudos to you if you do upload a fix.
FailPail 9 Jul, 2022 @ 4:10pm 
I might've been able to fix creep, what do I need to do if I wanted to upload the fix?
Jazz 20 Nov, 2021 @ 3:15pm 
I hope creep can be fixed, I really enjoy this mod otherwise
Filthy Goon 27 Aug, 2021 @ 4:59pm 
yeah any npc with the creep class is basically invincible but that seems to be the only major bug everything else works fine from what ive seen
Brassqund 6 Jul, 2021 @ 8:43am 
The skill in the Sin tree that allow to live below 0 hp is bugged from the updates.
You pretty much can't die.
Sepik121 30 Oct, 2020 @ 8:36am 
weird question, will this be updated for ToME 1.7? DarkGod mentioned that there's a bunch of stuff changing so i have no idea if this is impacted or not.
Fluffy McFluffenstein the First 22 Aug, 2019 @ 3:31am 
Where is the fossil class?!

And some others?!
doctornull  [author] 7 Feb, 2019 @ 9:11am 
Updated for 1.5.10

The Spine of the Spire issue was due to a talent name change ("Mind Hook" -> "Mindhook"), not sure why that happened but it's up to date now.

Please let me know if anything is still broken.

New content in the works.
MEDIC! 6 Jul, 2017 @ 7:58pm 
Hi. I really liked the class pack. However, with the latest version of ToME, I think your class pack needs an update. I have reason to suspect that your class pack is causing an infinite load glitch when going from the West to the East. I would appreciate some feedback since I love the modding scene and a lot of useful classes are in here.
Vincent 29 Sep, 2016 @ 11:51pm 
I really like the blood mage & the idea behind them, but there's a gigantic issue I face as one:
there's next to no utility, at least 'til lvl12 where I get a teleport.
Would prefer if there were more ways of escape, shielding, healing, etc.
Really loving the mod, though!
Arendeth 19 Sep, 2016 @ 7:41pm 
Doctornull it seems Spine of the Spire and some over of your artifects have been broken for me for a long time can you fix em?
mimizukari 14 Aug, 2016 @ 1:36am 
"soonish"
Zexacal 20 Feb, 2016 @ 5:52pm 
k thats good to know love the mod but it dosont work rite now cus i use tons of mods.:steamhappy:
Iceberg 7 Feb, 2016 @ 2:52pm 
Glad to hear!
doctornull  [author] 1 Feb, 2016 @ 7:41pm 
Okay, got some basic compatibility stuff in. Removed some incompatible content. Hope to get everything working soon-ish.
doctornull  [author] 30 Jan, 2016 @ 2:11pm 
Thanks man. I'm looking at 1.4.2 right now, hope I'll have time to update soon.
Iceberg 30 Jan, 2016 @ 10:56am 
Love you. Hope to see the mod updated
doctornull  [author] 29 Dec, 2015 @ 6:35pm 
Hi RodriguesCIA, the Heavy was basically broken by 1.3 -- in 1.2 and previous, the Invigorate talent also regenerated Stamina.

