Tales of Maj'Eyal 1.6.3 "Oops !.. I Did It Again" is released!
My minions, I am happy and proud to give you Tales of Maj'Eyal 1.6.3 !
This is a quick-fix release for a very nasty bug. Upgrading is vital.
Fixed archery from exploding in a big ball of errors. Very sorry, much self whipping :/
Changed the greater vault "32-chambers" to only require one exit and replaced diggable walls with doors
Applied a global reduction to the need to escape for tactical AI. This means NPC should be much less likely to teleport away (they can still do)
Fixed a bug with turrets upon reloading a savefile
Fixed Seeker Warhead tooltip
Fixed Tinker's Cave not appearing at birth for tinker classes in Age of Ascendancy campaign
Have fun in Eyal!
Tales of Maj'Eyal 1.6.2 "Bug Annihilator" is released!
My minions, I am happy and proud to give you Tales of Maj'Eyal 1.6.2 !
A "small" bugfix release this time :)
Disabled Probability Travel on NPCs; they don't know how to use it anyway
Fixed Bow Threading to correctly swap to bows
Reduced fixedboss randomclass talents spread
Fixes a bug with Annihilator's shield capacitor
Fix wand, totem, and torque damage tooltips not always using bonus damage in their descriptions
Limit Fire Dragon Shield procs to 4/turn
Disable Shadowstrike on NPCs
Reduce and cap Bone Spear damage
Replace Pale Drake Elemental Surge with Adept
Reduce the scaling of the Archmage resist pen scalers to approach 60% instead of 100% (does not affect players)
Increase Dissipation dispel from 4 to 8
Fix Mirror Image not actually taunting on cast
Remove Spine of the World from Gorbat
Limit Elandar and Vor to unlocking 1 category and ban several problematic talents
Made thoughtform use talents slightly more often
Fixes to block callback and archery AI
Changed Freeze scaling to something saner
Being Frozen will not prevent the application of Wet and Frozen Feet debuffs
If the caster is Frozen when casting Shatter, the ice block is instantly destroyed
Disruption Shield now has a hard cap to max mana considered for energy storage
Gloves and Gauntlets of tier3 and tier5 will now start dropping in tier2 and tier4 respectively, mainly to help Brawlers get better weapons in a timely fashion
Fixed a bug with Mark Prey tooltip
Fixed Horrific Display pulling foes even without Call of Amakthel level 5
Fixed Mutated Hand not using itself as a mastery
Fixed Preordain and Luckdrinker to correctly work from 7 stacks as the tooltip implied
Fix Galen's Flowing Robe
Fixed Metaphasic Echoes to do damage on the same area as Reality Breach did
Replaced Charm Mastery with Device Mastery from the [redacted] machine!
Fixed Galvanic Rod not being usable after dying
Static Shock now correctly allows equipping shields with Cunning
Autoloader makes your shots bypass allies harmlessly
Heavy Weapons no longer drain steam
Boltgun and Flamethrower correctly gain damage bonus from Autoloader
Heavy Weapon Expertise (boltgun) scales correctly and always applies the correct debuff
Turrets tooltip improved
Turrets gain increased armor
Flame Turret gains further scaling armor and resistances, and no longer gets damage decreased by Upgrade
Steamgun Turret damage improved
AI of all turrets improved
Gauss Turrets correctly ignore armor
Rocket Pods no longer generate Heavy Weapon Ammo
Seeker Warhead now always stuns, and uses a better tile
Mecharachnid can self-destruct
Mecharachnid no longer inflicts friendly fire
Mecharachnid can equip armor with Dexterity
Mecharachnid's Overrun gives Steamsaw Mastery
Mecharachnid Piloting ejects you in a wider area, reducing chance of crashes
Mecharachnid Piloting correctly grants resistances, and the damage bonus no longer stacks
Mecharachnid correctly uses Magnetic Accelerator to escape
Fixed Pincer Strike tooltip
Heavy Weapons deactivate when you rest
Tooltip of Chemical Grenade fixed
Increase max number of Raze procs to 25
Nerf Steam Power (the talent) scaling
Fix Furnace tooltip
Nerf scaling on Furnace (linear scaling is evil on NPCs)
Mecha will teleport to you after combat ends, and auto-rezzes when combat ends. Tweaked turret AI further
Removed dust and tooth requirements for arcane dynamo
Have fun in Eyal!
Tales of Maj'Eyal 1.6.1 "Techno-Annihilation" is released!
My minions, I am happy and proud to give you Tales of Maj'Eyal 1.6.1 !
On this day (baring timezone and delays shenanigans ;) ) the first line of code of the game is now 10 years old! To celebrate this tremendous anniversary the 1.6.1 release is quite beefy in terms on content for a "patch release". It includes many fixes and changes, most notable are probably the full rework of the four Prides with better and more diverse layouts, tilesets and mechanics. They also got leaner with smaller levels and much less laggy with vaults put into sublevels!
