Tales of Maj'Eyal 1.5.2 aka "Forever and More" is released!
My minions, I am happy and proud to give you Tales of Maj'Eyal 1.5.2 ! See http://te4.org/
Enjoy and have fun in Eyal!
Various fixes to Archer balance
Chats that somehow end up being too tall for the screen now force to clip top so that controls are always visible
Fixed Cornac extra points in the Infinite Dungeon
Buffed Nova and Shock damage
Feather Wind also increases pin and stun immunities
Reduced the mana cost of Hurricane, Thunderstorm and Chain Lightning
Fixed a rare level generation crash in the Prides
Have fun in Eyal!
Tales of Maj'Eyal 1.5.1 aka "Forever and Some" is released!
My minions, I am happy and proud to give you Tales of Maj'Eyal 1.5.1 ! See http://te4.org/
Enjoy and have fun in Eyal!
Reduce post-player TL scaling on Shadowstrike
Reduce post-player level scaling on Lethality
Reduce Blade Flurry cost
Reduce randart armor powers
Reduce range of Projection ego to 7
Fixed a bug where Volley and Called Shots took 2 turns
Fixed multiple shader effects on Intel & AMD GPUs
Spider-Silk Robe of Spydrë lore only pops when worn by the player
Fixed rare bug with crippling poison
Clarified Light Armour Training requirement, it is only for body slot
Fixed auto update of addons & DLCs in the non-steam version
Terrain's "damage_project" callback now receives source talent, if any
Pulverizing Auger (and all damage spells) now works for stabilizing wormholes in the Abashed Expanse
Fixed Chants and Hymns
Fixed cancelling Vault early
Full Control correctly recomputes speed for bodies with a base speed change (like midget swarms)
Full Control only grants speeds that are a benefit for you
Possess timed effect is now of type "other"
Fixed the Crystal Heart
Shimmering fully ignores randarts and rares
Possession correctly respects the number of types learnable
Various small rare fixes
Have fun in Eyal!
Tales of Maj'Eyal 1.5.0 "Unbroken, Unforgotten", Embers of Rage 1.0.4 and Ashes of Urh'Rok 1.0.6 are out!
My minions, I am happy and proud to give you Tales of Maj'Eyal 1.5.0 ! See http://te4.org/
This release also is joined to a release of Embers of Rage (1.0.4) and Ashes of Urh'Rok (1.0.6)!
Enjoy and have fun in Eyal!
Major Features
New donator/buyers class: Possessors
Imported Stone Wardens class into the base game, with an unlock
Fully rewrote Archer class
Fully rewrote Rogue class
Reworked Chants and Hymns trees
Buffed Antimagic
Much improved Infinite Dungeon, with new layouts, terrains and challenge levels
New visual effects for many, many talents, both old and new
New "shimmer" cosmetic feature for donators/buyers to change the look of your gear and finally look dapper!
All artifacts now have unique player doll images, to look even more dapper!
Misc
New quests popup visuals, varying depending on the type and status of quest
Rewrote Survival tree
Altered other warrior & rogue subclasses to match new categories
New Light Armour Training talent
When the player enters a level (the first time only), any nearby hostiles in radius 5 are scattered around the level, to prevent entering deathtraps
When unlocking poisons the Lord unlocks un already learnt
Adventurers start with a cloak in inventory
Antimagic now scales with either Mindpower of Physical power
Resolve now works even while Antimagic Shield is up when at level 5
Mana Clash now also adds a timed effect that adds manaburn to all damage dealt
Antimagic Shield max absorb buffed and now does a manaburn backlask against the attacker
Aura of Silence now also restores equilibrium for each foes silenced
Talent descriptions automatically note talents that won't break stealth.
