The 5th beta of 1.7.0 is now available! If you want to check it out, hop on the Steam Beta interface (right click game => select Betas) and select the Beta Testing branch by putting in the password: omfgbugseverywhere
Ok I promise this is the last time I slip a new evolution in a beta! But this one was ready, cool and already made so ... welcome Fallens! Class evolution of Sun Paladins, thanks a lot to Recaiden!
Please, try to keep all bug reportings on ToME's official forums at http://forums.te4.org/ as it is hardly feasible for me to survey 10 different location for bugs. Do not use addons or DLCs to test it, as addons can always mess up the testing and the DLCs require an update to work for 1.7.
One last thing for those new to betas; characters will NEVER validate in beta; that's normal and as usual importing characters across major releases is bound to not work all too well.
Changelog in no particular order:
Tweak difficulty settings for nightmare (rare spawn rate increased from 6.77%->12.5%, zone level multiplier decreased from 50%->25%)
Buff the celestial/radiance tree
Give all melee classes that don't currently start with a point in weapon mastery at birth a point in weapon mastery at birth; this also serves to make sure randbosses have the weapon mastery they need
Slightly buff glyphs by making them no longer prioritize yourself before enemies for placement
Buff Dawn's Blade
Make Vor Pride's special vault have a slightly friendlier layout
Remove digging from all vaults that currently require digging
Add a fun mechanic to prevent farming of ruined dungeon orbs to get alchemy ingredients
Lightning+daze damage type does not undaze if target is already dazed and it didn't re-proc
Fixed display issue with some languages in dialog boxes
Fixed Form and Function
Prevent learning traps from the library in Yiilkgur
Prodigies screen splits out evolutions from prodigies to better see them
Fixed npcs mistakenly thinking alternate Daikara lava is damaging
New class evolution for Sun Paladin: Fallen! Thanks to Recaiden!
Prevent getting prodigies you do not qualify for
Fixed some timetravel abuses
Changed Mindrot damage to happen on base turn but be increased global speed to compensate
Golem will correctly levelup when resurrected
Altered the Sceptre of the Archlich and the Ring of the Archlich to be more in line with new necromancers
Stone Fortress now applies half the effect when it is not activated by the racial ability
Eldritch Infusion now also provides a spellpower and mindpower bonus based on shields tiers
Stone Vines now correctly check for mindpower instead of just willpower to apply debuff
Stone Warden's Shard is not affected by counterstrike
Buffed Stone Vines damage
When in combat, Call of the Mausoleum tooltip will show when the next free ghoul will come
Surge of Undeath now speeds up the next free ghoul of Call of the Mausoleum and increases the duration of Corpse Explosion and Putrescent Liquefaction
Putrescent Liquefaction only ever sacrifices at most 3 ghouls and gives one free turn in addition to the 3 per ghoul
Fixed swashbuckler ego keyword
Call of the Crypt ensures you never overcap skeletons, if you would due to the free mage/archer, a warrior is deleted and its soul refunded
Skeletons, Bone Giants, Ghouls and Dreads will unsummon if removing points in their talents so taht they are not supported anymore
Swapped Putrescent Liquefaction and Corpse Explosion
Fixed party display to not show the levelup icon for uncontrollable members
Fixed over-generous calculation in Self-Judgement
Chat files can now use <<>> to make said text into italic green. Because I'm lazy.
Fixed Range Amplification Device from Embers of Rage to work correctly on hymns and some other
Aether Avatar penalty only triggers for spells
Equipping a belt of undeath or similar immediately stops suffocation
Dearth arena quest is now resilient to clones! BEGONE CLONES! YOU SHALL NOT PASS!
Crippling Blight shows the fail% in the icon
Frigid Plunge damage fully ignores damage shield (because the wraith is inside)
Fungal Growth should work with effects that can merge (like Bloodbath)
Dread now learns its talents based on the spell level
Gorbat bamboo walls support displaying single tile walls
Fixed Cursed item curses from disappearing on level change
Toxic Death always spread Vulnerability Poison first and won't spread Stoning Poison to an enemy already stoned
Clarify Torture Souls description
Eternal Night now also costs 2 souls to sustain
Swapped max souls increase from Reaping to Soul Leech and made Soul Leech nonrefundable
Chill of the Tomb radius scales more like other spells
Night Sphere description shows radius, and radius slightly increases at high level
Discarded Refuse now scales the number of effects affected by turns but no longer unsustains itself
Fixed Curse of Nightmare harrowing
Fixed Conveyance spells targeting
Disabled Korean and Japanese languages in the selector, they are not at all ready for support and were never meant to be selectable. Woops!
Now go test and have fun!
Tales of Maj'Eyal 1.7.0 BETA4 is upon you!
My minions,
The fourth beta of 1.7.0 is now available! If you want to check it out, hop on the Steam Beta interface (right click game => select Betas) and select the Beta Testing branch by putting in the password: omfgbugseverywhere
Please, try to keep all bug reportings on ToME's official forums at http://forums.te4.org/ as it is hardly feasible for me to survey 10 different location for bugs. Do not use addons or DLCs to test it, as addons can always mess up the testing and the DLCs require an update to work for 1.7.
One last thing for those new to betas; characters will NEVER validate in beta; that's normal and as usual importing characters across major releases is bound to not work all too well.