But that is not all, that is not even the biggest thing! A few months ago I announced that a big update to Embers of Rage was coming. And it came! With this update our orcish friends have discovered new ways of maining and mayhem! The Annihilator class is coming. Using both a steamgun and a shield, they wield terrible powers of destruction on the battlefield. They can create a powerful mecharachnid companion, create both hostile and friendly turrets, equip a set of heavy weapons (flamethrower, boltgun, shockstaff), equip a rocket launcher and even more fun stuff!
"Woha DG, this is great!" Yes it is my dear minion but .. this is not all! Unbeknownst to most of you I've also built a new .. thing for Embers of Rage. I've always wanted a steamtech "mage" class but could never figure how to make it. Well, I did; by introducing a new feature: class evolutions. Class evolutions are prodigies that once taken changes the rules of a class, orienting it towards new grounds! The costs for them are heavy, a prodigy point obviously, but usualy also talent points, or even category points. As a test ground for this feature, the first class evolution available is the Technomancer (Archmage). Once learn, Technomancers will learn to create an arcane dynamo tinker to put in a robe that will enable all their technomancy spells to work. There are three categories of technomancy (with one unlocked for free when taking the evolution): Occult (focusing on tearing apart reality with a steamsaw, doing arcane and temporal damage), Galvanic (focusing on creating death fields between galvanic rods, doing fire and lightning damage) and Terrene (focusing on the deployment of tiny cryogenic spiderbots that can harass and debuff your foes but also protect you).
Technomancers are the first and for now only class evolution available, but if this proves to be a well-working idea; many more can and will come!
Fixed some more leaks in Possessors
Update damage display on talents to new stun damage penalty
Also fix typo in Fire Dragon Shield description
Fix Mark Prey bloating savefiles
Fix a bug that could leave confusion effects permanent
Remove Elemental Surge from Vor
Remove Acidic Skin from Gorbat
Fixed some zones not being able to generate randbosses
Increase the minimum level on several antimagic egos
New tiles for Stone Wall spell
Rewrote/re-imagined the layout & tilesets & sizes of the four Prides. They should now be more interresting, smaller and way less laggy
New Gameplay option to display a warning and stop receiving key/mouse input for 2 seconds after loosing X% of max life in a turn (disabled by default)
Increased the visibility of Agony effect to reduce tedium of checking target to see the debuff
Changed Curse of Nightmares to not use hateful whispers as it provided anti-synergy with the efficient way of playing
Fix blighted summoning not working with some wild summons
Swap blink and shatter afflictions for Ogre and Shalore
Fortress quest is given upon inserting the rod even if it was somehow missed
Fixed Frenzied Focus when used by a NPC using TK-worn gem
Sanity check Aether Avatar against addons
Fixed a bug with Piercing Gaze
Fixed an error on the MTX UI when the game's internal browser is not available
Sudden Growth now can trigger effects affected by direct heals
Greater Checkerboard vault has had a revolution! It now features a new sort of incredible new mechanical contraptions: doors!
Decrease ring crafting costs for non-unique gems
Remove critting from ego charms and nerf damage
Increase cost and cooldown of breaths
Reduce damage and penetration on Chromatic Fury
Remove stat gain from Wyrmic Guile
Fix Primal Infusion not removing effects
Nerf Shadow Grasp damage
Buff Flexible Combat to 50%
Display randelites/randboss classes even outside of dev mode
Improve Striking Stance damage bonus
Restore exponential bonus to weapon damage
Reduce the early randboss damage penalty
Clarify Mirror Image description
Warshout now checks mental resist instead of physical
Yeek quickened racial activated at 70% life instead of the 30% advertised in its description
Heroism now gives the bonus for missing life it says it does instead of only giving a bonus to stat contribution aspect
Disabled escape AI from Spellblaze Crystal
Removed 300% cost modifier on Gates of Morning shops; instead Slazish Fens items have a 20% sell value modifier to prevent celestials from starting with high tier items
Updated Sun Paladin betray rewards to give augmented mobility talents instead of mobility talents
Fixed Painful Agony getting people stuck with antimagic when eating antimagic people
Fixed a bug preventing your from being prevented from respecing in combat ;)
Gesture of Pain now procs "Talent on hit(mindpower)"
Fixed recalling out of sublevel maps (like hidden vaults, event maps, ...)