Rares/Uniques/Bosses/Elite Bosses/Gods now have distinctive markers on them to easily notice them
Increased Epoch's Curve range by 1
Nerfed cooldown and healing on Bathe in Light
Staves accuracy bonus is now halved for short staves
Brittle Clear Oozes are much rarer
Nigthmare has slightly increased chance of rare spanws
Stairs can not be used for some turns after a kill (0 on Easy, 2 on Normal, 3 on Nightmare, 5 on Insane, 9 on Madness)
Ogres's Writ Large lets them get a 6th inscription slot as before, but they have to use a category point to actually unlock it
Buffed Highers (Gift also gives healing mod%, Overseer grants telepathy on hit, Born into Magic has better numbers)
Dwarf Stoneskin fully ignores the triggering attack, and correctly states it has no cooldown and can re-proc while active
Nerfed infravision on the experiments in the Blighted Ruins
Buffed Ghouls (Ghoul provides more stats, Ghoulish Leap provides a global speed boost on landing, reduced Retch cooldown a little, increased Gnaw stats reduction and ghoul spawned is fully
controllable)
All summons affected by Blighted Summoning get max vim on spawn
Buffed Skeletons (Skeleton gives more str/dex, reduced cooldown of both Bone Armour and Re-assemble)
Buffed Dwarves (Resiliense gives hardiness, Stoneskin and Power is Money give higher numbers)
Dark Empathy now also transfers the caster's resists cap
Cornacs start with one more generic point and gain additional class and generic points while leveling
Nerfed Ogres a little (and buffed a little)
Some slight Shalore nerfs (and a buff)
Augmentation updates with each stats change and has a small cooldown
New "Detach Tinker" command in the item's menu to remove a tinker from an object, worn or otherwise
Tinkered objects show the tinker they use in their names
Dwarven Adventurers can use stone wardens talents
All zones now update their base level each time the player enters
All liches NPCs have 50% chance to ignore crits, archliches and bloodliches have 100%
Lichform grants 100% stun & disease immunity
Lichform now has a new rank 7, which is much more powerful than puny level 6 liches !
Skeleton's Re-Assemble can not be cheesed anymore
Healing modifier scales (0.5 power) with constitution.
When disarmed, some traps give the player a chance to learn (unlock) a related trap talent.
Revised (nerfed) Gesture of Guarding's deflection value (similar to parry).
Talents whose descriptions contain a damage will now also base it on the stunned/dazed/number/.. state to reflect the actual damage that can be done more accurately
Player AOE targeting with stop block will not block on unseen actors.
Player AOE targeting highlights with stop block will not be blocked by unseen actors.
Darkest Light will not appear on randbosses/elites anymore
Infinite Dungeon levels sometimes get zone-wide auras
Backup guardians can now drop tier 5 items
Levelup dialog has a checkbox to hide unknown categories, should help a lot Adventurers
New game option in Misc section to show or hide cloak hoods (off by default)
Added a Font Scaling option to the video menu, from 50% to 300%
Capslock to scroll is now rebindable like any other keybinds, under the name "Scroll map mode"
Corrections/clarifications to the descriptions and log messages for a few artifacts.
Short staves will appear smaller than normal ones on the player's doll
Unique tiles for all artifacts, including every possible versions of the Crystal Heart and Crystal Focus
Bone Shield displays current and max charges on the icon
Buffed quick, supercharged, and overpowered charm egos a bit (better cooldowns)
Reworked Hornet Stingers to be useful. Now 20 damage per turn up from 15 and 20% talent failure rate up from 5%.
Added unarmed on-hit Cursed talents for Ruthless Grip so brawlers won't be so sad. Lowered the healing mod malus from -20% to -10% so it will be a safer choice. Slight increase in price and
slight decrease in base power and on-hits to balance it out with its new talents.
Revamped Spellblade. Changed level range from 40-45 to 35-50 to hopefully see it drop more often.
Black Mesh now has a 100% chance to pull in the attacker to reinforce its identity (only once per turn), clarified the on-block tooltip to let people know what it really does.
Filled in missing proc chance for Coral Spray, changed wording slightly.
Fire Dragon Shield now has a 30% chance to cast level 2 Fire Breath on your foes in radius 6, possibly stunning them. Added 15% fire affinity for flavor and usefulness.
Changed Scale Mail of Kroltar's activable from Lv 3 Inferno (Archmage skill) to Lv 3 Devouring Flames (Wyrmic skill) for flavor, slight increase in utility!
Dragon Helm of Kroltar now has +5 wil, +10% phys/fire damage, 0.2 Fire drake aspect mastery. Changed activable to level 3 bellowing roar for flavor and usefulness. Changed to properly use
armor training 1 instead of 3 as all other helms do for consistency, it pairs with mail armor anyways. Set bonus gives an additional +14 luck for a total of 10.