Changelog in no particular order:
Replaced Bone Wall with Shattered Remains in the Master of Bones tree
Fixed Wordly Knowledge description
Rewrote Aether Permeation to be a dispel protection and a spellpower boost
Fearscape from tanen questline and from the coruption spell both count has "orbit" for the sake of Aether Permeation check
Fixed wooden baricades to correctly show even when they are one tile long (fix for Embers of Rage)
Changed Neverending Unlife to have a visual effect when it is preventing your death
Fixed necrotic minions killing things to correctly give souls to the summoner
Correctly sort savefiles in the load menu
Added 2 more rows of hotkeys for the mad people :)
The novice mage will not appear for any character whose birth faction is Zigur (so, for Krogs of Forbidden Cults)
Fixed an issue between Energy Alteration and Metoric Crash (and others)
Fixed Worm Rot
Fixed Wild Summon duration
Fixed Extract Gem display in the advanced view mode
Fixed Lord of Skulls life description
Lord of Skulls cost changed to a fix 2 souls
Spectral Sight correctly reveals creatures around your minions
Mirror Image despawns a few turns after leaving combat
Fixed a bug with Beyond the Flesh
Fixed a savefile bloating bug
Fixed Cleansing Flames to correctly have a cooldown/mana cost
Fix Arcane Vortex and others from not doing their effects upon death
Fixed To The Grave
Fix Putrescent Liquefaction
Effects that should be removed on level change will be removed even if they can't be removed. This requires no further explanation :)
Fixed forceUseTalent
Now go test and have fun!
Tales of Maj'Eyal 1.7.0 BETA3 is upon you!
My minions,
The third beta of 1.7.0 is now available! If you want to check it out, hop on the Steam Beta interface (right click game => select Betas) and select the Beta Testing branch by putting in the password: omfgbugseverywhere
Please, try to keep all bug reportings on ToME's official forums at http://forums.te4.org/ as it is hardly feasible for me to survey 10 different location for bugs. Do not use addons or DLCs to test it, as addons can always mess up the testing and the DLCs require an update to work for 1.7.
One last thing for those new to betas; characters will NEVER validate in beta; that's normal and as usual importing characters across major releases is bound to not work all too well.
Changelog in no particular order:
Lichform does not wait your next death in the Arena, as resurrection is forbidden there
Updated the Arena death dialog to use the same code as the normal one
New Actor:udpateSustains() to force sustains to turn off and on again
Changed Adept and other such talent changes to bit a bit more clear in how they operate (add raw levels affected by mastery to effective level, they do NOT trigger on_learn and such and do NOT alter raw level)
Mirror Images inherit widebeams, Spellcraft and iceblock penetration
Actors are cleaned of temporary effects upon death even if they do not resurrect, to prevent some effects from lingering after their deaths
Prevent Born Into Magic to work with Elemental Array Burst as it would be rather useless
Slightly decrease the total amount of talent trees on rare+ enemies and restrict the level at which some problematic talents (notably antimagic) begin to show.
Phantasmal Shield does not retaliate to self inflicted damage
Expand randomization range for amount of talent trees
Slightly nerf caustic terror
Slightly reduce talents taken by rares
Limit antimagic on early game rares
Limit fearscape on rares
Levelup screen now accounts for bonus talent levels in the talent descriptions
Actors with inventory access disabled can not access stores either. Sorry!
Multicaster will respect Aether Avatar
Unless in developer mode, during betas the game will refuse to load most addons; as they only mess up with the testing
Fix anomalies from not having cooldowns/not using a turn
Fixed some talents description in the levelup screen when using advanced view mode
Fixed Call of the Mausoleum duration in the tooltip
Fixed a bug that prevented necrotic minions from leveling up their stats
Fixed Assemble to not error out when there are 2 skeletons and one lord of skulls
Silk Current also works on ice themed Necromancer trees
Fix floor effects (among other things) staying beyond their welcome
Prevent Putrescent Liquefaction from hitting your own minions
Fixed error when non actors deal damage
Now go test and have fun!
Tales of Maj'Eyal 1.7.0 BETA2 is upon you!
My minions,
The second beta of 1.7.0 is now available! If you want to check it out, hop on the Steam Beta interface (right click game => select Betas) and select the Beta Testing branch by putting in the password: omfgbugseverywhere
Please, try to keep all bug reportings on ToME's official forums at http://forums.te4.org/ as it is hardly feasible for me to survey 10 different location for bugs. Do not use addons or DLCs to test it, as addons can always mess up the testing and the DLCs require an update to work for 1.7.
This release brings a lot of little changes, fixes, balancing for the Necromancer, but some other goodies too! Of particular note is a new class evolution for Archmages (sorry I can't stop myself!), the High Thaumaturgist!
One last thing for those new to betas; characters will NEVER validate in beta; that's normal and as usual importing characters across major releases is bound to not work all too well.
Changelog in no particular order:
Fixed some more Possessors memory leaks
Fixed possessing various NPCs
Fixed using Multiply while assuming the form of a multiplying NPC (now it works!)
Fix Kinetic Surge to let you self-target even with only one foe around
Fixed Endless Woes disease and slow
Harkor'Zun is correctly classified as a demon
Metaflow now only boosts spell levels for some turns after activation
Fixed Slow effect merging with itself but not actually updating the speed
Swapped Necromancer talents that used callbackOnActBase for life threshold checks to callbackOnAct so that they account for faster players
Discarded Refuse can only be used in combat, unsustains when out of combat and sustain cost is changed to a casting cost. It is not meant to be left on but to be used as a cooldown
Swapped Black Ice and Chill of the Tomb
Increased Night Sphere damage and reduced Erupting Darkness damage
Lichform quest correctly consumes the fortress energy
Increased the life rating of bone giant summons
Golden Age of Necromancy is now 1 turn invulnerability (it was intended this way but I was dumb and didnt find a way to do it until now)
Fixed a small memory leak when visual hotkey feedback is enabled
Buff maulotaurs
Add revamped bandit fortress vault
Changed Adept to instead grant a flat +2 to all talent levels
Fixed Telmur Ruins being too full of light
Fix absolute resistance display in tooltips
Detonating Charge is greyed out if pinned
Shadowstep is greyed out when pinned
Prevent removing talent levels learnt from items
Fixed Attune Mindstar exploding when used with a shield
Prevent Bone Grab to be cast on oneself
Voidstalker cloaks correctly work only on foes
Fix shield's power being wrong in their name but right in their description
Greater checkerboard vaults should again have correct vault door entrances and revamped it to be smaller and have a boss in the middle
Fixed Misdirection and Curse of Nightmares
Corpse Explosion only works on Ghouls
Fix Gelid Host from damaging yourself
New class evolution for Archmages: High Thaumaturgist, that focuses on using and enhancing beam spells
Healing infusion can be used even at 0 healing factor (for the cure side of it)
Capped Scoundrel's Strategies to 100% crit penalty
Curse of Shrouds movement bonus now triggers when swapping places with an ally
Perilous Cliffs should not be overridden by meteors
Shadow Grab now uses spell speed
Tumble targeting can now be freely moved around
Fixed a couple of memory leaks.
