Blogs

stats cap in Infinite Dungeon

Can someone make an addon that increases the stat cap pass 100 in ID,
or patch the existing one (which is broken) when I enables it my effective accuracy drop to a point I started missing on critters.
I gave up on the TW save with the addon enabled and started an adventurer without the addon and even though I can still clear rooms effectively seeing hundreds of useless points just feels sad.

and while I'm at it I'm suggesting a merchant addon that converts stat point into other points like
4 stat -> 1 class point,
7 stat -> 1 generic point,
35 stat -> 1 category point,
80 stat -> 1 prodigy point

maybe that's not the bright idea balancing wise but I NEED to dump my points into something.

Tales of Maj'Eyal 1.7.6 "Woops" is released!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.7.6 ! See http://te4.org/

This is the update of shame!
I managed to induce a nasty nasty bug that broke the item's vault in 1.7.5. This is the fix for it so I can now finally go back to publish Lost Land test. I am sorry for the delay (and the nasty bug).
And to express my shame about the bug, I've gifted 2 bonus vault slots to every single player account that exists at this moment, whether they were affected or not.

  • Fixed the Item's Vault bug that could upload broken items or not upload at all, or not download at all. It's wild.
  • Updated the server to make sure this can't happen again even if I do an other dumb change

Have fun in Eyal!

Tales of Maj'Eyal 1.7.5 "Before the Storm" is released!

My minions, I am happy and proud to give you Tales of Maj'Eyal 1.7.5 ! See http://te4.org/

This update fixes various things and most importantly provides new hooks and modding tools that are needed for Lost Land.

"But DarkGod please let us test Lost Land!" Actually this patch's main goal is just that! I'll wait a few days to see if nothing explodes with it and if all is good the testing will start!
Now, I already said it in the announcement of the beta but I want to make it crystal clear: Lost Land testing is *NOT* to be considered a way to get early access. It is likely to be full of bugs, unbalanced things, pain, sadness and tears. Things WILL explode and break, characters will be ruined (I mean, in a bad way) and so on. I urge you to not participate if this would feel bad for you. The only reasons I'm doing it are to see want exactly explode and to see if there is an interest for more public testing in the future.
And I will also re-iterate that the test will only be available from te4.org and not Steam or GOG (for the reasons listed above and because IIRC they don't do EA for DLCs anyway).
Now if you are still interested in testing, see ya in a few days! And if not, well I guess see ya in a few days anyway as you'll be able to get your fill of spoilers ;)

Don't forget to help ToME by with donations ( https://te4.org/donate ) or on Patreon ! And join up the official Discord server !

  • Add support for "_nt" for string localizations that should be translated even thoguh the engine does not need to do it instantly
  • Added BlightedSummoning:apply and BlightedSummoning:desc hooks to allow addons to change Blighted Summoning easily
  • Adventurers and Wanderers start with the Shoot talent known.
  • Alchemist's Drolems now have a basic moddable doll like the normal golem
  • Allow tilemaps to load a raw ASCII string
  • Allow Waters of Life to cleanse effects which could possibly reduce your heal mod to 0
  • Character sheet now displays the actual race name instead of the internal id
  • Chat files now support dynamic dialog entries
  • Clarify Shattering Blow shield removal description.
  • Clarify that only one shield is removed and chosen at random for Shattering Blow, Sunder Armour and Impale.
  • Correct Vim tooltip. (Vim gain is 1 + 50% Wil times creature rank, not 1 + 30% Wil times half creature rank)
  • Fix cursed aura bloating your savefile
  • Fix Purging Trap to not bypass silence immunity.
  • Fix so that premade characters now have a bonus zone correctly assigned
  • Fixed a bug preventing audio settings from saving correctly
  • Fixed copying characters links
  • Fixed Destalas Scales doll tiles
  • Fixed Rimebark's Grand Arrival cold resistance
  • Fixed Stormshield rune's numbers
  • Fixed underground mushrooms graphical error
  • Fixes an error with Fearscape
  • Garkul's Revenge correctly gives +20% damage against giant.
  • High Peak levels 1 to 4 now use cavern generator (with varying size on each level) instead of just level 1
  • Living lightning correctly works with Range Amplification Device
  • Makes combat tables for items refer back to their source item, for addons.
  • New hook "Chat:init"
  • New hook "Wanderer:learntCategory"
  • New moddable tile attachements: tail & behinds
  • Prevent Fallen Sun Paladins from spending 2 category points on a single Fallen category
  • Prevent Heroism lost life bonus from chaining infinitely.
  • Split the artifact creation code from the lost merchant chat file and added a hook "LostMerchant:artifactList" for better moddability
  • Swapped the orientation of some items images to be more consistent
  • Update Aura of Undeath description to specify that the inherited damage increase is based on your highest damage increase.
  • Update Call of the Ooze to check your number of total summons vs the limit allowed by Mitosis (Call of the Ooze's own limit is still checked in the action), so it can be used if you already have one or more oozes but do not have max summons or the max oozes allowed by mitosis.
  • Update Vault to check for a shield only. The action only uses the shield, so we don't need to check for sling and ammo as well.
  • Update Weapon of Light description to include the shield duration refresh.
  • Various typos, as usual since I can't type correctly :)

Have fun in Eyal!