Reduced minimum level for randbosses to spawn to 8
Fixed a bug preventing Fireflash from damaging the caster, even without Spellcraft
The way out of the yeek islands now opens after the first zone done
Reduced minimum level for rares to appear to 4
Increased Dark Torrent range to 7
Fixed saving in the Slumbering Caves
When making a new character the game will check if there is the same addon installed twice and refuse to start (and it won't work anyway), clearly explaining why and how to remove one of them
Fixed Divine Glyphs to not make the character explode in a glorious stream of errors. Also renamed Divine Glyphs to Empowered Glyphs. Divine does not really exist in Eyal
Fixed a bug that allowed to spawn the Worm that Walks without spending a point in it
Fixed Transcendent Electrokinesis interaction with Brain Storm
Shatter Afflictions rune now goes on cooldown when cleaning only crosstier effects but a much much reduced one (-75%)
Fixed hotkeys dispaying 0.5 cooldowns
Fix Frenzy permanently reducing defense
Briagh's Lair is actually shown on the map when Zemekkys tells you so
Fixed Skin of the Many to work on whitehooves
Adept prodigy now forces all known talents to update their passive effects (fixing notably Possessor's body storage count)
All robes now provide a bit of resist all instead of defense and robe egos buffed a little
New shimmer mirror feature: loading & saving whole shimmer outfits (save independently of savefiles so you can import them on other characters too)
Auto-bugreports will now include the game version a character was MADE in
Allow world map entry for various Cults detrimental effects
Fix Tentacle Trees always generating en masse.. again
Nerf/fix Drem Frenzy working on prodigies and passives
Prevent Entropy gain from healing out of combat
Update Drem starting inscriptions
Fix The Maggot deleting an escort from some builds
Prevented Fonts of Knowledge from reseting on meteor impacts
Fixed the worm that walks not coming back up after self-destructing
Fixed tentacle trees event, when they turn into a randboss they move you out of the way
New class: Annihilators! Ride around in your mecharachnid battle-tank, lay down turrets of doom, equip a mighty flamethrower, launch rockets, and MORE!
New class evolution: Technomancer! An Archmage's high level evolution that combines arcane power and steamtech
Removed Displacement Shield from Qog's Essentials (because it requires a target) and made the activation instant
Emergency Steam Purge now only uses half max steam, deals less damage and cannot crit
Fixed healing salves to correctly trigger on heal effects
Psionic Fog correctly ignores allies
Fixed Tinker Cave not always appearing when it should
Fixed Lifeless Rush not providing full stacks if you had some already
Fixed Solidiy Air volume
Updated all remaining wpeaon mastery talents to 1.6 standard
Update stores to 1.6
Fix outdated Block talent levels
Improve Doomelf starting inscriptions
Nerf Hardened Core and fix tooltip
Fix run/res autodeactivate on several talents
Fix Fire Haven floor event not being resolved
Fix Pitiless targeting, improve its effect duration increase cap and clarify tooltip
Fix Haste of the Doomed working without LOS
Remove Link of Pain from The Black Plate
Change Surge of Power heal to be flat instead of a % of max HP
Fix Fiery Grasp damage type
Fix Demonic Party not counting demon subtypes
Fixed Demon Statues from reseting at meteor impact
Have fun in Eyal!
Tales of Maj'Eyal 1.6 "A Late Delivery from Avalon" is released!
My minions, I am happy and proud to give you Tales of Maj'Eyal 1.6.0 !
Please do note this is *not* a full changelog of every little things. The 1.6 release contains so many changes and updates that it'd turn me mad organizing them into a semblance of changelog and it'd turn you mad reading it all (and if you want to turn mad you can just play Forbidden Cults expansion!). The original unabridged log is about 3500 lines long.
Also included are updates to the three expansions: Forbidden Cults, Embers of Rage and Ashes of Urh'rok.
And if you use addons, make sure they have a version for 1.6 or disable them; you don't want problems do you? :)
When a yeek exits the tunnels to the halfling complex and sees subject Z; a warning comes up from the wayist, urging you to flee
When a shader is missing, it'll use a default fallback (prevents loading game with missing DLCs/addons)
Classic UI can now cancel buffs by right-click
Load quickhotkeys prior to loading the game to fix hotkey ordering for "restart the same character".
Revised Anorithils
Disable fatigue for positive and negative energy
Updated/rebalanced some NPCs
Revised Defilers
Removed max level on all fixed artifacts. Material level already restrains them. This prevents some artifacts being near un-obtainable on higher difficulties
Fixed an issue preventing users with a too long password from login in. Woops sorry :/
Cunning techniques revisions
Greatly revised Summoners
Significantly revise 2H Assault
Fix NPCs shoving the player
Teleports now immediately maximize the AI's guess spread on your current location
Ethereal Form uses highest of Dex or Mag for its defense bonus
Rebalance Elemental Harmony
Revise many artifacts, egos, randarts and items
Revise Arcane Blade's Enhancement tree
Reduce Arcane Destruction damage and fix type to Arcane
Fix Glove display
Fix Adept causing infinite talent levels
Sustains will not disable at 0 Stamina or Mana anymore, as it is cumbersome and is easily prevented with a little regen anyway
Fix Slings not having a base speed
Add stairs up to Dark Crypt
Fix Elemental Harmony allowing self damage
Allow respeccing out of combat
Add a talent autouse for being out of combat
Multiple updates to combat damage log
Fix light radius letting Players (but not NPCs) see beyond their max vision radius
Resize and reposition how charges are displayed on effects
Several talents that move the player would not function at all or would behave unusually if auto-accept target was enabled.