Reduced damage on River of Souls somewhat
Master of Bones' Armoured Skeleton Warriors now always have a blink rune instead of a random one
Discarded Refuse is now instant-cast
Slightly reduced damage and increased radius on Across the Veil
Casting Dire Plague on foes already affected will not reduce the duration
Corselight disappears when the caster dies
Fixed a few skills that work on living things from working on Lich
When there is possible negative life the player's healthbar will now account for it and add a visual marker at the "0" health point too
Fixed To The Grave
Health warning effect now accounts for negative life
Rime Wraith cooldown can not be altered
Corpselight can not be placed into walls
Fixed Frantic Summoning not actually giving the full speed reduction
Phase Summon correctly moves the camera
Fixed Call of the Mausoleum range description
Fixed Lich self-resurrect to work with minions too
Soul Leech can not apply to the summoner or self
Runed Bone Giants have gotten a little makeup
Lord of Skulls now has images for all possible bone giants
Assemble now makes eternal before heavy (so in order of size)
Gave a bonus for Dreads affected by Blighted Summoning
Hiemal Shield only affects 66.6% of the incoming damage when above 1 life, 100% when under
Fixed Neverending Unlife
Corpselight correctly checks for caster's position
Fixed Lich description saying they gain resistance cap
Lost life warning input disabler now counts both max life and max negative life
Putrescent Liquefaction does not damage allies anymore
Fixed Spectre talents to actually work (fun mistake, half their code was in the Lost Land code ;) )
Fix necrotic minions being able to receive items but not using them
Assemble correctly respects Lord of Skulls' right of uniqueness and will not merge it with the rest of the rabble!
Fix Cold Flames traps
Dreadmaster correctly learn disperse magic
Necromancers can now use the party orders to dismiss any minion
Added new hooks "PartyOrder:define" and "PartyOrder:execute"
Pressing x on the levelup dialog can toggle between the current display and a new one were every value of talents over 5 levels is shown at once (just try it's harder to explain than it really is ;) )
Call of the Mausoleum summons a free ghoul a little more often
Surge of Undeath now also heals minions
Necrotic minions can only be healed by themselves, other necrotic minions or talents that are not powered by nature
Soul Leech does not affect your own minions
When Putrescent Liquefaction absorbs a dying ghoul/ghast, every two of them you'll get one soul back
Necromancer's Eternal Bone Giants now know Throw Bone
Lord of Skulls now grants effects more gradually and at the high end can now even affect a bone giant
Fixed Shatter Affliction rune description
Fixed Lich evolution not showing up anymore in the prodigies screen once learnt
Moved the default binding for 'w'ield to 'e'quip and the old 'e' binding to 'E' (not that this matters as this was just and alias for 'i'nventory anyway). Those are the DEFAULT binds, if you want the old ones, you can rebind to whatever you prefer :)
WASD keys no longer affect negatively arrow keys
WASD keys now have a repeat function if if keep them pressed, just like normal keys do (the timing may bit a bit different from other keys as it can't be handled by the OS itself)
Fixed Zigur patrols crash
Fixed arena mode
Made the death code resilient to entities without name
Fixed a crash on reload when Draebor (and likely some others) is present on the level
New dispel framework, from now on do dispel effects as target:dispel(eff_or_t_id, source)
IMPORTANT: removeEffectsSustainsTable, removeEffectsSustainsTable, removeEffectsSustainsTable and removeEffectsSustainsTable now take a first src parameter. Addons need updating or will explode!
New "callbackOnResurrect", "callbackOnDispelled", "callbackOnDispel"
Now go test and have fun!
Tales of Maj'Eyal 1.7.0 BETA1 is upon you!
My minions,
The day of the Necromancer is drawing near! While 1.7 is not yet released .. its first beta is! If you want to check it out, hop on the Steam Beta interface (right click game => select Betas) and select the Beta Testing branch by putting in the password: omfgbugseverywhere
Please, try to keep all bug reportings on ToME's official forums at http://forums.te4.org/ as it is hardly feasible for me to survey 10 different location for bugs.
Of particular interrest is, obviously, the full rewrite of the Necromancer (you can find some more details on them there: https://te4.org/blogs/darkgod/2020/05/necromancer/patch-17-big-feature-preview-new-necromancers) but also the localization support. The current beta ships with a partial Simplified Chinese translation that should be complete once 1.7 is fully released. Also thanks to this framework it is now possible for addons to provide new translations for new languages easily without having to override 95% of the game's code!
One last thing for those new to betas; characters will NEVER validate in beta; that's normal and as usual importing characters across major releases is bound to not work all too well.
