My minions, I am happy and pround to give you Tales of Maj'Eyal 1.0.5 ! See http://te4.org/
Your launcher should automatically update your game so no need to redownload it all.
This release is *huge* and I hope you'll have as much fun exploring it as I did creating it!
Enjoy and have fun in Eyal!
Don't forget to help ToME by with donations ( http://te4.org/donate ) !
Release highlights:
- Huge improvements to many visual effects, spells and tiles
 - Combat log reworked to be far more readable, log heals, shiedsl, absorbs
 - New special effects for each point accuracy over defence
 - New difficulty mode: Madness, for those that mastered Insane ;)
 - Training room in the Sher'tul Fortress
 - Faster saves
 - New Archers tree: Excellence (new tree), Poisons and Traps
 - Many new hooks and tools for addons/modules makers
 - Infinite scaling: talents should scale much better past 5/5
 - Tons of rebalancing and improvements to many talents, objects, artifacts and zones
 - IMPORTANT: saves are not compatible from 1.0.4
 
Expanded changelist:
- Added a graphical effect for healing and regen effects to most of those effects
 - Using Aegis on shields will visualy change them
 - Damage shields, absorbs, ... are now noted in the log
 - Heals are now noted in the log
 - Venom drakes can now appear in the noxious caldera and in gorbat pride
 - Flat damage cap% is now applied after shields
 - Disruption Shield now partially absorbs the hit that makes it explode
 - New "punches" sounds for barehand combat
 - NPCs can use Shoot Down
 - Adventurers start with both gloves and gauntlets
 - Unarmed 0.6 attack speed is bound to Empty Hands, not to being a Brawler
 - New Actor:checkPool method to facilitate learning pools/... on talents learnt
 - Adventurers now learn Empty Hands when learning barehand talents
 - Swords, axes, maces, staves, daggers, whips, tridents, bows and slings now have special "unique" effects when hitting a foe for each attack you have over their defence
 - Player can now tag objects with a name; tagged objects can not be dropped, destroyed or transmogrified until the tag is removed
 - Fixed actor execution loop to crrectly resume at the next actor after the pause: aka this should fix Through the Crowd
 - Automatic talents will be used in order: instant ones first, then higher CD ones first. Only one non-instant talent will be used each turn
 - Orcs will search your buddies for the staff too
 - Stone Walking and Gem Portal do not fail due to melee autotarget
 - Corpses (from the curse) coming out in the middle of an attack will not be destroyed by said attack
 - Improved combat logs
 - New achievements for Normal (Roguelike), Nightmare/Insane/Madness (Adventure)
 - Achievements list onyl shows the ones for the current difficulty to reduce clutter
 - Add range to the map tooltip
 - Temporal Augmentation Robes talent level reduced
 - Nerf Colaryem a little
 - Most summoned actors do not drop loot anymore
 - Buffed starting gold to 15
 - Marauder's Thuggery tree is now Generic
 - Marauder's gained Bloodthirst tree (1.1, locked)
 - Staff Mastery & Mindstar Mastery trainings now respect previous knowledge and do not screw you over
 - When leaving a level with a dominated npc it will be freed from the control instead of waiting for your return
 - Torment ammo doesnt have wielder bonuses and instead gets combat bonuses
 - archery_projectile is now available to addons
 - Alchemists can now unlock a golem replacement: the Drolem !
 - Drolem is buffed a little
 - Tannen's Tower level 4 has a different LOS system, making the Drolem obscure more of the field again
 - Nourishing Moss tactical infos fixed
 - Female Dwarves can unlock some cosmetic facial pilosity (because the lore says so!)
 - Keybinds are displays more succinctly, so [A]+[S]+Keypad 6 will now appear as ASk6
 - Actor's on_takehit and hook "Actor:takeHit" now get a parameter that telsl them the damage type, if available
 - New Fortress feature to unlock for 50 energy: training room!