I need to re-write the Heavy for 1.3.
RodriguesCIA 29 Dec, 2015 @ 3:37pm 
I am not an experience played, by any means, but the Heavy class seems to a bit a tad bit too stamina intensive, considering they don't get Combat Veteran?
Leot 3 Oct, 2015 @ 10:56am 
I have wondered for months now. Are you the same Null from the Dungeons of Dredmor boards of old? Both you and he share an emphasis on tweaking and enjoying balance issues.
Where Am I??? 7 Aug, 2015 @ 11:12am 
So far i am playing the bloodmage and i love it
awesome work
i would really love if astrologist(i think a boss in mardrop starting dungeons) could be a class
did you do(program) the skills for some classes yourself?
Venser's Prodigy 29 Jul, 2015 @ 10:17am 
I am enjoying this mod quite a bit. I bought the game 3 days ago, and am quite a noob, but the classes you added are quite intuitive and blend in nicely. I am currently playing with a second mod (the troll race mod) on a Blood Mage and Transcendant Fist. I have only one notable issue: my transcendant fist can't die to anything short of double my level. Literally. My only death has been to a level 20 boss mage at level 10.
Venser's Prodigy 29 Jul, 2015 @ 10:17am 
The reason is that using mail armor (plate blocks pugilism + unarmed training talents) + psionic absorbtion means I can completley absorb 50 (physical, but more on that later) damage, and maximum absorbtion of 81 on larger attacks. I can also absorb up to 61%/47 acid, nature, temporal, fire, cold, light, and arcane damage. I also have about 20% lightning, blight, cold, and nature resitance from equipment (and -21% from fire, but thats a racial penalty). The only elements I can't absorb/resist are darkness and mind, but I havn't encountered much of that (yet, probably more later on).
Venser's Prodigy 29 Jul, 2015 @ 10:17am 
In other words, I reduce 2/3s of the elemental damage types in the game (and the most common ones) heavily, and can completly ignore all but the largest of physical attacks a level 10 can find.
Here's my Transednat's Fist character URL for The Good Doctor Null, in case you need it for a reference.
te4.org/characters/179531/tome/085e6a37-eeb6-448c-b565-fb5e178e6308ah=c3cea2eb-4d7c-4bba-bcfa-996fafaa33ddad=179531
Venser's Prodigy 29 Jul, 2015 @ 10:17am 
P.S. Blood mage seems to be very well balanced. Blood mage seems to be about managing your life bar to cast, which requires a large life pool and the means to replenish it. You are extremely vunerable to cc unless you have heavy passive regeneration, and need to balance killing things with keeping them alive long enough to replenish your life bar. They are much more gear dependant than your avergae mage from what I've seen. They require liberal stacking of healing modifer and life regeneration for optimal play, both of which seem to be rare EGOs. The only change I would make is adding a passive to reduce friendly fire like the alchemist, what I think is the AoE class of choice, as I've literally havn't been able to keep a single escort alive due to them wandering into my bolts, and my AoE's damaging them heavily. And they're too stupid to stand back.
Liliana 22 Mar, 2015 @ 6:43pm 
As you might expect, 1.3 broke this to hell. But only on a few classes, like Heavy
Sunshine 3 Mar, 2015 @ 7:50pm 
Blood mage is an absolute dream come true, Thank you. I am curious though for the scaling of the spells. They seem a tad overpowered.
._.Stashed Girl._. 16 Dec, 2014 @ 5:46pm 
By the way... I love your mods too !

Keep up the good work, and THANKS YOU SO MUCH FOR THIS HARD WORK :)
doctornull  [author] 16 Dec, 2014 @ 11:04am 
Excellent news. :)
._.Stashed Girl._. 14 Dec, 2014 @ 7:18pm 
Yeah it seems Verdant Class Pack has adressed the issue since the last version :) That's seems be a good news, great.
doctornull  [author] 13 Dec, 2014 @ 7:46pm 
So, I'm able to run all my addons alongside HousePet's Verdant pack just fine.

No errors that I can see.

Maybe you had an old version of his addon which was not up to date?
._.Stashed Girl._. 13 Dec, 2014 @ 2:26pm 
I found exactly which addon conflict with yours:

It's : Druid class
Link here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=199670320

Also, I saw that it has been updated to this:
It's: Verdant Class Pack
Link here: https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=225576320

And the author seems aware that "Doctornull packs" conflicts a lot with his mods.

So, you can perhaps discuss with him for find a way to give them compatible completely.
doctornull  [author] 13 Dec, 2014 @ 2:21pm 
(Just at first glance, it looks like an issue with the Druid addon.)
doctornull  [author] 13 Dec, 2014 @ 2:19pm 
Can you post the whole thing in the te4.org forums?

I'll try to get the other addon authors in and we can hopefully work out what's going on.