Greatly revised inscriptions (runes & infusions)
Greatly revised the early game combat to make melee start less painful
Revise accuracy bonuses to have more impact and nicer breakpoints
Revise shield/glove combat table tooltips
Born into magic now actually gives 20% inc dam as advertised(up from 15%)
Change Stone Vines' and Rockswallow's damage to Nature and removed speed malus from Stone Vines
Revise some racial talents
Round most talent masteries to 0.0 or 0.3
Add many, many base character visual customisation options (beards, hairs, skin color, tatoo and so on)
Implement support for cosmetic & "useless fun" microtransactions
Revise Scoundrel and add it to the Rogue escort
Redesign the Vim resource (no more ability refund; Vim regeneration on any kill scales faster with Willpower and now also scales with target rank; Bloodcasting is now baselined in the resource allowing you to pay Vim costs with 200% of the cost as life)
Added an UI option to sharpen the map display
Fixed a bug preventing steamsaw/guns from generating as egos for randbosses (amongst other things) (yes fear the gunsnakes!)
Smallish revisions to Archmage
Update Worldly Knowledge to only include most of the currently available escort/quest trees
Remove defense penalty from block
Miscelanous revisions to many talents
Revise Antimagic
Major AI update, smarter, better, maybe faster
Fixed several screenshot issues
Randomly generated humanoid npcs now use the same cosmetic features available to players, randomly
Simplify SDL gamma calculation and restore default gamma on exit.
Levelup dialog shows variable parts of talent descriptions (like numbers that go up as you levelup) in green even at talent levels 0 and 5, to better see which values will evolve
Revision of Fears
Stores now restock every 10 levels
Prodigies are now gained at levels 25 and 42
Add a bonus to stealth rating for Armor of Shadows
Revise fixed bosses, now they can better levelup and learn new tricks too
Revise Wyrmics
Revise Doomed
Revise Cursed
Revise Stealth
Revise Shadowblade
Small revisions to Stone Warden
Ban Dreamscape entirely from NPC use
New scriptable map generator along with a variety of combinable algorithms for it
Modules Markers, IMPORTANT: Removed unpausing the game when using energy in engine.Actor:useEnergy as this was badly misplaced, instead superload useEnergy inside your own player class to do it, look at example's module Player class for how to
Tilemaps can be scaled, fliped, rotated; new Maze tilemap; Heightmap & Noise tilemaps can be normalized
Revised many Prodigies
To celebrate nearly 10 years of ToME, a new awesomely drawn custom player tile that comes from the very early days of the game
Stun: Cooldown lock changed to half, damage reduction changed to 50%
Confusion: Interaction with confusion immunity removed
Increase resting rate dramatically
Add 1 regen to Alchemist golem to reduce resting tedium
Remove Munitions from Archer and re-add Poisons
Remove useless trees from some classes
Remove melee retaliation from many NPCs
Zigur is now always present on the map but forbids entry to any magic user.
Reenable Skirmisher on NPCs
Yeeks in the shadow crypt will have .. a surprise
Show known lore menu now has a search bar (search by lore id, name and category)
Clicking on a lore entry in the "Show known lore" menu will display the lore in the usual parchment-like UI, for easier reading
New keybind for automatic target accept option, no default binding
Shimmer mirror now has a search box
Various visual improvements
Updated the way NPCs (randbosses) are assigned character classes
Object requirements can now be any random flag of the wearer
High Peak levels become smaller towards the end (but keep the same number of foes inside)
Increased foes density in the Prides
Escort quests will now spawn in the Infinite Dungeon (between levels 5 and 40)
Fixed some Infinite Dungeon challenges
Nerfed patrols a bit
Revise Ghouls
Nerf life leech stacking
Can send talent links in the chat from the talent's right click menu or in the levelup dialog by pressing ctrl+l
Revise shops system
More Mummies! Rejoice!
Revise archers
NUMEROUS* fixes and updates to a ton of things (can I be more vague? probably but it'll be hard ;) )
Buffed Nethergates. Be afraid.
When Kroshkkur is lost, the teleport spell to it is removed
Update for 1.6 cosmetic options
Fixed the books shader for some GPUs
Reduce Chronophage speed bonus
Tighten the radius rifts can spawn in
Fix Entropic Wasting merge behavior
Nerf From Below It Devours
Change WTW speed penalty to spell and phys speed instead of global speed
Replace Warborn with Drakeblood Strike
Fuel Pain now removes infusion saturation.
