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Random game Idea using Tales of Maj'Eyal engine.

For this idea I was imagining the content of TOME/Runescape/Adventure Manager/adom. (limited imagination)

-You start out without picking any class,

     just pick a name, gender, race, and what you look like.

-The choices throughout the game choose who/what you will become.
-Level progression system to were doing actions can give you exp towards that skill, resulting in certain gear/armor being obtainable only by non/combat methods or mixed.
-Zone creatures respawn, and could have a level modifier per number of times the zone has been cleared (something crazy maybe).
     Also the time zone creature respawn could be important too, not just instant respawning from walking in and out of the zone, but something smoother.

-Epic Bosses when triggered can roam, even destroying towns.
-Towns can be invaded by mobs.
-Towns may have a traveling merchant (has rare goods).
-Towns will usually offer different prices for materials, maybe more of a % flux depending on distance away from a certain origin (something like that).
-Towns are your main trade route, investing/selling/crafting your materials you gather along the way. Even being able to purchase land to grow crops, even a house in some towns.
     To make said above interesting, maybe the location of the ore can be relevant to something other than random, also the gear purchased intown and from the traveling merchant will be extremely detrimental to the game, but at the cost of having coins being hard to acquire (no coin drops from certain creatures).

-I liked ADOM's design on character creation where creation on a certain date/time can give you pros/cons, maybe this could have it too, but that might take away from the "be whatever you want" design of this, so these pros/cons could be less gameplay altering, maybe visually, acoustically? (Being born in April could make your person start fat, forever fat custom tile.... just a thought)

Must have skill list:
-Mining
-Smithing
-Herblore
-Summoning
-Fishing
-Farming
-Cooking
-construction (build your own dungeons/houses/traders hut/teleporter/farms)
-Woodcutting
-Fletchery
-Firemaking (Torches, camps at night)


-Attack
-Strength
-Defence
-Hitpoints - Idk if these should be replaced by cun/str/con/con/dex/mag/will or what the appropriate take on these would be on the TOME engine.
-Ranged
-Magic
-Prayer

Ashes of Urh'Rok 1.0.5 is out!

My minions,

 

Here comes a small update to Ashes of Urh'Rok!

The game should auto-update it when you launch it (it may take a few hours more on Steam until all builds are updated).

 

Changelog:

  • Allow demon statues to appear in Embers of Rage zones
  • Fixed unlocks countings
  • Update to new engine shield API
  • Doomelves start with one more infusion, like all other races

 

Have fun in Eyal!

Bill here, Bill there.

My recent nights and days have been fueled by Tales of Maj'Eyal, even losing every time I can still see the positive feelings that bind my mind.

On other notes, a forest troll dropped Bill's Tree Trunk, conclusion; multiple Bills.

Tales of Maj'Eyal 1.4.3 aka "Before the Rage" is released!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.4.3 ! See http://te4.org/

Your launcher should automatically update your game so no need to redownload it all.

If your launcher didn't self-update correctly, just redownload it from the homepage.

Enjoy and have fun in Eyal!

 

Don't forget to help ToME by with donations ( http://te4.org/donate ) !

 

Release highlights:

  • A few bugfixes

 

Expanded changelist:

  • Fixed crash when using a gamepad
  • Possible fix to the reaver's plague bug
  • Fixed Oozewalk too (for real)
  • Prevent Telekinetic Leap from jumping walls (for real this time)
  • Fixed not seeing the "Play" button after doing a tutorial
  • Creeping Darkness will be a dark purple instead of black in ascii mode
  • Blighted Summoning creatures come up with max vim
  • Fix Cloak of Deception buff being lost if resurrected by the Eidolon.
  • Exiting the Eidolon plane triggers callbackOnChangeLevel.
  • Fix Stalk talent not updating EFF_STALKER and EFF_STALKED properly when hitting the stalked target, and not triggering learning hate pool when learned.
  • Clarified tooltip for Reality Smearing.
  • Prevents a talent from trying to deactivate twice in some very strange corner cases
  • Added a Levelup button to the charsheet

 

Have fun!