You can use my thread or the Bugs forum. My thread is here:
http://forums.te4.org/viewtopic.php?f=50&t=38670
._.Stashed Girl._. 13 Dec, 2014 @ 2:15pm 
Ok it appear I have this flickering screen when I select:

HUMAN -> Cornac -> Storm Warden

And if it can help, here is the part of the log error (te4_log.txt):

[code]
Lua Error: /mod/addons/druid/superload/mod/class/Actor.lua:309: attempt to perform arithmetic on a nil value
At [C]:-1 __mul
At /mod/addons/druid/superload/mod/class/Actor.lua:309 preUseTalent
At /engine/HotkeysIconsDisplay.lua:167 display
At /engine/HotkeysIconsDisplay.lua:245 toScreen
At /mod/class/uiset/Minimalist.lua:1909 displayHotkeys
At /mod/class/uiset/Minimalist.lua:2142 display
At /mod/class/Game.lua:1472
[/code]
._.Stashed Girl._. 13 Dec, 2014 @ 1:27pm 
Oh, will look through it then..

It appear be theses 2 addons:

- tome-plenumtooltip.teaa
AND
- tome-stone-wardens.teaa

(sad because tooltip is great, and stone wardens was a funny class to play :( ... )
doctornull  [author] 13 Dec, 2014 @ 12:23pm 
It probably is an addon (or the interaction between two addons).

Look for te4_log.txt in the same directory as the executable, at the end there should be a hint or two as to what is causing the issue.
._.Stashed Girl._. 13 Dec, 2014 @ 12:17pm 
Ok thanks, because I have black screen flickering issue with the last update (I don't said that is yours causing theses issues, but I try to determinate what is going on XD..)
doctornull  [author] 13 Dec, 2014 @ 11:56am 
Yes, all my addons get updated regularly to be compatible with new versions, and it is compatible with the latest ToME.
._.Stashed Girl._. 13 Dec, 2014 @ 11:51am 
Is that compatible with last version of ToME ?
doctornull  [author] 17 Aug, 2014 @ 9:41am 
@Carvool - Yeah I'm not sure what to do about that. Many people seem to get the unlocks before using addons, but I want players to have the options to play what they want even if they haven't unlocked the metaclass yet.
SNESJW (Sophie) 17 Aug, 2014 @ 8:23am 
I'm not sure if this is a bug or not, but classes that are under locked catagories still display, even though the catagories say locked. I'm not sure if the best way to fix this is to have the catagories display or to have some way to unlock them.
doctornull  [author] 4 Jul, 2014 @ 9:36am 
NOTE: There was an uploading issue which caused a duplicate workshop item to be created instead of updating this package. Hopefully that issue has been solved, and duplicates will not appear going forward.

Sorry for any inconvenience!
Josi 28 Mar, 2014 @ 4:54pm 
hmmm well nothing you can do about that then huh :/ well i'll go report that in the forums maybe darkgod will fix that or something. thanks anyways and keep up the good work :)
doctornull  [author] 28 Mar, 2014 @ 4:45pm 
No worries :)

Elemental Surge (lightning) is not a teleport in the code, so maybe the documentation for that is wrong? Or maybe it should be coded to provide that benefit? There are items in the core game which give the exact same benefits as Void Attunement, so that's a valid question for the developer.
Josi 28 Mar, 2014 @ 3:30pm 
(sorry for spamming so much lol) but is it intentional that teleports from stuff like elemental surge (the lightning effect) doesn't trigger void walker's void attunment? it would probably be pretty op but it does say "teleport" :D
doctornull  [author] 28 Mar, 2014 @ 1:58pm 
San0ix - done.

Also fixed: the new artifact Spine of the Spire is correctly labelled as a 2h weapon.
Josi 27 Mar, 2014 @ 5:09am 
oh and could you make flash jump free targetable like lightning jump or voidwalk? it's kind of annoying that i have to use the mouse just for that one skill :(
Josi 27 Mar, 2014 @ 5:04am 
awesome :) thanks for making and fixing these great classes
doctornull  [author] 27 Mar, 2014 @ 1:42am 
San0ix - bug fix pushed, thanks for repording that!