Any linux gamer having issues?

After last updates on openSuSe rolling ToME became unplayable - no logs, just stuck on 100% of loading the game or any other loading progress. It could be 25 to 40% taking couple of minutes to loading proceed before exit.
Then just a coredump.
Seems to be an issue with 6.3 kernel. Not sure though.
Anyone else?

I'm giving up ....

... on Roguelike as a difficulty level. For now.

Honestly, maybe it's just too damn ambitious to believe, I could just waltz in here an beat this fine game the way it's 'meant' to be played, before ever having played through a few (dozen?) times on an easier level.

I mean, I really, REALLY used to be able to get to T2 with most of my characters. Get into the Fortress nearly every game. That was before my glorious run with a Drem Writhing One to level 50 (https://te4.org/characters/16429/tome/49e13bec-0702-4c25-9cbf-bd72de55f6bb) followed by attempts to really break into the Orc campaign. Seems like I sorta lost all mojo, as I can't even get into the Fortress anymore.
These days, I'm running an (at least) 4 game streak of games with Zero (0) items to solve the breathing under water problem for Lake Nur. What's that tell you?

So anyway, 11 years and 5 weeks, and 309 characters (most all of them dead) I give in to advice you basically read all over the place: Start on Adventure, you clueless nit!

Wish me luck. :)

Edit: I finally have a Winner!
https://te4.org/characters/16429/tome/d7ffd991-b238-4049-a080-66148f57df27
I'm pretty sure that Elemental Fury played a vital part in this, but either way, my drought is over!

The Pikataclysm is upon us! RUN FOR YOUR LIVES!

What could be terrifying about little cute bunnies and eggs?
Nothing you say? Well, think again for the Pikataclysm has arrived to Eyal and will stay active until May 1st!
Beware of what lurks in this strange place, for sometimes, bunnies have big teeth.

The Pikataclysm is a yearly special server event, triggered every 10 minutes by the server to all players currently logged in. There are others such events, come find them all during the year!

OpenGL shaders bug Water everywhere on map

Hey, so i have this problem where there is water tiles all over the map, i think its a graphical glitch caused by OpenGL shaders, i dont know how to fix it and i dont want to disable it and lose the effects, i have an AMD graphics card. any help would be appreciated !

Hiemal Shield: Love it, Hate it.

As a mage, if you are taking damage you have a problem. Alchemists have golems to fix this problem, while Archmages have movement speed gear and buffs. Necromancers have disposable pets and resistance, defense, and armor upgrades, most of which improve at below 0 hp. The problem is, even with gear and a high-Constitution race, the "below hp" regime is generally less than half of their hp. Playing with a "the first 2/3 of my hp are disposable" mentality is liable to give you a dead character.

Enter the Hiemal shield. As an always-on sustain that substantially improves a necromancer's hit points, the shield makes incidents like "Oops, that wyrmic can do 300 damage with a breath attack" into embarrassing mishaps instead of new character generation.

“Sounds great. Why is it love/hate?"

Love, because the Hiemal shield is iconic - it is recognizably and unquestionably a necromancer talent.

Hate, because… try benchmarking shields. AMs get 2000+ hp shields. The Disruption shield turns your mana into hp, and the Temporal shield heals you. The Hiemal shield is about 1/4 of that, and it just unsustains. You can damage nearby monsters when it happens, but that doesn't help you survive in nearly as direct a fashion as healing.

And the cost of the Hiemal shield is absolutely not cheap. This thing eats souls. Hiemal shield takes 1 soul and 30 mana to sustain — no problem — but eats another soul if it takes even 1 hp of damage and has to refresh. Slip on a rock? That’ll be 1 soul please. Unlike the Stormshield rune, which lets damage below a threshold through and only takes big hits for you, the Hiemal shield takes damage from any attack. Not only that, but when you combine other shields with it — like shield runes — it STILL counts as being damaged and eats a soul afterwards.

Lost Land Beta soon! Next dlc already in the works! What the hell DarkGod?!

Hello my minions!

 

So it's been a while, far too long even, but now I'm finally rea..

**out of nowhere, a wild minion appears and grabs DarkGod, shouting, "WHERE IS LOST LAND? GIVE IT TO ME NOW!!!"**

Ok ok my wild minion, just let me finish!

 

As I was saying, I'm finally ready to speak more about Lost Land. It's now in a rather usable state but it is a very big thing and as such, I've decided that I'd do an open beta / early access for it for once!

The current plan is that such a beta would come soon and be available on te4.org (worry not steam and gog people, you can use stuff from te4.org directly too). Now, what is soon? I'm not sure, but I can tell you a bit about what will be inside!

