Blogs

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!

The Santascape has come!

Rejoice in all the cold corners of Eyal for the Santascape has come!
Log on, jump on your characters and enjoy the cold feeling of deat...err...joy and merry presents!
Will you find your presents or your doom? You have until the 1st of january to find out!

Meet the friendly local elementals!

Have a hug with the cuddly snowmen!

And finally meet Nikolas to see if you deserve your presents!

The Santascape 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!

Trapped! is one sided.

This quest is heavily screwed toward assassin lord with Forbidden cults enables as you can get ego reroll for free. And in my opinion artefacts from merchant are not worth it, as they are expensive, while character returning from far east is most likely armed to teeth with them. And he lacks ego reroll. As it stands there is no real reason to choose merchant instead of Assassin lord, as reward for merchant is worse than from assassin lord while being harder to get.

Just Enough Detail

My favorite thing about the game so far is that it has the perfect level of detail. Enough information and art to let your eyes do all the work if you so desire, but if you take it slow, it is all the information you need to really let your imagination run wild. I've always loved ASCII and roguelikes for their ability to make my addled imagination spring to life as if I were 8 years old all over again, and ToME4 is unbelievably good at commanding the theatre of the mind while also being perfectly readable on it's own.

Much love.

So I just won!

So I just won my first game yesterday (on Normal)! <some spoilers ahead!>

It feels good! The character was a Dwarf Bulwark: https://te4.org/characters/201294/tome/92058e4b-f02e-445e-aa89-f59268c35a8b. After I won, I went to Infinite Dungeon and immediately got lucky with a 3rd prodigy point - I didn't have Eternal Guard during the main campaign.

Lessons learned:
  • Bulwarks are tanky. At the end of the campaign, I could stand against most enemies (including the final bosses) without really being threatened.
  • Resistances are good. Armor is even better.
  • I reaaally lacked some adequate damage output. And I am actually uncertain what options bulwarks have in this regard? Should I have taken the "I can carry the world" prodigy instead of "Subcutaneous metallization"? Should I have used more offensive runes/wands?
  • Bulwarks are boring (for me)... exactly because they are so tanky :). Or maybe it's because of the way I played - defense, defense, defense. I was steamrolling regular and rare enemies just by bumping them. As a trade-off, some of the boss fights were really tough.

The lack of damage bit me in the butt a few times. I almost failed to kill Grushnak. While he didn't really threaten me, I almost thought I'd have to abandon the game, because I was unable to get through him. It was an hour and a half long fight IRL, just with him. And it took some serious mental effort on my part - I had to start watching when he blocks exactly, what cooldown his healing has, what cooldown is his Battle Shout, I had to watch my stamina levels closely (as I lacked any way of replenishing it other than by resting...), and I had to chain my biting game runes (which I had to swap for my standard regen infusions mid fight) with my attacks just right to narrowly get through him... tough bastard :).

I found that the Prides were the pivoting point of the whole campaign - Vor was the most dangerous fight I had (teleport rune really saved me several times), Grushnak the most durable enemy, Rak'Shor the easiest (of the Pride leaders) and Gorbat (once cleared of his friends) the most average. Oh, and what's up with the hidden vaults in the Prides? I had no issues with them in High Peak, but I had my ass handed to me several times in the hidden vault in the Prides... I had to just skip them in the end.

The final bosses weren't a threat... though I had to chase down Elandar for half an hour before I finally got him. And of course, Aeryn was long dead by then - no chance of saving her.

After the campaign, I tried taking on Atamathon... well, it didn't go well :). I reactivated it, found that I have absolutely no way of even making a dent in his armor/regen and just fled :).

And now it's time to see how far I can get in the Infinite Dungeon!

---

Full disclosure: I did play the game a few years back, but I was playing offline and was cheating a bunch (using addons similar to generous levels). So when I returned now, I reset everything and decided to play online to get access to all the stats. Just in case you're wondering why I got a win after only a few deaths - that's because I knew a few things about the game already. And also - stacking armor and resistances on a bulwark will apparently get you far on Normal!

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