Changelog in no particular order:
Block has no effect against self inflicted effects to prevent some problems for Demonologists
Focused Wrath now also resets the cooldown of Mind Storm at talent level 5
Fixed Demon Seed spell of Ashes of'Urhrok from taking two turns when it auto-attaches a seed to your inventory
New minor demon, the onilug
Switch chat channel is now unbound by default, as it's not used much and people ended up on different channels by mistake
Reduce the size of Reknor
Fix Marauder, Archer, and Skirmisher not being taught poisons when siding with assassin lord for the first time to unlock the category on an account
Fix weaver queen's portal being destroyed by temporary terrain
Fix temporary terrain destroying the portal to return to Maj'Eyal in the Fearscape
Fix mastery and perfection egos overwriting each other
Fix save/reload bug in Hammer Toss
Burb now has his own tile! All hail Burb the snow giant champion!
Change how rares and randbosses are generated to be tree based instead of individual talent based thus making them focus on trees more and increasing chance to see tier 3 and 4 talents while also making rares easier to evaluate at a glance
Fix Shadow Feed mana regen at very high talent level
Tune down Grand Arrival a little
Altered Essence of Speed formula to be less punishing on high level NPCs and reduced its mana cost
Give Spell Shield, Blinding Speed, Corrupted Negation, Unstoppable, Disperse Magic and Shadow Simulacrum a lower change to appear on ranbosses
Marked for Death, Chromatic Fury, Haymaker and Bombardment can't be used by NPCs
Prevent Weapon of Wrath from showing on randbosses
Melinda has a new haircut (also available to players after unlocking redhair)
Malevolent Dimensional Jelly finally got its own tile! It is now MORE malevolent!
Full and total rewrite of the Necromancer class, I can't really give a list of change as 95% of it is new or altered a lot :)
Lich is now a race evolution for Necromancers, with it's own racial talent tree
Archmage's Wildfire, Storm, Ice and Stone trees are now available without an unlock (they still require a category point)
Cleansing Flames is now an active that sets yourself on fire to activate the cleansing flames efefcts for yourself and all burning wake/inferno damage as before. This makes it work with Spellcraft
Reduced cooldown and mana cost of Inferno
Merged Quicken Spells and Spellcraft
Added Energy Alteration in the newly freed Meta tree that allows to change damage spells types dynamically, hopefully enabling some fun multi-elements builds
At level 6 Metaflow now increases the talent level of all spells by 1 when casting them
Rework of the Phantasm tree, Illuminate is more useful, Phantasmal Shield remade, Invisibility is not a sustain anymore and has no damage penalty and a new Mirror Image spell
Enabled "WASD" movement (with an option to turn it off, and keybinds anyway). The big difference to normal movement is that it responds to key
release* and can combine directions. So you can do diagonal movement with just 4 keys by pressing two at the same time
Bone grab will correctly fail if not hitting target.
Fix Shattering Shout bug
Fix Sentinel not putting initial talent on cooldown
Fix Poltergeist duplicate uniques in the living weapon vault
Fixed an infinite loop between Flexible Combat and weapons with multi-attacks
Grapple will check if target can be silence/slowed
Stalked will not prevent entering worldmap
Eyal's Wrath have correct duration
Make using item that can use talents respect the talent's usage conditions
Fixed negative fortress energy
Fix Rune: Blink description and line of sight bug
Solipsism threshold fixes
Fix Disruption Shield bug
Shield wand and Healing totem now work with Through The Crowd
Fix skip learning a trap break player.restCheck
The damDesc talents function can now take a list of damage types and aggregate damage types can themselves define this list too
Nerf Grand Arrival resistance reduction andd buff poison AOE damage
Fix Hold the Ground description
Intimidated no longer prevents entering the worldmap
Remove negative resists from of madness ego
Remove negative resists from werebeast's ego
Remove negative stats from battlemaster's ego
Reduce freeze iceblock life
Nerf nature slow proc on egos
Fix accuracy bonuses matching their effects
Remove selffire from Corrupted Negation
Fix callBackOnHit damage going through Unstoppable
Blast can no longer randomly multihit
Blast damage now actually reduced by distance (up to 50% at max range)
Random knockback VFX direction now matches effect
Fix Unseen Force to actually use getTalentRange so it works with RAD, fixed tooltip inconsistency
Allow cancelling Temporal Form's anomaly talents
Fix Advanced Shadowmancy crits
Fix Vargh Redemption AI
Update shattering shout to modern scaling formula and cap radius
Move Blood Spray damage to after applying disease to avoids Virulent Disease being triggered and then immediately overriden by a weaker disease
Fix Advanced Shadowmancy tooltip damage
Remove Heighten Fear antisynergy with Darkness and Predator
Make hasLOS properly respect Dark Vision
Increase minimum level for merchant tunnels event to 18, saving new players left and right!
Fox Hold The Ground tooltip
Pride stair guardians are now rank rare instead of elite, which they already were in all but name
Fix Dreamscape/Fearscape fizzling on summoners instead of summons
Update Dream Hammer mastery to 1.6 scaling
Turned diggable walls into doors in some vaults
Fix Scattershot-type talents multi-hitting the player/breaking targeting
Fix Blood Vengeance
Fix Endless Woes tooltip
Fixed radius and target attributes for Vargh Redemption
Reduce damage taken requirements for prodigies that require those
Remove blighted summoning from gorbat, replace with grand arrival and rage
Add cost to crude iron battle axe of kroll, rungof's fang, mummified egg sac and razorblade
Adjust formula for Dominate resistance penetration and change cap to 70%
Nerf Rampage speeds
Reduce spawn rate of living weapons vault in halfling ruins
Prevent randbosses with a fixed class from rolling that class a second time
Remove the burglar's ego
Modify collapsed tower vault to make it more interesting
Give grushnak pride orcs -30% damage when randbosses
Add worms vault to dry lake of nur
Somewhat reduce number of vaults in prides and add new unique vaults for them
Make forest ruined building 2 vault more interesting
Make worms vault a bit more reasonable
Add language localization support.