 - Fixed mind talent procs happening more than once per turn
 - Runic Golem can not be unlearnt
 - New GameOptions:tabs hook
 - New melee "whirlwind" effect
 - New effect for Tempest
 - When leaving a level all player originated projectiles are removed
 - Ward talent lists available wards
 - Wraithform now teleports if you end up in a wall
 - Applied infinite scalingto prodigies
 - Gem Golem can not be unlearnt
 - Temporal Clone can not be used out of range
 - Aether Beam and Gravitic Trap can not be placed in walls
 - Nature's Pride goes on cooldown even if there was room for only one treant
 - NPC are less confused by being LOS'ed
 - Rares should be more interresting/powerfull
 - Allow Gestures to respect Gloom status effects
 - If the Weird Pedestals event can not generate an artifact it will make a randart
 - Lost merchant will not generate antiamgic items for arcane characters
 - Clarification to Heightened Senses/Infravision tooltips
 - Scaling Bug fix in Darkness talent radius
 - Scaling fix to hate generation
 - Fixed typos in NPC definitions to prevent unintended agro
 - Fixed bug in BattleTrance
 - Fixed Grim Resolve not curing poison/disease
 - Fixed Vimsense power when used with items
 - Fixed tactical ai info for Mindlash talent
 - Fixed character sheet to correctly show archery damage based on ammo
 - Added addons url to the addons menu
 - UIs can now have special mouse cursors
 - Added two new hooks to the boot module "Boot:load" and "Boot:run"
 - Fix maestrom
 - Fix necrotic aura
 - Infinite scaling applied to npc talents
 - New gfx effect for Frostdusk
 - New hook "GameOptions:UIs" to add new uis to the ui selector
 - UIs definitions are now loaded from files in /data/gfx/ui/definitions/ so that addons can add new ones
 - Attachement spots for particles can be read from a file per tileset
 - Fixed Projectile class subclassing
 - Tooltip for projectiles now shows who cast them and their self/friendly fire status
 - Wards are now correctly colored by damage type
 - Projectiles can be fired over chasms in the alt-maze
 - Meteoric Crash can now crit (using the highest of spell or mind crit chance)
 - New Uttercold visuals
 - New Wings of Flames graphics! Find them!
 - Argoniel learnt how to use Irresistible Sun
 - Applied infinite scaling to afflicted
 - New Flames of Urh'Rok gfx effect
 - Juggernaut effect is now correctly classified as physical. For Zonk, with love
 - Brawler's combo points last two more turns
 - Fixed Pulverizing Auger in some zones
 - Shields now "wooble" when hit
 - Fixed crystal set proc
 - Fixed slight particles display position error
 - Added a slight outline to currently moused over item on the map
 - New starfield shader is hungry, so a new video option to enable volumetric shaders is added. It is *off by default*, turn it on if you trust your GPU :)
 - Fixed strange graphical artifacts around some texts
 - Text outlines are much better now with shaders enabled
 - Improved shields shader
 - When disarmed the weapon will disappear from the character doll
 - Buffs with charges (like Combo points) now display their charges
 - Buff/debuff remaining time is correctly centered
 - Added the Excellence tree to Archers, granting them more utility and survivability
 - Venomous Strike works with ranged weapons too
 - Implode has a distortion effect
 - Archers now get access to both Poisons and Traps trees
 - Poisons now work on both arrows and shots
 - Distortion tree got .. distortion shader effects
 - Irresistible Sun got distotion effects
 - Added distortion effect to meteor crashes
 - Added options to disabled "advanced" and distorting shader effects
 - Improved water display (with a shader)
 - Applied infinite scaling to chronomancy
 - Particle systems can have a subparticle attached
 - New fireflash and flame effects
 - New Gravity Well effect
 - Fast Curse Dispel is considered an important achievement
 - Applied infinite scaling to corruptions
 - Particle systems can now define a global use_shader={type="foo"} to attach a shader
 - Particle systems can check availability of shaders
 - Particle systems can now also the background that is under them, allowing things like distortion effects
 - New distortion effect for the Repulsion Blast and Gravity Spike
 - The final artifact from the final fight now requires less to wear so you can bask in its glory
 - Applied infinite scaling to celestial
 - Weapons can have multiple masteries talents, the best is used
 - Added "Chat:load" and "Chat:add" hooks
 - Through the Crowd now also makes you like being in the crowd, +10 all saves for each friendlies in sight
 - Infinite scaling applied to psionics; solipsism mechanics have been adjusted
 - Temporal Form only converts 50%
 - Reduced Guardian of the Wood all resistance bonus
 - Buffed artifact ammos
 - Highscore core is less ToME-centric
 - New difficulty mode: Madness (locked). More high level foes, stronger, with much more rares, more randbosses and a unique "Hunted!" debuff!
 - Block is only used in melee by tactical AI
 - Fixed bloated ooze damage absorb when using only one ooze
 - Added an option to disallow online event pushes (but why would anyone do that is beyond me!)
