New game released by Susramanian and myself: Oafmatch!
A new game from an old Tales of Maj'Eyal developer!
My dear minions,
A few years back when when Tales of Maj'Eyal was still very young, there was a player named Susramanian who made/suggested cool things like the Mindslayers, many vaults, the inscriptions system, the shield block system, the elemental staves system, many many egos, some quests, and so on.
Tales of Maj'Eyal owes him some nice stuff indeed!
So today I'm pleased to announce that for the past years he's been working with a friend on his own game Oafmatch and when I tried an alpha long ago I really liked it and decided to join up and help them. So here I am today, the game is now released on Steam, and on https://oafmatch.com/.
But DarkGod, what is Oafmatch?!
I'm glad you've asked! To put it simply in a few words: Oafmatch is an hybrid RPG/Match3 game with some roguelike elements that combines traditional RPG turn-based combat with match-three mechanics. It even involves an actual story!
You build up a party of four .. let's call them heroes to be kind .. from a roster of 30, each with their own unique skills and you equip them with two of the many weapons the game offers.
The game's strategy and tactics revolve around six colors: red, yellow, green, white, blue, and purple. Each character is assigned two colors, a major and a minor one. A properly formed party will have all six colors represented; at least in minor form. Neglect a color at your own peril!
And then? You battle, matching gems to power weapons' special attacks to help turn the tide of battle! Or as our hero, Knuckles, says it rather eloquently you fix problems with violence! :)
Enough small talk, what are the actual features?
- RPG / Match-three hybrid combat system: match gems, earn mana, trigger terrifying skills to crush your foes.
- Sixty unique, equippable weapons, each with five different ability ranks.
- Dozens of wildly different monsters to wreak havok upon your poor party.
- Thirty playable classes, each with their own unique traits to master and levels to attain.
- Huge campaign worth over 30 hours of pain, death, and light-hearted dialog.
- Roguelike dungeon mode for an ever-changing (and ever-punishing) experience.
- New Game Plus option, with shuffled loot and extra playable classes.
- And full controller support.
DarkGod, this sounds dapper! Where do I throw my money?
That's rather easy to answer, simply click one of the two buttons below to snag it!
Oh and because I'm a nice god of darkness (yeah...) if you buy Oafmatch I will throw in a little bonus for your Tales of Maj'Eyal pleasure and give you one more Item's Vault slot (for how to get it look at the Netcore Games menu) !
Oh and please if you like the game do remember to review it on Steam, every bit helps :)
And now go minions, go have fun!
Characters not updating on online profile?
Seems for the last 2 days any new characters I make don't show up on my characters list, and if I played on previous characters their stats don't get updated, anyone else with this issue?
Updated https://te4.org!
My minions,
As your probably noticed, I have updated and reskinned https://te4.org/ to look (hopefully) much better!
This update, combined with version 1.5.4 when it'll be out will also improve the online character sheets, including your actual character doll (so you can show off your fashion sense with the shimmering feature) and clearer talents & items tooltips with included icons :)
Have fun!
"You now also use your x in place of x when equipping weapons and ammo as well as when calculating weapon damage."
I can't seem to wrap my head around the way lua for skills that replace weapon stat calc and equip requirements with another stat work.
For example if ↓
newTalent{ name = "Strength of Purpose", type = {"chronomancy/guardian", 1}, points = 5, require = { stat = { mag=function(level) return 12 + level * 6 end }, }, mode = "passive", getDamage = function(self, t) return self:getTalentLevel(t) * 10 end, getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 2 end, info = function(self, t) local damage = t.getDamage(self, t) local inc = t.getPercentInc(self, t) return ([[Increases Physical Power by %d, and increases weapon damage by %d%% when using swords, axes, maces, knives, or bows. You now also use your Magic in place of Strength when equipping weapons and ammo as well as when calculating weapon damage. These bonuses override rather than stack with weapon mastery, dagger mastery, and bow mastery.]]): format(damage, 100*inc) end, }
Is changed to something like ↓ and given to a custom class the skill will have no effect.