New hooks "Game:changeLevel" and "PartyIngredients:collectIngredient", "Zone:InfiniteDungeon:loadNPCs", "Combat:attackTargetWith:beforeArmor"
Updated the way escorts are coded to make them easier to mod. To avoid stuff exploding too much in addons, the old hooks are disabled and now two new ones took their place "EscortRewards:givers" and "EscortRewards:rewards"
Added a framework to know how a talent got activated (by action, forceuse, callback, ...) along with passing this into to the damage projectors
New callback "callbackOnSummonHit"
New Map:removeEffect() method
A huge thanks to all those that contributed to help make this release! And a special mention to Otowakotori for his (and his fellow teammates) amazing work on the translation framework.
Now go test and have fun!
Upcoming patch 1.7 big feature preview: New Necromancers!
Hello my minions!
So, I have announced in the past that Necromancers will be getting an update, and they "soon" will! But it is not a simple update, however, it is more like a near-total rewrite. So, I wanted to go over them a bit to give you a feel for what's coming.
Necromancers in patch 1.7 will have 12 class talent trees and 2 new generic talent trees. The class trees are split by theme into 4 groups of 3 trees each: Minions, Death, Darkness and Cold. The way souls are generated and spent has changed. There are more ways to get new souls, even in a solo fight, but also more ways to spend them. The intention is that you should have to think about when to spend souls but, they shouldn't feel like consumables either.
So, with that in mind, let's go over the themes!
Minions
What necromancer would go out without an army of undead minions to slaughter their foes? Well some I hope, as I want minion-less builds to be viable, but that's a different matter ;) One important thing to note is that minions no longer decay outside your necrotic aura! As before, however, all necrotic minions are incapable of passively regenerating life. Another important change is that your minions can't hurt you by default, and you can't hurt them either.
Master of Bones
This tree focuses on the summoning of skeletons with various powers. All of them share some basic properties:
No summoning timer: once summoned, a skeleton will stay by your side until it is destroyed
Sturdy: as you levelup most of them will have the skeleton racial shield available to them
Limited: you can never summon a lot of them at once, so try to care for them!
As a necromancer gains power they learn to summon stonger types of skeletons, including mages. Necromancers can also combine and enhance their basic skeletons into more powerful forms:
Bonewall: should the need arise, a skeleton can be "expanded" to create an unmoving bonewall that damages and pins down all foes
Bone Giant: by combining 3 normal skeletons the necromancer can make a powerful and sturdy bone giant to become the backbone of their minion army
Lord of Skulls: by funneling even more souls into a single skeleton, a powerful necromancer can create a Lord of Skulls, enhancing the power of the minion even further. At high level they can even grant them new extremely powerful talents.
Master of Flesh
This tree focuses on summoning ghouls of varying power. All of them share some basic properties:
Summoning timer: once summoned, a ghoul will only exist for some turns, and then they decay
Numerous: Ghouls are expendable minions, you can summon them in greater quantities than skeletons and you have multiple ways to "expend" them, from a simple corpse explosion to liquifying them into a cloud of gore that follows you around
Raising ghouls is part of any worthy necromancer's arsenal and such a basic task that they can do it instinctively. At the start of each combat and every few turns afterwards a ghoul automatically rises to aid the necromancer. They can also be summoned en masse, however, should the need arise. Ghouls are expendable minions and no necromancer would shed a tear when one (or 10) die, as long as their death was useful.
Make them go boom: Once a ghoul has served its time, or when it is destroyed, why not make it go out with a bang (literally), literally exploding in a mass of gore!
Liquefy them: Once a ghoul is dead, or exploded, why not use their remains to make a cloud of gore that follows you around, damaging all foes.
Sacrifice them: Who likes debuffs? Nobody! So make a ghoul absorb the effect for you and then go boom!
Master Necromancer
This tree focuses on enhancing and using your existing summons without adding new ones. With it you can: increase their power, protect them while they are nearby, buff them up, recall them back to you for protection, or even use them to prevent damage directed at you.
Death
Any necromancer worth their salt has some dominion over death. These trees concentrate on utilizing the souls and deaths of your foes to your advantage. Yummy souls!
Animus
The staple talent of every necromancer lives here: Soul Leech. Anytime you or your minions deal damage to a creature, you apply soul leech to it and, should it die, steal its soul for your own purposes. That is not all, however. This tree also offers you the ability to consume souls to heal yourself and regenerate mana, torture victims of soul leech for even more souls, and gain buffs based on the current number of souls!
Death
Focusing specifically on absorbing souls and gaining bonuses upon deaths, this tree starts with the return of the fan favorite Rigor Mortis and adds ways to teleport to the place of death of your foes, regenerate when you kill, and damage any creature afflicted by soul leech (so hopefully everyone).
Eradication
A melting pot of high end death effects, this tree can unleash your vampiric side, create graveyards to resurrect your minions, hurt your foes, and sees the return of another fan favorite: Impending Doom!
Darkness
A necromancer works in dark and remote places, hidden from the living and shunned from society. Some learn to use that darkness to their advantage.
Nightfall
The old staple of Invoke Darkness is back, but improved at high-end as a 3-wide beam! In addition, banes are still present and now improved by Erupting Shadows which doubles down on baned creatures. Poor things. But what if you want to play minion-less and thus have less "soul dump"? Well River of Souls is there for you! Automatically firing a weaponized soul each turn for AOE damage!