Rajan's Explorations in Maj'Eyal - First Entry - The Journey Begins

Yesterday, in accordance with the promise that I made to my father, I set out to explore the Trollmire to the northeast of Derth. I had only the meager weapons and armor that I had inherited from him when he died, but I was confident in my ability to survive. Sure enough, the wild things that dwelt there in the heavily forested swamp held no horror for me; neither ravening wolves, nor fierce trolls, nor stinging bees deterred me in my mission. As I traveled, I came upon many wondrous items, which I picked up for my own use, or to resell when I returned to town.

I also came across many pieces of correspondence left behind by those who had come before. Some of these were letters filled with boasting between two people, one named Weisman and the other Rolf, but several tattered scraps of paper that I found led me to believe that I was in more danger in this place than the challenges that I had faced to date would indicate. The final piece that I found to this puzzle was stained with blood, presumably that of the author. I felt a momentary chill when, as I finished reading, I heard loud crashing in the underbrush.

I pulled the magical sword that I had found just a few scant hours before clear of it's sheath just in time to see a monstrous troll, easily twice the size of any of his brethren that I had encountered earlier, come crashing past the tree line. "Prox hungry," it howled as it descended on me like a boulder rolling down the side of a mountain. I braced myself for the impact of his assault behind my shield, and felt my arm jar as the troll, heedless of it's own health, hammered my shield with one ham-sized fist, then the other.

I fell back, taking occasional pokes at it with my blade as I sought a more advantageous position. I was too exposed in this glade; other enemies could approach from any side while I battled this brute, and I knew that I would have my hands full as it was. Thankfully, Prox appeared to be as stupid as most of his kind and followed me into a narrow path where the trees pressed close on all sides, allowing me to focus only on our battle. The infusions that my mother had given me before I set out on my journey are all that saved me from falling beneath his mighty blows... that and my trusty shield.

Slowly but surely, however, the battle turned in my favor. Calling upon every trick my father had taught me as a youngling, I danced around the slower Prox, taking full advantage of my greater speed. I was only able to do a little damage to him whenever I dared to press an attack, thanks to the fact that his hide was nearly as hard as rock, but in the end, he succumbed to the repeated cuts of my blade and smashing blows of my shield. He collapsed in a bloody heap at my feet, nearly unrecognizable by the time he finally fell.

Searching the giant sack strapped to his belt, I discovered a number of valuable things. Even to the untrained eye such as mine, several of these things were potently magical, including a coral shield that I found nestled in among the refuse of the monster's last couple of meals. It pained me to say goodbye to my own trusty shield, which had seen me safe through so many dangers, but I knew from my experiences here that this was only the beginning, and that a magical shield such as that which I had just found would inevitably serve me better on the long road ahead.

Exhausted by my endeavor, I made camp for the night, determining to figure out my next course of action in the morning.

Creeping Darkness and Shadows

Taking my grievances to the front page, since voicing them repeatedly in any other way has been ineffectual.

Creeping Darkness is invisible in ASCII mode. It's black. Guess what color the background of ASCII w/o colors is? Doomed is my favorite class. I love the changes. But it is a very difficult class to use with my preferred tile-set.

Creeping Darkness, and probably also Shadows, which suffer to a lesser degree from the same problem, should be the same color as Cursed's Gloom. Or at least not invisible.

Thanks.

Tales of Maj'Eyal 1.4.2 aka "Stunt Forever" is released!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.4.2 ! See http://te4.org/

Your launcher should automatically update your game so no need to redownload it all.

If your launcher didn't self-update correctly, just redownload it from the homepage.

Enjoy and have fun in Eyal!

 

Don't forget to help ToME by with donations ( http://te4.org/donate ) !

 

Release highlights:

  • A few bugfixes

 

Expanded changelist:

  • Fixed Oozewalk being able to enter vaults
  • Telekinetic Leap can not enter vaults
  • Reverted towns items tiers limits to 1.3 ones
  • Vim talents correctly increase Equilibrium again
  • Fixed a bug that prevented to correctly unlearn talents when using objects with powers
  • Fix a few zones trying and failign to load some vaults
  • Fixed buying one item of a stack in stores
  • Quest popup can be dismissed with enter
  • Cursed Bolt informs players if it fails due to not having a shadow in sight range
  • Buff damage of Cursed Bolt
  • Tweaked particle effects for Shadow's Path
  • Clarify descriptions of Shadow's Path and Cursed Bolt
  • Fixed Shadow's Path on no-teleport maps
  • Improved Shadow's Path performances on more closed maps
  • Fixed interactions with Shadow Senses
  • Fixed error caused on zone change
  • Stop trying to rest for air
  • Fix Paradox bar color without shaders
  • Shadow Mages correctly give spellpower bonus to shadows
  • Movement infusions are tier 2

 

Have fun!