 - Online events can now happen in the Infinite Dungeon too!
 - Thieves NPCs are now correctly competent with a dagger
 - Dominant Will works on elites
 - Burnt to the ground achievement is now achievable
 - Prothotipe's Prismatic Eye correctly imbues its spell proc whem imbued on an item
 - Grappling correctly checks no_breath
 - Mitosis & Call of the Ooze correctly respect maxes
 - Bear NPCs stats changed to str/con
 - Bloodspring triggers at 15%
 - Steamroller makes Rush cost only 2 stamina
 - Revisionist History lasts 20 turns
 - Corrupted Shell increases life by 250
 - Fungal Blood also removes up to 10 magical effects
 - Never Stop Running cost reduced to 12
 - Vital Shot cooldown reduced to 10
 - Windblade radius increased to 4
 - Superpower grants 50% of strength as mindpower
 - You Shall Be My Weapon and Massive Blow cooldown reduced to 10
 - Windtouched Speed increased to 20%
 - Mental Tyranny now only converts 33% of the damage
 - Temporal Form prodigy temporal damage is now always *current* highest +30%
 - Swift Hands prodigy allows wear/takoff for free only once per turn
 - I Can Carry The World! prodigy also granst 20 strength
 - Talents can now have properties: callbackOnAct, callbackOnActBase, callbackOnMove, callbackOnRest, callbackOnMeleeHit, callbackOnMeleeMiss, callbackOnArcheryHit, callbackOnArcheryMiss
 - Altered/tweaked/improved many artifacts, keep your eyes open for new fun stuff!
 - Special effects on artifacts can now be described with wielder.special_desc
 - Achievement for killing all 4 slime tunnel bosses
 - In cheat mode one can shift+left/right click on buffs/debuffs to adjust duration
 - Ruined Dungeon can have a different set of clues
 - Added infinite scaling to techniques
 - Ruined Dungeon will not generate without the 6 guardians
 - Orc babies do not drop loot
 - Traps disarm & detection power scale with level
 - Ruined Dungeon orb summons do not drop items
 - Sludgenest wall poping slimes power now gradualy increases. Staying inside is not advisable.
 - Added 5 achievements for staying in the sludgenest for many turns (one every 100 wall slime pops)
 - Improved look of the huge sandworm burrower
 - Yaechs and Nagas in Murgol lair have dropped damage by 35%
 - The Ritch Hive Mother dropped damage by 30%
 - Chant of Light now also increases fire damage
 - Golem Power now also adds mastery with staves, daggers and exotic weapons (but not mindstars)
 - Fixed Star Shot
 - Prodigies dialog allows to unselect
 - Huge tweaks to many ego items to make them more interresting
 - Changed Evasion talents to not let characters become melee immune
 - Applied infinite scaling to the cunning tree
 - Saving happens in a separate OS thread, making saves much less painful
 - Zones can have a temporary memory cache. ToME uses it to keep the last 3 visited zones (and associated levels) in memory, making switching between them much faster
 - Bathe in the Light now provides a damage shield to all affected creatures and fire damage to all damage creatures
 - Precognition dissipates when switching level
 - NPC will not use automatic talents with hostile targets
 - Eldritch eyes do not affect a yeek when they are destroyed when dominated
 - Really, do not annoy Linaniil ... but if you do you get an achievement
 - Yeeks can not dominate themselves
 - Diggers now provide a dig talent and can be used while carrier instead of wielded
 - Bone Shield looses a charge only if the damage is > 0
 - Meteoric Crash stun chance uses spell or mind power, as the damage does
 - Fixed anmalice proc
 - Protective Aura correctly grants physical saves
 - Combat Training talents split into two lines
 - Object tooltip now shows which talent mastery affects them
 - Last level of Reknor can not have obelisks and such
 - Added "alter_level_data(zone, lev)" possible callback for level creation
 - Alternate Daikara has pyroclasts falling whe nthe players getin range 6 instead of 3 and the last level has more trees
 - Alternate Sandworm lair has more giant tunnelers
 - Alternate Norgos lost Frozen Feet and the shivgoroths got a little damage penalty
 - Alternate Maze "normal" horrors have been replaced by temporal ones
 - Nerfed Shardskin damage and changed his talents a bit
 - Air bubbles have a more explicit description
 - Killing an aquatic horror will fill the surroundings with air bubbles
 - Reduced Maleable Body effect
 - Converted all wild gifts to infinite scaling
 - Diggers should be instantly usale even at high speed