Dread
In all the taverns of Eyal, you can always find an adventurer mumbling in the dark about the terrors they've faced, a glimpse of madness in their eyes. Those who have seen a Dread, or, worse, a Dreadmaster. Necromancers, however, do not fear the Dreads, they control them! Dreads are expensive support minions. Their purpose is to harass and debuff your foes, making them ripe for the picking by your army or your own spells.
Age of Dusk
Ahhh the Age of Dusk. The Golden Age of Necromancy. A time of plagues and hopelessness. This tree represents all of that, with Dire Plague, a disease that bypasses disease immunity and can trigger lots of effects in the tree, including ripping out the souls of its victims. The Golden Age of Necromancy talent offers a slew of saves and resistances, most notably the extremely rare teleport resistance. And when your life drops below 1, you can even gain 2 turns of full immunity to everything!
Cold
The cold embrace of death. A feeling known to every necromancer. The cunning necromancer goes even further, using cold to damage and defend, or even summon a wraith!
Grave
Chill of the Tomb returns, but with a twist: any minion caught in the blast is covered in a thin layer of ice, reducing all damage they take! So blast away! In addition, the Black Ice spell gives a way to focus on priority targets, dealing heavy damage and increasing damage taken from minions. Last, but not least, the Corpselight! It is a static pseudo-minion that deals constant AOE damage and grows in power each time you cast spells, and can even be made to implode in a burst of cold destruction.
Glacial Waste
Damaging your foes is nice, but useless if you are dead! All of this tree focuses on one spell: Hiemal Shield, a powerful shield that can block damage, retaliate with bolts of ice, create wastelands around you and even regenerate itself.
Rime Wraith
Hailing from the glacial wastes of the north, the Rime Wraith is a powerful, fully immaterial spirit of ice and death. Nothing can stop the cold embrace of this parasitic spirit as it jumps into foes and friends alike each turn, in a fast paced dance of death. A Rime Wraith’s purpose is to protect your other minions and debilitate your foes.
Generic
Necromancers no longer share any trees with Archmages, either class or generic, resulting in some new stuff and some shuffling.
Necrosis
Necrosis is back, but now as a generic which focuses even more on negative life and "anti-nature". Actually, I did not mention it much yet, but many of the necromancer spells have specific additional effects if you are under 1 HP! So, Blurred Mortality is back, bringing in the negative life goodness, and the additional effect of increasing resistances if you are under 1 HP. But that's not all, with Across the Veil triggering whenever the 1 HP threshold is crossed, in either direction and uses the energy of the crossing to blast foes with damage and reduce your cooldowns! Last, but not least, come the rune-interacting talents, which strongly encourages you to not use wild infusions and only use runes. "But DarkGod where is Lichdom?!" Well, it's not here anymore! Lich is now a prodigy, like a race evolution. The requirements for it do not change however you still need to do the quest and all.
Spectre
Shared with the future Gravelord class from Lost Land, the spectre talents focus on movement and vision by turning yourself into a spectre! A kind of replacement for Divination and Conveyance trees.
Lich
Ahhh, the Lich! The fantasy of many necromancers, the ultimate form of undead (or so they think). A lich has a racial tree, along with the usual immunities and stat boosts you've come to expect from them. Their talents focus on self-resurrection (at a cost!), inspiring fear in your foes, commanding an army of shadows and bolstering all allied undead in sight. A true commander of the dead!
There we go, the new Necromancer class in all its undeath glory, coming to you in patch 1.7!
Tales of Maj'Eyal 1.6.7 "This Is Not A Dinosaur" is released!
My minions, I am happy and proud to give you Tales of Maj'Eyal 1.6.7 ! See https://te4.org/
I am very sorry about the summoner's bug (which is fixed in this release), I was so sure it was already fixed that I took some time off before doing 1.6.7 :'( Sorry for the annoyances!
Don't forget that you can support ToME on patreon too if you wish :)
Fix Antimagic Zone targeting
Fix Reaver NPCs trying to attack before they're fully on the map via Command Staff
Improve Blade of Distorted Time
Fix Out of Phase merging
Slightly reduce Insane talent and class level scaling
Cap Rush range at 14
Add slow subtype to Cripple
Move Corrupted Negation damage to after the dispel
Fix Shield Slam block occuring before the attacks
Fix Guidance antimagic bonus
Fix Marauder and Skirmisher power_source tags
Allow Elemental weapon ego to proc on kills
Disable bandit fortress vault, until it can be reworked as it causes more problems than it's worth
Added a visual effect for Inner Demon debuff
Add a decimal to ancestral life turn gain description
Reduce spawn rate of living weapons vault in halfling ruins
Prevent randbosses with a fixed class from rolling that class a second time
Modify collapsed tower vault to make it more interesting
Add Vile Life locked for Reaver at 1.0
Increase Reaver Plague mastery to 1.3
Ban Vile Life from NPCs
Increase Vile Transplant cooldown from 10 to 15
Replace damage and healing on Vile Transplant with a vim cost per effect
Give grushnak pride orcs -30% damage when randbosses
Remove Probability Travel from some NPCs as the spell has been set to no NPC use
Add minimum damage to some proc egos
Nerf Prismatic Slash weapon damage
Improve Endless Woes tooltip
Add some new vaults to the Prides
Fix Dominant Will and Dom Hex preventing healing on level change
Reduce number of vaults in prides
Make worms vault more reasonable
Add AI pathfinding protection to Wraithform
Increase armor randart power max
Unified all anti-crit mechanisms from a chance of ignoring crit into an always on reduction of crit damage. Overall this is the same damage reduction but without spikes.