New tileset for the Heart of the Gloom, with a different one for the dream version of it and an other variant for the Grushnak pride also using it
Crooked club no longer unreliabe, battle call is now level 2 and an activable. Physical Repulsion on crit changed to regular Physical.
Malslek the accursed's hat no longer arcane-powered to accomodate antimagic psions.
Skin of many gets +30% blindness immunity instead of fear for undead, as they're already fear immune.
Mighty Girdle now has +40 hp, -10% fatigue. Set bonus loses 40 hp and gains an extra -10% fatigue
Mighty Girdle base cost down to 150 from 350
Make Impending Doom less annoying to deal with by reducing healing mod malus to 80% from 100%
Halfling racial talent also increases steam crits
Disabled greater-crypt and trickvault vaults (the ones with the levers/tricks that sometimes bork) until they can be remade in a way that cant trap players forever
Can not recall out of subvaults
Increased price of Emblem of Evasion
Flat damage resistance is now subject to disminishing returns, usign the same formula as foo-powers and saves; except on base of 40 (so up to 40 there is no disminishing at all)
Spellhunt Remnants can not be upgraded witha tinker inside, and says so
Solipcism psi regen on heal/life regen works even if life/regen is blocked
Stone Skin now has a chance to reduce a random talent's cooldown when hit in melee
Default targetting now prioritizes targets in line of sight over ESP ones
Arrows also get the 2h ego multiplier
Bows now have a ego multiplier like other 2h weapons
Added base physical power/crit to character sheet.
Unlocked Mobility for Marauder
Reduced Shield Wall scaling and cooldown
Reduced Last Stand cooldown
Increased Bulwarks life rating
Improved APR on egos and added some new ones
Update Heavy Armor Training to use a standard scaling formula
Reduce Snap cooldown to 30 and stamina to 25
Eye of the Tiger is now configurable by addons
Magic of the Eternals correctly increases all crits (including Embers of Rage's Steamcrit)
Temporal Elementals have new tiles
Lady Nashva the Streambender finally has her own tile
Shadowblades gain Mobility tree
te4_log.txt on OSX is now always in /tmp
Providence does not heal anymore
Reduced max possible cooldown a little on shielding runes
Upgrade to rare items generation & redesigned some egos & powers
Removed healmod malus from Death's Embrace
Cinderfeet no longer damages friendlies
Vault walls in High Peak, Rak'Shor Pride and Grushnak Pride now match the visual theme
High Peak now have many possible events, including subvaults
Vaults have a much much higher chance to appear in the four Prides
Minor Brawler update
Detonate works through Through The Crowd
Fast as Lightning also grants 50%% chances to fully evade dy displacement
Lucky Day also provides a permanent 10% chance to evade damage by moving away
Garkul's Revenge also increases damage to giants
Temporal Form also grants Anomaly Flawed Design, Anomaly Gravity Pull and Anomaly Wormhole
Aether Permeation also gives 10% arcane resist cap
Armour of Shadows give 20% evasion when on unlit tile
Never Stop Running cooldown reduced to 8
Draconic Body cooldown reduced to 15
Corrupted Shell also increases armour
Through The Crowd now also grants 3% global speed per stack (up to 15%%) and is also given to all party members
Giant Leap cooldown reduced, also removes all stun/daze/pin effects
Windtouched Speed now also reduces all cooldowns by 10%
Limit GWF to once per turn and re-buff proc rate and duration numbers a bit
Superpower changed 60% of Strength and 40% Willpower modifier
I Can Carry the World also grants a size category and 10 more strength
Massive Blow also applies Counterstrike if a wall is hit (and fixes desc to reflect it ignores save & immunity)
Clarify weapon proc descriptions and change a few numbers
Animus Hoarder: extra soul chance (nerf)
Shield Expertise: save bonuses
Putting Telos Staff Crystal in an alchmist golem changes its name and gives it.. personality
Crystalline items can be unmade and remade again at a higher tier.
Telos items now form a set.
Ureslak's Femur and Ureslak's Molted Scales form a set.