Fix Wrath of the Wilds description
Adjust values on Drake-Infused Blood and increase penalty for phys
Move Krog dual wield talent to Drake-Infused Blood
Add an acid aspect to Drake-infused Blood
Consume Whole now resets the cooldown of Digest
Increase the damage on Dissolved Face
Increase Reality Fracture rifts to 3 from 2
Add a failsafe for The One that Hunts not despawning
Significantly redesign the Hypostasis of Entropy fight
Fix Terrible Sight not reducing defense
Redesign Suspend to work as it was basically bugged to work anyway
Dramatically increase the talent level of talents gained from Painful Agony
Remove cooldown from Inner Tentacles
Increase Digest execute requirement from 10% to 20%
Reduce Digest cooldown to 12 from 15
Reduce Consume Whole cooldown to 14 and clarify insanity gain
Revise The Home Which Is Not
Add a self destruct to the Worm that Walks pet
Fix Monolith Armor deleting itself
Fix Grand Oration AoE display
Fatebreaker's damage redirect now lasts a full turn
Nihil, Atrophy, and Jinx will now be removed if line of sight with the source remains broken for 2 turns
Fix Atrophy triggering on sustains
Reduce Entropic Gift insanity gain from 20 to 10
Increase insanity gain of Netherblast from 8 to 11 and increase base damage
Reduce cost of Spatial Distortion from 20 insanity to 10
Reduce weapon damage of Defiled Blood to 10%
Rearrange the order Doom prophecies are learned in to Ruin, Treason, Madness
Increase damage on Prophecy of Ruin
Increase the level range and remove material tier from some of the forbidden tomes
Significantly revise and bug fix The Writhing Ring
Reduce WO Worm that Walks global speed to 80% from 100%
Fixed tentacle trees event to only be usable once and not block movement
Fixed the Font of Sacrifice to correctly only offer 3 choices, not the debug version 20 ;) I hope you all enjoyed the bug while it lasted!
Demented can be used in Embers of Rage campaign
Fixed Dead Hide
Fixed Solid Shell
Bosses in tier1 zones will not try to escape (following 1.6 change)
Steamgun Mastery & Psyshot talenst give Shoot talent when learnt
Update escorts to 1.6 standard
New artifact: the Laser Powered Giant Smasher
Added correct attachement spots for Orcs. How the hell did I miss that!
Update for 1.6 cosmetic options
Shoes of Moving Quickly now have a player doll tile
Much more fitting door opening sound for doors in the GEM and the Palace of Fumes
Tinker escort in the infinite dungeon will give a teleporter to the tinker's cave
Set Kruk Cloak as a cosmetic item
Update for ToME 1.6 combat training talents
Disabled Sawrd
Fixed size category of the pre-endbosses
Fixed Nimbus of Enlightenment
Tinkers in Age of Ascendancy campaign start with the tinker's cave on the worldmap
When Tinker's Cave is placed, it's location is now random like any other zone encounters, to prevent it being over-rideable or orveridden
Sawbutchers start with known Steamsaw tinker
Gunslingers and Psyshots start with known Steamgun tinker
AAAs can not be sent to Kruk from other campaigns
Wheel of Fate marked as not usable by NPCs
Bosses in tier1 zones will not try to escape (following 1.6 change)
Rogroth and the Planar Controller can equip their artifacts
Bleak Outcome debuff expires when the source is killed
Clarify the range of Fearfire Mantle
Fixed Overwhelming Fear lost message
Plaguefire explosions will only affect foes
DarkGod turns evil: Microtransactions, but the good kind!
So let's say it upfront: no pay2win to be seen in there!
Now that this is said let's get into more fun details. So if there is no pay2win, what will there be? Many things! Mostly fun and/or cosmetic stuff as could be expected:
Additional Online Item's Vault space. Any purchase of the game, expansions, donations, ... already provides vault space, but this is for even MOAR!
Various cosmetic themed packs. These will include shimmer appearances for most items, plus sometimes/usually additional cosmetic options for playable races. "But DarkGod, I want to have racial cosmetic options without giving you more money!" Well, fear not for 1.6 does bring in a ton of those for free anyway. The more, the merrier! Oh and do not go around thinking you'll expansive cosmetic items one by one! No my good minions, a pack is about 2€ and usualy contains are 50 items appearances and a whole set of racial customization options!
Community events! Now for something a little different. In Tales of Maj'Eyal community events are temporary stuff that are sent by the server to any currently playing character. The server randomly sends two of those, called the Bearscape and the Lost Land of Poosh, to players automatically. There are many more, like seasonal ones, or ones only I can push when I feel like it. Now players will be able to acquire the ability to trigger either the Bearscape or Poosh themselves, in addition to the random server pushes that are not changing. But wait there is more! They are still community events, so whenever somebody buys and triggers one, all players currently online will benefit!