Tales of Maj'Eyal 1.4.1 aka "You Shall Not Crash" is released!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.4.1 ! See http://te4.org/

Your launcher should automatically update your game so no need to redownload it all.

If your launcher didn't self-update correctly, just redownload it from the homepage.

Enjoy and have fun in Eyal!

 

Don't forget to help ToME by with donations ( http://te4.org/donate ) !

 

Release highlights:

  • A few bugfixes for some people

 

Expanded changelist:

  • Protected Doomed talents that use shadows from being activated with no shadows
  • Fixed Vim color bar when not using shaders
  • Fix Spellhunt Remnants so that they have stats if they generate below material level 2
  • Fix Ascii mode
  • Kill Bill is achievable again even on insane & madness
  • Fixed crash on startup error for some rare people
  • Fix taking a screenshot while loading a level
  • Egos are again displayed in the NPC's tooltips

 

Have fun!

Tales of Maj'Eyal 1.4.0 aka "We are Doomed" is released!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.4.0 ! See http://te4.org/

 

Your launcher should automatically update your game so no need to redownload it all.

If your launcher didn't self-update correctly, just redownload it from the homepage.

 

This is a major release, as such saves are not guaranteed to work from older versions, though they mostly should. If needed the game will prompt to download the old game client.

Now I can work full steam on putting the finishing touches to Embers of Rage! ;)

 

Enjoy and have fun in Eyal!

 

Don't forget to help ToME by with donations ( http://te4.org/donate ) !

 

Release highlights:

  • Big improvements to Doomed class
  • Big improvements to Reaver class
  • New cool default UI skin
  • Many misc UI improvements, with special attention to streamer's needs
  • Less need to scum for a good insane/madness start
  • Many code updates to let addon & modules developers get wild
  • Tons of various improvements and fixes

 

Expanded changelist:

Big Changes

  • Adds bleeding damage to Bone spells.
  • Sometimes, rarely, a special room will appear in the Infinite Dungeon to let you access the Item's Vault (if you have it active and are a donator)
  • New Doomed tree "Advanced Shadowmancy"
  • Allow selecting spell for Arcane Combat
  • Command Staff talent available to NPCs, which will now spawn with the most appropriate aspect selected.
  • Added the Staff Mastery talent to many casters (including bosses) that primarily equip staves.
  • NPCs will try to equip their drops if possible.
  • NPCs can now use item's power they have! Beware!
  • Vault loot can be 1 material tier higher
  • Adjusted material tier for many znoes.
  • Fearscape sustain cost drastically reduced but vim drain per turn increases each turn
  • Updated the Rush talent to allow targeting unoccupied spots
  • New Reaver tree "Rot
  • Buffed Corrosive Worm/Poison Storm
  • Deus Ex Machina achievement altered and now possible to get
  • Roguelike mode characters can now enter the Eidolon plane by a special exploratory farportal event, thus making Utterly Destroyed achievement possible even in Roguelike mode
  • Feed does not take a turn
  • Doomed Fears tree is at mastery level 1.3
  • Gesture of Pain doubles the damage bonus from mindstars and if dual wielding mindstars will proc their on hit effects
  • Made Gesture of Deflection not pitiful
  • Hateful Whispers returns more hate with levels
  • Rounded up Hateful Whispers range
  • Reproach does a bit more damage and at high talent level looses less damage per foes
  • Shadows summon cost reduced slightly
  • Focus Shadows now forces max shadows to appear before focusing
  • Shadows take reduced damage from their master, up to 100% at level 5
  • Unseen Force scales way better
  • Deflection now regens on rest, displays its current value on the icon, absorbs more damage and regens faster
  • Rares/randboss can not be Skirmishers, until they can be rebalanced next big version
  • Starting gold bonus on difficulty levels: 100 for Nightmare, 250 for Insane, 500 for Madness
  • Starting level bonus on difficulty levels: level 2 on Insane, level 3 on Madness