Ureslak's Molten Scales can now be activated to gain a reactive resistance buff
New lore to the High Peak
Display negative life in the UI instead of ???
Switched Manathrust and Arcane Power spots
Switched Pulverizing Auger and Stone Skin spots
Necromancer's Dark Empathy now helps minions not kill each other
Level 3 and up of Aura Mastery has a 25% chance to return souls from minions on death if they're inside the aura
Animus Hoarder is passive to reduce mana and soul strains early
Chill of the Tomb has a 100% chance to create a wisp if it kills a friendly necrotic minion while Will o' the Wisp is sustained for synergy
Lowered overall mana costs and cooldowns on Necromancer's non-locked trees slightly to prevent as many dead turns
Fixes
Fixed a rare offline vault problem for some people
Lever in Gorbat pride is not hidden by the sand anymore
Fixed Dominant Will to correctly fade away
Clarified/fix descriptions of several talents.
Shadows affected by Blighted Summoning now come up with full vim
Fixed Stone Warden Halves bug
Fixed a bug with small maps not centering correctly
Cloning one of the acolytes in the Dark Dungeon will not prevent saving Melinda
Fire hatchlings summoned by the Grand Arrival of Fire Drakes do not count towards the max summon limit
Leveling up talents in the LevelupDialog will not break stealth or other effects.
Fix Escorts being overwritten by other Actors during level generation.
Updated missing scaling of talents Chromatic Fury, Pure Aether, Uttercold, FrostDusk, Crystalline Focus, and Wildfire
Slime Roots can not reset fixed cooldown talents anymore
Recursing attacks, like Sawrd in Embers of Rage, can be set to deal less procs damage
Fix bug in Actor:fireTalentCheck and Actor:iterCallbacks clearing __project_source field incorrectly after callbacks.
Entity: Added getTemporaryValue function. Updated some temp value error messages to include name/uid of entity involved.
New actor property: "talent_no_resources" to make individual talents cost no resources
Added handling for actor.forbid_talents table
Static tmx loader can now understand object layers with names like "spawn#actor"
Actor:getTalentLevel will correctly return 0 for unknown talents
Actor:canSee correctly calculates and uses the correct chance to see when the target has both Stealth and Invisibility.
Game:logVisible does a better job at determining when non-actors are identified by the Player in log messages. Updated the comments for the log management functions.
The Building map generator can now accommodate rooms.
Rooms are (depending on their design) seamlessly integrated with the BSP-based automatic buildings.
Added a rng.rarityTable function
Stores can now ignore material levels with ignore_material_levels=true
New callback "callbackOnQuickSwitchWeapons"
Marked multiple achievements as "huge", there were none! Oh!
Range Amplification Device fatigue penalty reduced to 20%
Arcane Amplification Drone does not damage the caster
Reduced Automated Reflex System cooldown to 4
Fixed powering the Ring of Lost Love
Eye of the Tiger now affects steamtech talents
Molten Points can not be removed anymore
Gunslingers start with a unique cloak, no special powers but a unique and cool looking skin!
New player doll tiles to match ToME 1.5 system
Reduced Sawrd procs power
Added support for Possessors
Explosive Steam Engine and Tremor Engine now correctly work even outside of sight
Reduced some salves power a little
Increased Pain Enhancement System cooldown
All weapons tiers now have a doll tile per tier. No more will that awesome voratun sword look like a boring iron sword!
Fixed (nerfed) poison water damage in Dominion sewers.
Fixed some issues with AAA and weissi-machine (could learn forbidden arcane/antimagic talents) chats.
Clarified steamsaw weapon description.
Krimbul glowing moss grids allow water breathing.
Fixed Nektosh's AI.
Removed incorrect tiles lists loaded for Krimbul and Lost City final maps.
Add new tileset variation to the Infinite Dungeon of 1.5: corrupted cave, psi cave, mana cave, mechstone and full mech
Fixed digging in Krimbul
Civilians can pop in insane/nightmare/madness modes too in the vaporous imporium
Demon Seeds now show on your character
Blood Shield disabled on rest/run
Buffed Jaw of Rogroth
Wheel of Fate level range increased to 30 and material level is min only (just like inscriptions)
Added demonic cosmetic skin to skeletons and ghouls
Added support for Possessors
Demonologists now start with Combat Veteran tree
Fixed out of combat vim regen by abusing Jaw of Rogroth
Fixed a rare bug where the control crystal could fail to appear in the Searing Halls
Have fun in Eyal!