I don't like pay2win. I really really don't. So instead of doing pay2win, I've decided to add a pay2die system instead! If you think your character is too strong, that nothing can kill you as you stride effortlessly through the toughest of foes, just buy this option and get a few level 500 god-level horrors randbosses summoned on you! Death is guaranteed! You can even boast online by showing off what horrible horrible creatures are about to kill you!
To be perfectly clear: this is just a way for people who want to support the game to do so while getting a few cosmetic/fun stuff out of it. The game itself is free/cheap and will keep on being so because making my game accessible to more people is something I truly believe in. Also I'm an evil god of darkness, thus I want to reach as many minions as possible; you know to eat their souls and stuff... :)
The first three cosmetic packs are now available: Pyromania, Iron Throne Couture and Plumpkin Daper!
A huge thanks to all those contibuted to help make this release the biggest release ever! Have fun in Eyal!
Tales of Maj'Eyal 1.6 BETA6 is up for grabs!
My minions,
One more beta for you minions! You'll find to access the beta on Steam by using the beta password "omfglookatthosebugs".
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.
The current DLCs will still work in 1.6 so you can test with those but they will each get a small update at the same time as the final 1.6 release to update how they process melee talents to be inline with the new 1.6 way. NOTE: DO NOT ENTER the Caves of Hatred in Embers of Rage. It needs updating of embers to work with 1.6.
Please only use official addons/DLCs when testing.
Changelog from beta5:
Fixed the possessors bug (for real I hope)
Fixed a bug with some negative & positive spells cost erroring out
Now go test it out my minions!
Tales of Maj'Eyal 1.6 BETA5 is up for grabs!
My minions,
One more beta for you minions! You'll find to access the beta on Steam by using the beta password "omfglookatthosebugs".
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.
The current DLCs will still work in 1.6 so you can test with those but they will each get a small update at the same time as the final 1.6 release to update how they process melee talents to be inline with the new 1.6 way. NOTE: DO NOT ENTER the Caves of Hatred in Embers of Rage. It needs updating of embers to work with 1.6.
Please only use official addons/DLCs when testing.
Changelog from beta4:
Fixed (hopefully) the savefile bloating happening for (mostly) Possessors
Reduced Fire Breath damage to more sane levels
Shimmer mirror now has a search box
Fixed keywords on charms
Buffed Pulverizing Auger
Reorganized Water & Ice trees and buffed the early spells
Fixed the black line appearing at the bottom of the screen on some resolutions
Fixed Sunburst
Fixed a death bug
Fixed some weird recursions
Fixed a bug in AI displace code
New keybind for automatic target accept option, no default binding
Misc fixes
Now go test it out my minions!
Tales of Maj'Eyal 1.6 BETA4 is up for grabs!
My minions,
One more beta for you minions! You'll find to access the beta on Steam by using the beta password "omfglookatthosebugs".
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.
The current DLCs will still work in 1.6 so you can test with those but they will each get a small update at the same time as the final 1.6 release to update how they process melee talents to be inline with the new 1.6 way. NOTE: DO NOT ENTER the Caves of Hatred in Embers of Rage. It needs updating of embers to work with 1.6.
Please only use official addons/DLCs when testing.
Changelog from beta3:
Revision of the Predator tree
Revision of Blighted Summoning
Positive and Negative energies are subject to fatigue again but only for costs, not gains
Updates to Anorithil
2H penalty debuff does not go away when dying
Made Eldritch Shield and Earthen Power trees interract with the Block talent
List of talents affected by Body of Stone is now moddable by addons
First Prodigy point is now at level 25
Talent Category point of level 36 moved to 34
Fix Aether Beam not respecting Spellcraft
Many misc fixes
Now go test it out my minions!
Tales of Maj'Eyal 1.6 BETA3 is up for grabs!
My minions,
One more beta for you minions! You'll find to access the beta on Steam by using the beta password "omfglookatthosebugs".
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.
The current DLCs will still work in 1.6 so you can test with those but they will each get a small update at the same time as the final 1.6 release to update how they process melee talents to be inline with the new 1.6 way.
Please only use official addons/DLCs when testing.