 - Upgraded LuaJIT to 2.0.2
 - getCharmPower now takes a first parameter "who"
 - Objects from worldmap ambushes and farportal zones grant less money
 - Birther can apply data to the party
 - Easy mode now also halves all detrimental status effects
 - Fixed traps in immediate melee mode
 - Cavern generator can place doors
 - Doors can have a "door_sound" field to tell which file to play when opened
 - New hook "UISet:Classic:Resources"
 - Fixed Prox halfling Feet when used on a halfling
 - Allow quests to be in addons data folder, referncing them like zones with an "addonname+" prefix
 - Chagned the particle effect for aerther vortex (thanks umbrall)
 - In zones with walls on grass you can see small leaves of grass extending over the walls
 - New dirt road gfx in the trollmire
 - Roomer generator can now understand the = symbol to define tunnels, if not present it defaults as it did before to the floor
 - Upgraded the grass to look like nice foresty grass
 - Fixed stealth/invisibility: npcs could go straight to the target (it still hindered them though)
 - Updated grass to look more like grass and less like golf terrain :)
 - Ctrl+P (by default) now allows disabling/enabling all automatic talents
 - Tentacles can not be summoned out of range
 - Ambuscade shadow can not teleport
 - When a summon dies/disappears, any NPCs targetting it will start looking for the summoner
 - Added "infinite scaling" methods
 - Applied infinite scaling methods to all spells
 - Eggsack & crystal shard summons do not grant exp when killed
 - Retch now also has a chance to remove a detrimental or beneficial (depending on undead status) physical effect
 - Ghoulish Leap cooldown reduces with level
 - Ghoul talent now provides a maximum damage cap. No blows can deal more than X% of their total life
 - Animate Blade / Crystal Shard summons do not drop items
 - Leveling up/down Mimic removes the effect
 - Buffed Quick Recovery, Fast metabolism and Spell Shield, they now have bigger bonuses and scale with mastery
 - Buffed the Eternal Night set
 - Timed effect duration reduction from Time Shield and other such effectsonly affects detrimental ones
 - Fixed Doomed unlock
 - Removed Rain of Death vault
 - Pulverizing Auger max range limited to 10
 - Thalore Blight resistance reduced
 - Fixed Receptive Mind debuff
 - Rockwalk does not break Body of Stone
 - Eldritch Stone now grants mana regen on rest
 - Fix Deeprock Form preventing unlearning last talents
 - Eldritch Stone now is affected by Aegis
 - Eldritch Stone graphics updated
 - Stone Wardens automatically unlocks Wilders
 - Elemental Split only takes a turn if at least one half got summoned
 - Mountainhewn Deeprock correctly grants immunities
 - Eldritch Stone durations scale with talent
 - Eldritch Stone effects have 100% chance to trigger
 - Eldritch Stone effects apply power is based on the highest of spell or physical power
 - Stone Wardens Stone Half now correctly knows Stoneshield
 - Angolwen shops are finally free from their gfx glitch
 - Mindlash psi cost now increases the more it is spammed
 - Boosted Stealth initial value
 - Lost Merchant artifact creation list is split into subcategories
 - Birth screen will not spin the CPU madly
 - Target tactical info now looks better!
 - Addons in chardump will be stoerd differently to make the Vault able to search them correctly
 - Wraithform has a graphical effect
 - Increased font size on main menu
 - Heat Beam Rune, Frozen Spear Rune and Insidious Poison Infusion will not affect crosstier effects anymore
 - Resting will not spam the log with messages about party members healing
 - Long chat dialogs will scroll
 - Archery launchers can now have a damage multiplier and an on fire callback
 - When in underwater levels the screen will very slightly .. hum .. wooble
 - Buffed Mind Parasite
 - Reduced Mucus equilibrium regen
 - Natural Acid and Corrosive Nature now have a cooldown
 - Mindslayer spiked shields have a new gfx effect
 - Added a hook "GameOptions:generateList"
 - Add new hook "ToME:runDone"
 - New awesome graphical lore for Nur, made by "Impy"
 - New achievement for winning the game without ever going west.
 - When using a hotkey to trigger a talent/item that requires a target, pressing the hotkey again will validate the target just like enter and space
 - Shatter won't stop at the first non-frozen foe it finds
 
Have fun!
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