Possessors are coming to 1.5!
My dear minions,
Long ago when I announced Ashes of Urh'Rok I also said that a day would come when Stone Wardens would be demoted to a normal class and the Possessors would come in as the new donator class. And while I never give dates, I try to keep my word and now the day of the Possessors is drawing near!
When Tales of Maj'Eyal 1.5 release it will feature this new, very weird, class!
But what are they ?
Possessors come from my previous game, ToME2 where you could capture the bodies of your dead foes to incarnate in them and use their special abilities!
And Tales of Maj'Eyal's Possessors are just like that, but more!
While parts of the design is still in flux, quite some things are already working, most importantly the actual possession stuff!
For those of you that knew the old possessors, think of them as kind of that (with less cheesiness) with a midrange/melee psionic tackled on it.
And think of all those yummy talents NPCs can use that you can now steal!
A few mechanics explained
Bodies storage: When you steal one of your foes body it will be put in a "psionic storage", think of it as a kind of psionic imprit of the body. A talent even allows you to clone it to use it multiple times!
When you want to transform you simply access that storage and select the body you desire and bam! You get stats, effects, talents, ... of this body (all controlled by talents so it's not a binary thing, you do get better at it)
Stolen bodies have a very important flaw: they can never be healed in any way (except with a disminishing return special talent), so eventually even the best bodies will wither and be destroyed, but this is Tales of Maj'Eyal, new bodies are aplenty !
When you assume a form, you get to keep your inventory no matter what. Doing it any other way would be far too cumbersome for the play UI-wise. Also you can now pretend to be just like that rare bulwark snake that killed your last character!
You can also use your stored bodies in new fun ways, like using one as a psionic minion for a while, but when the effect ends the body is gone forever
The class has a psionic power called Finger of Death, need I say more?!
So stay tuned for 1.5 !
Tales of Maj'Eyal 1.4.9 aka "Of Temptation" is released!
My minions, I am happy and proud to give you Tales of Maj'Eyal 1.4.9 ! See http://te4.org/
Enjoy and have fun in Eyal!
Release highlights:
Security fixes. This should have no impact on your gameplay obviously, but if you notice something strange please report it ASAP, some things may have been too restricted with regards to addons.
Expanded changelist:
Write path can be (and is) now restricted to certain game related folders at birth, any others will generate an error
OS functions to access disk and processes are now unaccessible
Particles lua threads cant access OS functions anymore
Fixed multiplying npcs so that they do not act upon splitting
Bone Shield displays current and max charges on the icon
Have fun!
Tales of Maj'Eyal 1.4.8 aka "Of Redemption" is released!
My minions, I am happy and proud to give you Tales of Maj'Eyal 1.4.7 ! See http://te4.org/
Enjoy and have fun in Eyal!
Release highlights:
Some bugfixes
Expanded changelist:
Fixed the Item's Vault crash. Sorry..
Unexisting particles (because of removed addon/..) will not prevent loading (should help with some world.teaw issues)
Oozewalk correctly only removes detrimental effects
Fixed offhand mindstar from not using the talent's damage multiplier
Have fun!
Tales of Maj'Eyal 1.4.7 aka "Of Perception" is released!
My minions, I am happy and proud to give you Tales of Maj'Eyal 1.4.7 ! See http://te4.org/
Enjoy and have fun in Eyal!
Release highlights:
Some bugfixes
Expanded changelist:
Updated Ring of the War Master and the Murderblade to correctly boost berserker talents
Fixed a bug that sometimes made alt daikara 4 or sludgenest 1 (and probably some others) fail to generate
Fixed a bug that sometimes made exiting subvaults bug out
Fixed a bug preventing adventurers from restarting from premades in the infinite dungeon
Updated OpenAL dll for windows to a new version, should prevent some windows10 crashes
Disabled greater-crypt abnd trickvault vaults (the ones with the levers/tricks that sometimes bork) until they can be remade in a way that cant trap players forever
Fixed Dominant Will to correctly fade away
Phase Door and Teleport respect teleport immunity
Fixed The Cage (Embers of Rage) from working only once
Fix random freeze/random stop at high run speed
Tinkered items can not be vaulted anymore
Have fun!
