News

February 29, 2016
By darkgod - February 29, 2016

My minions,

 

Here comes a small update to Embers of Rage!

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:

  • 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)

 

Have fun in Eyal!

February 29, 2016
By darkgod - February 29, 2016

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.4.5 ! 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 Aertherwalk teleporting on the opposite side of the target area
  • Stores can now ignore material levels with ignore_material_levels=true
  • Addons can have a new init.lua parameter like "requires_addons = {'foobar', 'lulz'}" to only activate if those addons/dlcs are also active
  • Spellhunt Remnants can not be upgraded witha tinker inside, and says so
  • 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)
  • Can not recall out of subvaults
  • Fixed VaultLevel generator to not abide "required_rooms" of parent zone

 

Have fun!

February 23, 2016
By darkgod - February 23, 2016

My minions,

 

Today I am proud to announce the immediate availability of Embers of Rage, Tales of Maj'Eyal second expansion which has been so long in the making!

It brings to you a whole new campaign to play (and die) in, steamtech, new classes, new races, crafting, lore, zones, quests, artifacts, .. and more!

 

This expansion has had much sweat and blood in the making, I hope you'll like it.

 

 

Embers of Rage is available from Te4.org, Steam, GOG, and more for 70 voratun coins / 7€.

Go grab it while it's steamy hot! Like right now!

 

PS: You need to own the game either with donator privileges, Steam, GOG, ... to purchase Embers of Rage, it is after all an expansion :)

February 20, 2016
By darkgod - February 20, 2016

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.4.4 ! 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!

 

This release will be required to play Embers of Rage. Update now, for Embers of Rage is out in a few days!

 

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

 

Release highlights:

  • A few bugfixes
  • A few compatiblity changes for Embers of Rage.

 

Expanded changelist:

  • Lichform now properly functions in Arena mode
  • Adventurers also start with a shield and a 2h sword
  • If lore somehow ends up in inventory it can be used to read it
  • Made Arcane Destruction not double-scale
  • Nerfed Arcane Might a bit
  • Moddable tiles can define head "underwear" (default tile when not wearing stuff) and rename default underwears
  • Added shoulder attachement locations to all player dolls
  • Randart generator saves the naming scheme for possible reuse
  • Fixed Zone:setEntityEgoList
  • Randarts display as such in their description
  • Fixed a bug in command staff dialog tree
  • Trees are correctly diggable in the slazish fens
  • Fixed Worm Walk range
  • Fixed Block erroring when disarmed
  • "attack_recurse" also works on archery.
  • Achievements can now have a category

 

Have fun!

February 16, 2016
By darkgod - February 16, 2016

 

Mark your calendars my minions!

 

Embers of Rage will be available on the 23rd February of the year 2016 (yes that is in one week!) !

 

What is Embers of Rage ?

It is the latest expansion for Tales of Maj'Eyal, and not a puny small thing at that! It is a whole new campaign that will take your characters from level 1 to 50 in a full set of brand new zones/quests/lore.

One year has passed since the one the Orcs call the "Scourge from the West" came and single-handedly crushed the Orc Prides of Grushnak, Vor, Gorbat, and Rak'Shor.  The Allied Kingdoms, now linked by farportal to their distant, long-lost Sunwall allies, have helped them conquer most of Var'Eyal.  The few remnants of the ravaged Prides are caged...  but one Pride remains.  Kruk Pride, isolated on an island, is the last orcish settlement that stands; they, too, face their impending doom.  The Sunwall has blockaded the only exit point from the island, and now, the technologically advanced civilization of Steam Giants have come down from the mountains to take their homeland with machines and weaponry unlike anything else on Eyal.  Kruk Pride has reverse-engineered their technology before; their only hope is to do it again and rise up against the Pride's foes.

 

What is inside ?

So many things! If you think a whole new campaign is great wait until you learn that you get 3 new races to play the campaign with:

  • the Orcs (obviously!), fighting for the very survival of their race; the Kruk pride is all that is left
  • the Yetis, well kinda! An orc mind in a powerful yeti's body!
  • the Whitehooves, of which I will only say the name ;)

 

What would be a Tales of Maj'Eyal expansion without new classes? Good thing you'll also get 3 new classes:

All of which are part of the Tinker metaclass:

  • learn to maw down your foes as a Sawbutcher, dual wielding steam-powered saws to bring hot steamy mayhem to your foes!
  • become a master Gunslinger, filling your foes with bullets fired by your steam-powered guns; be elusive, be evasive, fire away and be awesome!
  • merge machine and mind with the Psyshot, of which I will not speak any more ;)

 

But what would be a good tinker without items to improve and craft ? Nothing!

All tinker classes (and all other classes can learn) start with the ability to craft powerful items to improve their equipment. Do you need to run fast? strap Rocket Boots to your shoes! Do you need a quick heal? Inject a Healing Salve directly into your bloodstream! Do you love fire and flames? Strap an Incendiary Groove to your weapon!

There are over 70 crafts to choose and use.

 

The expansion also comes with a full contingent of artifacts, deadly foes, achievements and such. The classic stuff ;)

 

So, get ready! Oh and I may be posting a few teasers between now and the release, just to keep people ... teased ;)

February 8, 2016
By darkgod - February 8, 2016

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!

February 3, 2016
By darkgod - February 3, 2016

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!

January 28, 2016
By darkgod - January 28, 2016

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!

January 26, 2016
By darkgod - January 26, 2016

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!

January 25, 2016
By darkgod - January 25, 2016

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!