UI

  • New default UI skin "Dark"
  • New big quest popup (disable-able)
  • Added an option (on by default) to auto swap tinkers when swaping items
  • Made the zone load tips look nicer
  • Big Character Sheet update
  • Show message if player fails to move due to encumberance.
  • New UI option to make a small flyer with talent icon and name upon talent use, for both player and NPCs; disabled by default
  • New UI option to get a visual feedback when using a hotkey
  • Right clicking on an object in the hotkeys bar will give a removal prompt instead of removing it directly
  • Main menu will now take on the UI theme configured instead
  • New option to zoom the whole screen, for use on veyr high DPI screens where the game may look too tiny
  • New tinker tab on the inventory for characters able to use them (like demonologists in Ashes of Urh'Rok)
  • Warn the player when stores restock
  • Difficulty and Campaign are set to the last values when you make a new character
  • Trying to force a recall from an exploratory farportal will not assume "Escape" key to mean "OK!"
  • Protect chat from urls with # inside

Misc

  • Resurrecting removes sufficating effect more promptly
  • Make Displacement Shield have priority over other shielding so that it can actually be usefully used in conjunction with them.
  • Corrected Harassed tooltip display (was 100x too high)
  • Lowered difficulty of Murgol Lair, specifically the alt version
  • Clarified Tricks of the Trade to make it more obvious that it does not teach Stealth
  • Devouring flames (and similar effects) will not try to heal the source if it's dead
  • Ritch Hive Mother is correctly set as female
  • Quest items/plot items can not be sent to other party members
  • Undeads cant use infusions instead of only being able to use runes (doesnt change anything for vanilla)
  • If the rod of recall fails to activate it wont go on cooldown
  • Buffed curse of nighmare to start triggering at level 4 (as the description was implying)
  • Yeeks summoned Wayists do not drop items
  • Party members are cleaned of debuff when going to the Eidolon plane
  • Primal Infusion scales with constitution
  • Mitotic mindstars do not copy if tinkered
  • Windblade has 0 range, so NPCs won't misuse it
  • Warn player that the exploratory farportal is broken even if there is less than 45 energy
  • Sludgenest drops Maj'Eyal items
  • Added new horrors
  • Updated Cyst Burst description to reflect that it can spread any disease.
  • Adds more zone-wide effects in. About half of them explain special level mechanics, the rest are just for flavour or some minor gameplay spice.
  • Shield damage correctly reflects no off-hand penalty.
  • Dug sandwalls have a tooltip.
  • Arcane Combat now interacts correctly with the Hidden Resources prodigy.
  • Adds a center view on player key command (Ctrl-Home by default).
  • Reworked interface Archery to properly handle multiple missile launchers.
  • Dwarves can no longer stone walk throught foes
  • Allow damage shields to merge
  • Clarify Arcane Shield talent description
  • Adds some failed necromantic experiment creatures to the Blighted Ruins.
  • Horrors are their own faction
  • Added achievement image for Best Album Ever
  • Altered/added a variety of Undead enemies
  • Draebor is even more annoying.
  • Reduced the cap on how much Sandman effects Insomnia to 12%
  • Reduced Paradox cost on Time Shield, Webs of Fate, and Temporal Fugue
  • Twist Fate gives audio feedback when an anomaly is held
  • Twist Fate gives better messages when an anomaly is targeted
  • Paradox Modifier can not reduce duration below one turn
  • Added text to antimagic quest to explain why Ogres can do it
  • Reckless Charge can once again go through crowds
  • Makes doors and known traps detected at range remembered (and on the minimap)
  • Makes non-player actors get the effects of their on-birth stats.
  • Make ALL_DREAMS unlock be granted even after killing the Mindworm.
  • Cancelling secondary target for Nature's Equilibrium now targets self