newTalent{ name = "Magic Enhanced Strength", type = {"spell/Body enhancements", 1}, points = 5, require = { stat = { mag=function(level) return 12 + level * 6 end }, }, mode = "passive", getDamage = function(self, t) return self:getTalentLevel(t) * 10 end, getPercentInc = function(self, t) return math.sqrt(self:getTalentLevel(t) / 5) / 2 end, info = function(self, t) local damage = t.getDamage(self, t) local inc = t.getPercentInc(self, t) return ([[Increases Physical Power by %d, and increases weapon damage by %d%% when using swords, axes, maces, knives, or bows. You now also use your Magic in place of Strength when equipping weapons and ammo as well as when calculating weapon damage. These bonuses override rather than stack with weapon mastery, dagger mastery, and bow mastery.]]): format(damage, 100*inc) end, }
I have no idea what I'm missing, is there another lua file that somehow is loaded by the skill or am I completely misreading the lua?
Dropping support for OSX version lower than 10.9 soon
My minions,
I always try to support even the most antique systems as much as possible, but sometimes I just can't anymore.
Up until now the game worked on 10.6+ but I'm soon going to use code that requires more recent compilers.
Thus bumping the requirement to 10.9 (which is already nearly 4 years old).
The steam page has listed 10.9 has a requirement for a long time now anyway so this is more an official announce than a surprise :)
Have fun in Eyal!
PS: If some mac pros can explain to me how to compile C++11 (or ideally more!) on and for OSX 10.6, I will not have to drop it ;)
- darkgod's blog
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Tales of Maj'Eyal 1.5.3 "Never give up, never surrender!" is out!
My minions, I am happy and proud to give you Tales of Maj'Eyal 1.5.3 ! 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 ) !
- Cannibalize penalty is now displayed in the assume form dialog
- Cannibalize penalty is currently removed for body clones
- Removed the info about timed effects for Assume Form as taht was old stuff that was never actually done
- Fixed the description of Assume Form
- Fixed Infestation's carrion worms poping over npcs/you sometimes
- Fixed crippling poison on items (fixes Assassin's Surprise in Embers of Rage)
- Fixed Chants and Hymns for escorts
- Sanity checks to prevent a rare dmage shield error with Minimalist UI
- Reckless Strike can not kill the user anymore
- Fixed Aeyrn sometimes being hostile in the end fight
- Fixed challenges sometimes auto-failing or auto-succeeding in the Infinite Dungeon
- New hook "Actor:startTalentCooldown"
- Disabled portal greater vault as it keeps on bugging weirdly
- Fixed the item's vault not appearing in the Infinite Dungeon
- Eldoral Last Resort bonus talent changed to Scatter Shot
- Adventurers start with combat training unlocked
- Randboss/rares can not generate with random talents from the "other" trees (which are hidden or npc specific stuff)
- Fixed a rare bug that could void player's armour or saves
Have fun in Eyal!
- darkgod's blog
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Roguelike Random Challenge! (300 YT Sub Special!)
Hey guys! I just wanted to say thank you for all the crazy support! I love this game, and community! Here's to another year of going strong! Due to my ToME channel being the fastest growing one, It'll be my main focus from now on! :) So, to say thank you, I've made a video that you will probably find funny and/or facepalm inducing! Ladies and Gentlemen, I present, The Hardcore Totally Random Challenge! Enjoy!
Video: https://youtu.be/6NsCHGg0tiQ
- WarriorOfLight's blog
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Bug: Statistics not updating
Statistics not updating since August of 2015.
Tales of Maj'Eyal 1.5.2 "Forever and More" is out!
My minions, I am happy and proud to give you Tales of Maj'Eyal 1.5.2 ! 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 ) !
- 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 "Forever and Some" is out!
My minions, I am happy and proud to give you Tales of Maj'Eyal 1.5.1 ! 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 ) !
- 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!