Fixed a bug when a level is scraped during level generation that forced escorting NPCs of the discarded level to appear on the new one
Fixed Pheromones talent
New tile & doll tile for the Helm of Knowledge
Add a very clear message indicating a Searing Horror reflect is up
Fix Forbidden Tome: "A View From The Gallery" NPCs spawning with item egos
Fix Writing One pet not always returning on combat exit
Add power source display to Font of Sacrifice ego tooltip
Change Font of Sacrifice cost to increase by 1000 gold for greater/500 gold for lesser each time the same item is modified (cheaper)
Change Font of Sacrifice ego count to 5 from 3
Fixed the epilogue lore of the book The Day It Came
Mutated Hand weapon mastery works now with the same numbers as all other masteries
Reduce level requirement of Medic turret
Add display of current ingredient amount to Tinkers
Remove APR on Steamsaws
Actually fix Mecharachnid running away
Add inherent accuracy scaling to Mecharachnid
Add block to Lightning Web tooltip
Reduce Lightning Web damage
Change Lightning Web duration to always be 4
Nerf Capacitator Discharge damage
Fix shockstaff tooltip
Reduce Shockstaff damage
Reduce Flame Turret damage
Reduce Flame and Steamgun Turret life rating
Reduce Grenade Launcher damage
Mecharachnid can now be renamed by the orders menu
Actually ban Heavy Weapons and Artillery from NPCs
Internal update to use some new code of the main game
Have fun in Eyal!
Tales of Maj'Eyal 1.6.6 "Vaulted!" is released!
My minions, I am happy and proud to give you Tales of Maj'Eyal 1.6.6 ! See https://te4.org/
This release is rather big, with quite some focus on reducing the felt "godmode" of the AI and some corner-cases of scalings.
Madness mode starts with more gold and HP. But don't worry you'll die anyway
Fixed (perhaps) some perma-ressource loss due to sustained talents
Worldmap ambushes npcs and graveyard coffin npcs are now of rank rare instead of elite, which they already were in all but name
Right click on the inventory icon on the toolbar will bring up the ingredients list
Reduce Blink Rune cooldown
Unflinching Resolve now cleanses in a set priority order and works on disarms instead of wounds
Ranged Arcane Vortex proc scales with material level
Increase base damage on Shadow Combat but reduced high end damage
Reduce scaling on Total Thuggery
Feed no longer prevents entering the world map
Fix Tentacle Totem always adding to player party
Reduce duration of Primal Infusion by 1
Clarify Gloom tooltip
Fix weapon damage display on Actor tooltips
Fixed a few bugs with Cursed Sentry
Any error now dumps a copy of the log into TENGINEHOME/4.0/tome/error-logs/'date'.txt
Reduce AI chase accuracy during Burrow and Movement Infusion
Daikara meteors do not remove special features (like weird pedestals) anymore
Reduce Howl rank on Gorbat
Fixed Mitosis not worked with negative life
Prevent Shriek and Howl from scaling with difficulty
Coup de Grace correctly restricted in range
Crystaline Half of Stone Wardens will only cast Rain of Spikes when a target is available
Spacial Tether correctly works with duration increase/reduction of the effect
Simplified main menu's new game option, with dev mode on it always shows a list of modules, without it only shows if more than one is installed
NPCs don't pass target if they haven't seen it for 7 turns (down from 10)
NPCs only pass aggro if they have had their target in their actual FOV at least once
Improve drops from pride uniques
Buff Summoner's Pheromones to increase damage received from their summons
Mindstars now randomly roll either as nature or mind damage (except for fixed artifacts) and give an Attune Mindstar talent to swap them to the other damage type
Tinker switching is now correctly affected by Switf Hands prodigy
Added vauls contest submissions! Several new and redesigned funky vaults for you to find and die in! Thanks to Helminthauge, Nsrr, Orange, Razakai, Recaiden and Starsapphire!
Add failsafe for if one of the Pride's orbs of command somehow didn't spawn
New artifact: The Far-Hand with teleport immunity and ability to teleport yourself away, or a foe
Brawler rares now use the same base unarmed damage as a player, instead of the one from the base NPC type; to prevent problems arising on some npcs taht have very strong base melee
Banned Predator talents from random NPCs
Disruption Shield correctly explodes once your mana dips below 50%, for whatever reason
Teleport and Phase Door now become less accurate with distance to target when used by the AI
Slightly increase numbers for Combat Accuracy
Target passing between NPCs is now based on rank, the lower the rank the less likely to alert
Savefiles now contain a "last_log.txt" which contains the last 2000 lines of well .. log. This is the actual game log, not the ingame message log.
Resistance penetration is capped at 70%
Halved the experience penalty on all races
Nerfed Freeze a little to prevent high level oneshoots
Trying to put a tinker in an object that refuses it will not add a few stats anyway (fixing Galvanic Retributor for example)
Spells cast by items (like on spell effects) will not trigger Aether Avatar penalty
Increase save rewards from escorts
Updates to visuals and sounds of some talents
Remove linear scaling from Spell Shield
Combat:attackTarget() returns total damage done
New hook "Actor:tooltip"
Add an ActorTalent.deactivate_on property for things that disable at various events
Add Actor:getCombatStats to get weapon properties for a given object
New method game.state:dynamicZoneEntry() to easily make new dynamic zones in events, vaults, ...
Dynamic zones can now be set to reload lists instead of saving them, using zone.embed_lists
In developer mode all generated maps' entities are now checked for upvalues. Beware evil code! Beware!