Dev Stuff

  • Added "callbackOnChangeLevel"
  • If a module or addon errors out on the loading screen it will jump into a "safe mode" to display the error message and then go back to the main menu
  • Changes disease spreading code to be more general to works nicely with any future or addon diseases.
  • Added Map:setScroll
  • Opening a door triggers a "on_door_opened" event on all entities at the same spot on the map
  • New ActorProject:getTargetLimited method
  • Added a util.show_function_calls() function to help find infinite loops and such
  • Combat:combatSpeed can take an additional speed
  • Added Map:findObject method
  • Added a generic way to get total shield block value, actor:combatShieldBlock()
  • Simplified support of double shields by enhancing actor:hasShield()
  • Forest map generator can require rooms
  • GameState:findEventGridRadius also returns the center of the grids
  • Generic triggers mechanisms added to let static maps do funky stuff
  • Moved greater vaults into data/maps/vaults/auto/greater; any files that addons add there will automatically be added to the list (for zones that do not enforce a specific list)
  • Entities lists loaded with Entity:loadList now remember which files were used
  • Modify module() a bit to prevent leaking the global namespace into each and every module and object.
  • Added an options menu to the birther dialog, for addons registering to it with "ToME:extraBirthOptions" hook. Only appears if addons fill it.
  • Added Game:isAddonActive method to let an addon check the presence of an other addon
  • Added "superload" function
  • Added hook ToME:birthDone
  • Resources now can have a wait_on_rest flag to make resting wait for them (if possible)
  • Move useResources to engine/interface/ActorResource.lua
  • Object's special_desc can return nil
  • Weapons can now have the "double_weapon" property to enable two handed weapons to count as dual wielding
  • "callbackOnTemporaryEffect" can now return true to cancel
  • New callback callbackOnDeathbox
  • Added hook "Faction:setReaction"
  • Allow static maps to define callback to be ran when the level is finished generating
  • Moved Resource definitions to data/resources.lua
  • Added support for depleted resources canceling sustained talents (resources_def.depleted_unsustain and talents_def.remove_on_zero flags).
  • Temporary effects on_gain/on_loose definitions can simply have "true" as the second return to make a flyer of the form +/- "effect name"
  • Added a combat_generic_power
  • New level generator algorithm "Hexacle" (yes the name is stupid, so what?!)
  • Cavern map generator can now accomodate rooms
  • Updated damage_types to use initState & useImplicitCrit; update your addons if needed
  • New extensible command-staff system. Possibly callbacks may be added to it, too.
  • In developer mode an error popup forces all other dialogs to disappear; making sure even level generation errors do popup correctly
  • Added core.game.requestNextTick()
  • Improve lore templating capabilities

Fixes

  • Try to fix the gamma issue on some computers
  • Fixes bugs with sleeping characters being able to change equipment (put on a lucid dreamer robe, for example), drop and pickup objects.
  • Fixes bug allowing stealth to be used with heavy armor (by changing gear while it is active).
  • Enhanced stealth info.
  • Occasional turn loss fix.
  • Fix Rune: Biting Gale not being used by tactical AI
  • Solipsist unlock didn't work on dream altar, should now
  • Fixes a crash when the caustic ego corrodes armor.
  • Savefiles from previous minor patch versions will not require to check the "old savefiles" checkbox anymore
  • Savefiles from previous minor patch versions will not display the "download old data" popup anymore
  • Fix Temporal Fugue on traps
  • Fixed teleportation/phase door ending in walls in the Charred Scar
  • Fixed the racial talent description of Thalore
  • Fixed errors on death for players with a % in their names
  • Fixed Greater Crypt vault
  • Fixed windows scaling bugs on high DPI screens
  • Fixed the game not starting on some latest ubuntu installs
  • Fixed Skirmisher's Swift Shot abuse
  • Make Contingency and Matrix respect fixed cooldowns
  • Fixed flying text to not stutter while disappearing
  • Fixed targetting bugs in Retch and Stone Wall.
  • Fixed Twist Fate
  • New string.prefix and string.suffix functions
  • Fixed archery to properly do on_hit, on_crit, and on_kill effects for ranged weapons and ammo. It now properly handles single and
  • Fixed digging into icewalls
  • Fixed Tirakai Maul; lets see what bug it does next!
  • Fixed Frost Lord Chains
  • Fixed Time Stop + Contingency (hopefully)
  • Fixed The Mouth sometimes erroring out
  • Tentacles spawned by the tentacled totems are correctly named
  • Fix Overseer of Nations double bonus

Have fun!

New item's vault display on te4.org!

So today is the first day of the year, so happy new year ! ;)

 

Also I randomly stumbled upon an item's vault page and thought "this looks bad!".

So I made it look not bad:

 

Go check out yours!

 

PS: Yes, stunt's vault is super impressive ;)

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