  • 6 new races, two of which have further minor variants:
    • Risen (Human / Halfling), a form of perfect undeath, unique to the Empire
    • Vampire, need I say more?
    • Atroren, elven undeads with .. peculiarities
    • Reptilian Saupur, lizard-like humanoids
    • Draconic Saurpur, lizard-dragon-like humanoids
    • Vessel (Gold / Bone / Steel / Crystal,) a kind of undead construct to house the soul of those whose bodies are beyond repair
  • 3 new evolutions:
    • Exarch, a powerful undead servant of the Empire, on the same power-level lore-wise as a Lich
    • Ancestral Host, a Saurpur that merged with a core-seed to become treant-like and protect the Imperium
    • Psi-ghosts, Solipsists that fully shed their physical bodies, solely existing as beings of pure psionic power
  • 3 new classes:
    • Dust-mage, a kind of mage specialized in using sand and stone
    • Graverobber, a rogue that learns some necromancy and ice magic to facilitate their .. activities
    • Praetor, an elite soldier of the Empire, with command over the imperial legions
  • 22 new zones, and the overworld map of Tar'Eyal itself, to explore and, most likely, die in! Some with rather unique gameplay or setting... Did you know you wanted a zone where you ride a giant dragonfly in its mad flight over the continent to tame it? Now you do!
  • A new campaign that replaces all the first half of the base game campaign and ties into the second half.
  • A way to become permanently mind controlled by a sentient fungus!
  • Many new creatures: ghosts, scorpions, antlions, some demons and many more and obviously for a game called Lost Land:
  • *DINOSAURS*
  • The usual new artifacts, lore, music and so on. But also new visuals for many existing items! An iron sword is an iron sword, but it will look different!

Now being a beta, it is not complete. Some unlocks will be missing; many texts will be too. Some/lots of placeholder gfx will exist; if you are lucky, you may even have a glimpse at my fantastic hand-drawn art (yes, you can start being very afraid now)! And obviously, balance will be atrocious, and the whole thing will be riddled with bugs (and I'm not talking about ritches here!).

 

Stay tuned for another post announcing the actual opening of the beta!

 

Now Lost Land is all well and dandy, but I do know I took far too long to make it; sure the world was hit some covid and all, but still I recognize my shortcomings, and it could and should have come sooner. Now, to avoid making the same mistake twice, I contacted the good Recaiden, a well-known and respected ToME modder, and asked to partner with him to start building the next expansion already! And he agreed! This way, the next expansion will already be well underway when LL is fully out, and since I'm not the only one on the project, on the coding side, I won't be able to slack off as much! :)

So it's with great pleasure that I announce that development has started on Beneath the Tides (title may or may not change), an expansion that will bring you over and under the vast oceans of Eyal and ... beyond!

Without spoiling too much, I can tell that you'll be able to play either nagas (of the Vargh Republic) or trolls (of the Kar'Haïb Dominion) and pirate your way to treasures and glory! Well, at least until some unexpected event propels you into an epic adventure! Prepare to encounter weird new threats but also some that ring closer to home...

 

Ok ok minions, do not panic. This is not another expansion announcement! The SoE is something else entirely, it is a lorebook that the great Liberty is currently working on, the person you have to thank for the amazing and disturbing lore of cults :)

It will take the form of an in-universe book, written by somebody that most players already know (but I can't reveal who they are, it'd be a big spoiler, sorry!). It will discuss various aspects of the world of Eyal, its history, its inhabitants, the way the universe works, the nature of magic, souls, Nature, ... And lots of stuff from outside of Eyal too, from the local star system to things much further away...

Here is a little quote from it, where the writer discusses horrors:

When designing the Sher’Tul, Amakthel had numerous failed experiments. Rather than dispose of his misshapen creations, he ignored them and left them to their own devices. They multiplied and spread through Eyal’s underground. However, Amakthel wasn’t wholly responsible for this plague. The Sher’Tul also created many bio-weapons during their civil war. They engaged in the same sin as their father and reshaped life for their own ends. They degenerated their own brethren, mutating them beyond recognition. To their credit, they tried to clean up the remnants of their war, but some horrors escaped their notice. There are also horrors which came to Eyal from space. All three of these groups are collectively referred to as eldritch horrors. I have catalogued various types of eldritch horrors below.

Obviously, I will not give any release date for that one, but I'm sure lots of you will be eager for it! I'm not yet sure the format of it either; probably some kind of ebook maybe also distributed on external ebook platforms, or who knows if there is demand, maybe as a physical book too. Please give us your opinions on that!

Made it to the Master

I made it to the Master with a level 24 halfling rogue playing on normal difficulty and rogue like mode. Not knowing that he resurrects after the first kill, I gambled and hung in the fight only to down him and get clobbered after he resurrected. I have only played roguelike in the 10 or so attempts I have made at the game, but think it might be time to try some adventure mode so that I can cultivate some knowledge. Loving it so far, though!

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