Developer mode: ctrl+shift+alt+right click on an NPC to move it around
Add Steampower to Actor tooltips
Change Automated Defenses Boltgun/Flamethrower to be PBAOEs instead of asking for targets
Fix Shockstaff object cloning
Heavy Weapons deactivate when leaving combat, running, or resting
Link turret weapon mastery to the summon talent level
Increase steam cost of all turrets
Remove armor penetration from Incendiary Rounds
Cap and reduce fear chance on Incendiary Powder
Increase Rocket Pod steam drain
Reduce armor penetration on steamguns
Limit Rocket Pod to 2 missiles
Ban Heavy Weapons and Artillery from NPCs
Fixed an error in a lore note of the pocket of time
Remove Weapon Automaton tinker (pending its upgrade to be actually working, likely in next update)
Change turrets to hardcode their physical power, accuracy, and steampower to the casters at time of summon
Turrets die when their summoner dies
Reduce the base life and life rating of turrets
Add icon overlay display for Stormstrike
Increase Grenade Launcher cooldown from 6 to 9
Add Magical to Boltgun Safety Overload effects
Fix Safety Override doing friendly fire
Change Weapon Expertise Boltgun to fire 4 attacks and disarm
Fix some no_energy tags
Fix Automated Defenses Shockstaff occuring at the start of next turn
Fix Shockstaff automated defense counting more than the weapon damage dealt
Allow Shockstaff Automated Defense to work at melee range
Schematics will not transmog anymore
Buffed Flashpoint
Halved the experience penalty on all races
Update the steamgun ego pool to load the base ranged pool and add a few new egos on top of it
Gauss Cannon always targets the farthest enemy
Fix Mecharachnid remembering the wrong weapon type to reequip on chassis change
Fix Mecharachnid not always teleporting when its summoner leaves combat
Mecharachnid will almost never use basic attacks
Mecharachnid will only escape via talents
Mecharachnid targets enemies that damage its summoner if it has no target
Remove the Mecharachnid on unlearn
Heavy Weapons now attack as part of their activation
Boltgun now generates steam on hit instead of reducing saves
Remove steam cost from Heavy Weapon basic attacks
Remove Taunt from Flame Turrets
Fix AED tooltip
Demolition nerfs
Writhing One's Worm that Walks can now be renamed (use the orders menu)
Shoes of Moving Slowly correctly combine with Shoes of Moving Quickly even with curses (requires a new pair of both after the patch)
Light of Revelation only works on foes
Somewhat reduced the rarity of most Forbidden Tomes
Halved the experience penalty on all races
Halved the experience penalty on all races
Have fun in Eyal!
Tales of Maj'Eyal 1.6.5 "The Long Dark" is released!
My minions, I am happy and proud to give you Tales of Maj'Eyal 1.6.5 ! See https://te4.org/
Adjust melee damage to re-emphasize importance of equipment tier and weapon base damage
Fix Searing Light range
Add unarmed damage display to Actor tooltips for NPCs that are unarmed
Change minimum unique/boss randboss level to 10 from 8
Reduce life regen on Wild Growth slightly
Change Sudden Growth to use a standard scaling pattern
Equipping a tinker now uses a turn
Last Stand now sets life to 1 if it was below 0 upon deactivating
Fix major bug with Ancestral Life energy gain
Fix anti-antimagic quest invuln sometimes bugging
Some protection against disappearing talents (due to addons or whatever)
Backlash and Focused Wrath range up 7 -> 10, additionally Focused Wrath gives respen for the duration
Changed several doomed talents to work with autoaccept target: Creeping Darkness, Blast and Focus Shadows.
Fixes glove ego procs being stuck with lower talent levels than they should
Buff Mind Sear, Psychic Lobotomy, and Sunder mind to be range 10 while Mind Storm is sustained. Additionally buffed Synaptic static's damage and radius slightly to match talents like Flash freeze.
Increase Mind Storm range from 7 to 10
Buff Yeek Wayist life
Change the source of some healing to their talent for better log entry
Replace Slumber with Nightmare on restful gloves
Prevent crafting with the same ring over and over
Add icon overlay to a bunch of effects
Expand early game stun talent level reduction to all disable talents but limit it to randbosses under L25
Revise Spellblaze Shard to be cooler
Allow Wyrmic weapon talents to work without a MH weapon
Fixed Disruption Shield from trying to work when mana is already below the limit
Blood splash healing shows as being from blood splash in the combat log
Fix Hold the Ground description not displaying the right cooldown
Autoaccept now works with Focus Shadows, Blast, Creeping Darkness
New physical/nature effect for Thalore's regen, also scales with willpower or constitution. No longer magical! Filthy magic!
Shatter Afflictions rune description typo
Reduce cooldown of Torque of Clear Mind
Allow Aether Breach casts to stack (but not happen any faster)
Exclude Manasurge from Aether Avatar restriction
Nerfed Aeryn's survivability
Prevent AI from spamming heavy weapons
Awesome Toss now works on base turns instead of player turns
Incendiary Powder correctly reduces armor
Fixed the log entry for Incendiary Powder's panic
Miasma Engine starts with 1 stack
Capacitor Discharge no longer crits multiple times, chain lightning effect is now hit rather than beam
Haywire Missiles deals correct damage
Lightning Web absorbs the correct amount of damage
Clarified several Annihilator tooltips
Fixed (for real this time) Horrific Display to not pull without the correct level of Call of Amakthel talent
Have fun in Eyal!
Tales of Maj'Eyal 1.6.4 "The Neverending Story" is released!
My minions, I am happy and proud to give you Tales of Maj'Eyal 1.6.4 !
This is a quick-fix release for a very nasty bug. Upgrading is vital.
Now that you've all enjoyed 32-chambers vault a lot, I will gracefully allow you to get the others back. Also, fixes the never-ending map generation bug
Fix casting Freeze at a target in a wall freezing you instead
Fixed Grappled tooltip
Fix Meteoric Crash nto applying highest dam to fire
A few misc fixes & addons sanity prevention
Arcane Amplification Drone now has a normal amount of HP but is invulnerable to any damage and inherits the caster's resists penetration to keep it useful later on
Fixed a bug with Advanced Targeting System when no target exists