Changelog from beta2:
Nerfed a bit the Weirdling Beast (it learns new classes at a bit higher level)
Randelites/boss now won't try to escape/kite forever and ever
Reduced the wants to escape & kite a bit in targets marked as ranged
Increase the Willpower contribution to Vim gain
Add life display to Blood Grasp
Rush correctly autotargets if the option is on
Passives that are spells, nature powers, ... will show as such in their descriptions
Reduce sustain cost of Blood Fury
Reenable Skirmisher on NPCs
Fix Drake's Bane strength requirement
Fix Bone Spike not proccing
Fix Prothotipe's Prismatic Eye
Redesign Windwall ego
Improved shop jewelry crafting
Improve some base gem stats
Fixed Overkill bad interaction with some talents
Temporal Hounds never flee
Fixed Fearscape targetting
Fixed the Assassin Lord not being visible at first, and added a little bonus surprise
Fixed Telekinetic Leap
Fixed Psiblades putting charms on cooldown and adding back stuff to the hotkeys
Fixed Freeze duration reduction gainst friendly targets (it now works) and reduced it a little to not be completly insane
Fixed Ice Shards to actually do bonus damage against wet foes
Shivgoroth Form shows Ice Storm infos in its description
Fixed Frost Treads and buffed the movement speed a bit
Restore Dirty Fighting to unarmed damage
Fixed dropping cursed sentry items
Fixed Sook's shop
Fixed Venomous Strike taking two turns
Fixed Summoner's Turtle taunting, and now also auto-taunts when summoned
Crused Sentry will try to find a free spot nearby to apepar if targeted directly at a creature
Yeeks in the shadow crypt will have .. a surprise
Secrets of Telos prodigy cant be taken by NPCs
Aether Beam is not disarmable
Fixed icon for Arcane Strike
Amulets of healing got a new more in-theme icon
Shadows of low level doomed rares do less damage
Fixed some magic checks to enter Zigur
Essence of Speed cost reduced a bit
Circle of Sanctity range reduced a bit
Moar fixes
Now go test it out my minions!
Tales of Maj'Eyal 1.6 BETA2 is up for grabs!
My minions,
Version 1.6beta1 went rather well for a first beta with surprisingly few explody-parts but still, beta2 is here to fix them (and more)!
You'll find to access the beta on Steam by using the beta password "omfglookatthosebugs".
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.
The current DLCs will still work in 1.6 so you can test with those but they will each get a small update at the same time as the final 1.6 release to update how they process melee talents to be inline with the new 1.6 way.
Please only use official addons/DLCs when testing.
Changelog from beta1:
Fixed running on Linux's new Steam client
Swift Shot and Bull Shot only lower cooldown when actually moving
Repulsion only works on foes
Dreadfell bosses & Shade of Telos cant roll wilders
Fixed message upon gaining a prodigy at lvl 42
Characters that know Antimagic can enter Zigur, no matter the rest of the conditions
Reverted saves changes
Fix The Fragmented Essence of Harkor'Zun
Fixed Gates of Morning heavy armor shop
Fixed imbued staff ego
Fixed Daunting Presence gfx
Greatly simplified Creeping Darkness code, it now simply blocks sight for all unless they have Dark Vision
Running ignores glyphs
Simplified (and likely fixed) Whirlwind code
Fix confusing dialog when you don't give the mage apprentice an item.
Some more safeties/sanity checks against old addons
Fix a bug with Blach Mesh
Fix some infinite recursions
Fixed a bug with pathing
Fixed ego ammo bugs
Fixed temporal hounds on level change
Fixed Obliterator
Fixed error on some item on_melee_hit effects
Better auto-error reporting
Fix Fearscape error
Add core.display.breakTextAllCharacter method to force text lines splitting to happen on any characters (useful for asian languages)
Fix confusing dialog when you don't give the mage apprentice an item.
Fixed Sharpen Display option
Fixed Steam microtransactions code. If you attempted to test it and it failed, please retry now (note as long as you do not get a success message you've not been billed anyway)
Many other misc fixes
Now go test it out my minions!
Tales of Maj'Eyal 1.6 *BETA1* is up for testing!
My minions,
Finally the day of 1.6 has come, well, it's only beta but still, beta has come! ;)
You'll find to access the beta on Steam by using the beta password "omfglookatthosebugs"; or you can use the beta from the official site there: https://te4.org/beta-test
For the first time I'm putting a beta on Steam, as I know many requested it; but still 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.
The current DLCs will still work in 1.6 so you can test with those but they will each get a small update at the same time as the final 1.6 release to update how they process melee talents to be inline with the new 1.6 way.
Please do note this is *not* by any stretch of the imagination a full changelog. The 1.6 release contains so many changes and updates that it'd turn me mad organizing them into a semblance of changelog and it'd turn you mad reading it all. The original unabridged log is about 3500 lines long.
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.
When a yeek exits the tunnels to the halfling complex and sees subject Z; a warning comes up from the wayist, urging you to flee
When a shader is missing, it'll use a default fallback (prevents loading game with missing DLCs/addons)
Classic UI can now cancel buffs by right-click
Load quickhotkeys prior to loading the game to fix hotkey ordering for "restart the same character".