Embers of Rage 1.0.3 is released!
My minions,
Here comes a small update to Embers of Rage!
Changelog:
Have fun in Eyal!
Tales of Maj'Eyal 1.4.6 aka "Of the Twilight The Darkness" is released!
My minions, I am happy and proud to give you Tales of Maj'Eyal 1.4.6 ! See http://te4.org/
Enjoy and have fun in Eyal!
Release highlights:
Expanded changelist:
Have fun!
Embers of Rage 1.0.2 is released!
My minions,
Here comes a small update to Embers of Rage !
Changelog:
Mechanical Arms triggers on base turn instead of turn
Kaltor shop is .. better
Steam Generators egos will correctly update the steam regen on stats change (won't affect existing generators)
Fixed removing a steam generator with ego after the affecting stat has changed
Adventurers start with two injectors and one steam generator in their inventory
Walls to the training room in Kaltor's shop are not diggable anymore
Both injectors will appear on the hotkeys at birth
Pressing the hotkey bound to Double Shot works to confirm both shots now
Fixed "No Steam, No Palace. No Palace, No Palace!" to be actually obtainable
Added a bunch of npc tiles to the available custom tiles list at birth
Tools AAAs will not be empty in tier 2 or 4 zones
Fix Yeti proccing Ancestral Healing
Monocles and goggles visual customizations work correctly on orc females
Learning an antimagic talent from the [redacted] machine will correctly prompt for confirmation
Psyshot mindstar projection attack only works if the mindstar is not a psiblade
Steam Powered Armour talent does not disables on rest/run anymore
Fix a rare error from Mass Repair npc talent
Fixed Massive Physique description
Going back to the slumbering caves level 1 will not show the fall message
Mental Stimulator tinker changed to require only 1 level of Electricity
Molten Metal description is more explicit that it requires Furnace sustained
Fixed talking to Urthil's shop in the vanilla campaign with a tinker-enabled class while not having finished his quest
Fixed Rak'Shor Cunning prodigy to correctly refund half generic points, not prevent injectors/steam generators from working and correctly apply ghoul's speed penalty
Endboss will keep teleporting with you when you are grabbed
Titan battlesmasher prodigy replace by irresistible sun
Crafting artifacts shows the correct material tiers required even if you do not have them
Switching tiers on the tinker creation screen correctly changes the item preview
Algae in the krimbul water level are correctly considered underwater
Killing Aeryn gives the Gates of Morning quest if the player had not gained it yet
Killing Mindwall gives the quest for the camp, if the player had not gained it yet
Prevent Ak'Gishil from spawning in the lost city until a better fix can be found
Botanical Shell correctly procs under the target
Emergency Steam Purge only counts steam up to 100; to prevent stupidly powerful randbosses
Nerfed Dead Hide and Lifeless Rush
Prevents the ritches digs in gaets of morning from deleting stairs
Increased Stargazers max life a little
Limit max To The Arms power (for bosses mostly)
Increased To The Arms cooldown a little
Molten Point is now an "other" effect
Reduced To The Arms damage reduction a little
Nerf Punishment a bit, peaks around 250% now with heavy investment
Add cost to Furnace Vent
Fix Crystal Plating not having willpower
Reduced a little Tempest of Metal max doge
Reduced max damage cap on Grinding Shield
Fixed Pain Enhancement System to correctly require the achievement on the current char
Subcutaneous Metallisation effect reduced to "only" 100% of constitution and a 10 turns cooldown
Reduced Sawwheel drain a little
Battlefield Veteran efect for Sawwheel changed to increase the AOE attack damage
Grinding Shield cooldown upped a little
Tempest of Metal procs on attack instead of movement, a bit longer cooldown
Sawwheels does not damage when passing by (but still knocks back) but instead deals a big AOE attack on cancel/breaking, bit longer cooldown
Pain Enhancement System can only be active 6 turns out of 10 and does not affect strength
Pain Enhancement System only activates if it is not yet active (meaning no more super uber stacking)