Greatly revised celestial positive spells and a few negative ones
Disable fatigue for positive and negative energy
Updated/rebalanced some NPCs
Revised Defilers
Added an UI option to sharpen the map display, as requested by some
Removed max level on all fixed artifacts. Material level already restrains them. This prevents some artifacts being near un-obtainable on higher difficulties
Fixed an issue preventing users with a too long password from login in. Woops sorry :/
Cunning techniques revisions
Greatly revised Summoners
Buff Giant Leap
Improve Elemental Surge
Significantly revise 2H Assault
Fix NPCs shoving the player
Teleports now immediately maximize the AI's guess spread on your current location
Ethereal Form uses highest of Dex or Mag for its defense bonus
Rebalance Elemental Harmony
Revise many artifacts, egos, randarts and items
Revise Arcane Blade's Enhancement tree
Reduce Arcane Destruction damage and fix type to Arcane
Fix Glove display
Fix Adept causing infinite talent levels
Sustains will not disable at 0 Stamina or Mana anymore, as it is cumbersome and is easily prevented with a little regen anyway
Fix Slings not having a base speed
Add stairs up to Dark Crypt
Fix Elemental Harmony allowing self damage
Allow respeccing out of combat
Add a talent autouse for being out of combat
Multiple updates to combat damage log
Fix light radius letting Players (but not NPCs) see beyond their max vision radius
Resize and reposition how charges are displayed on effects
Several talents that move the player would not function at all or would behave unusually if auto-accept target was enabled.
Greatly revised inscriptions (runes & infusions)
Greatly revised the early game combat to make melee start less painful
Revise accuracy bonuses to have more impact and nicer breakpoints
Revise shield/glove combat table tooltips
Born into magic now actually gives 20% inc dam as advertised(up from 15%)
Change Stone Vines' and Rockswallow's damage to Nature and removed speed malus from Stone Vines
Revise some racial talents
Round most talent masteries to 0.0 or 0.3
Add many, many base character visual customisation options (beards, hairs, skin color, tatoo and so on)
Implement support for cosmetic & "useless fun" microtransactions
Revise Scoundrel and add it to the Rogue escort
Redesign the Vim resource (no more ability refund; Vim regeneration on any kill scales faster with Willpower and now also scales with target rank; Bloodcasting is now baselined in the resource allowing you to pay Vim costs with 200% of the cost as life)
Added an UI option to sharpen the map display
Fixed a bug preventing steamsaw/guns from generating as egos for randbosses (amongst other things) (yes fear the gunsnakes!)
Small revisions to Archmage
Update Worldly Knowledge to only include most of the currently available escort/quest trees
Remove defense penalty from block
Miscelanous revisions to many talents
Revise Antimagic
Major AI update, smarter, better, maybe faster
Fixed several screenshot issues
Randomly generated humanoid npcs now use the same cosmetic features available to players, randomly
Simplify SDL gamma calculation and restore default gamma on exit.
Levelup dialog shows variable parts of talent descriptions (like numbers that go up as you levelup) in green even at talent levels 0 and 5, to better see which values will evolve
Revision of Fears
Add a bonus to stealth rating for Armor of Shadows
Revise shops
Revise fixed bosses, now they can better levelup and learn new tricks too
Revise Wyrmics
Revise Afflicted
New scriptable map generator along with a variety of combinable algorithms for it
Revise Stealth
Revise Shadowblade
Ban Dreamscape entirely from NPC use
Modules Markers, IMPORTANT: Removed unpausing the game when using energy in engine.Actor:useEnergy as this was badly misplaced, instead superload useEnergy inside your own player class to do it, look at example's module Player class for how to
Tilemaps can be scaled, fliped, rotated; new Maze tilemap; Heightmap & Noise tilemaps can be normalized
Revise Prodigies
To celebrate nearly 10 years of ToME, a new awesomely drawn custom player tile that comes from the very early days of the game
Stun: Cooldown lock changed to half, damage reduction changed to 50%
Confusion: Interaction with confusion immunity removed
Increase the spawn level of the Melinda event to 30
Increase resting rate dramatically
Add 1 regen to Alchemist golem to reduce resting tedium
Remove Munitions from Archer and re-add Poisons
Remove useless trees from some classes
Remove melee retaliation from many NPCs
Zigur is now always present on the map but forbids entry to any magic user.
Various visual improvements
Updated the way NPCs (randbosses) are assigned character classes
Object requirements can now be any random flag of the wearer
High Peak levels become smaller towards the end (but keep the same number of foes inside)
Increased foes density in the Prides
Escort quests will now spawn in the Infinite Dungeon (between levels 5 and 40)
Fixed some Infinite Dungeon challenges
Nerfed patrols a bit
Revise Ghouls
Nerf life leech stacking
Can send talent links in the chat from the talent's right click menu or in the levelup dialog by pressing ctrl+l
Revise shops system
More Mummies! Rejoice!
Revise saves (saves against effects, not savefile!)
Revise archers
NUMEROUS* fixes and updates to a ton of things (can I be more vague? probably but it'll be hard ;) )
A huge thanks to all those contributed to help make this release the biggest release ever!