Tales of Maj'Eyal 1.2.4 aka "Where there was fire..." is released!
My minions, I am happy and pround to give you Tales of Maj'Eyal 1.2.4 ! 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!
Don't forget to help ToME by with donations ( http://te4.org/donate ) !
Release highlights:
- Important bugfixes
- Many new player doll images
- Many new toys for addon makers
- New lore
- Compatibility update for the upcoming Ashes of Urh'Rok expansion !
Expanded changelist:
- Respec is possible in the Eidolon plane, like in town
- New lore to be found in Tannen's tower
- New gfx effect for Darkest Light
- Callbacks now work for items too, they trigger by default when worn, but can be forced to trigger even when not by setting carrier_callbacks = true on the item
- New awesome corona gxf effect
- Living Lightning and Caustic Golem have some gfx effect now
- Races can define "_forbid_start_override" to not be subjected to archmages/chronomancers/.. different starting zones
- Resources regen on hit cant happen on yourself
- Fixed the tooth of the mouth rarity
- Artifact sword, tridents, maces, daggers (plus a few more) added to player dolls
- New callbacks: callbackOnSummonDeath, callbackOnRun, callbackOnBlock, callbackOnTalentDisturbed, callbackOnTemporaryEffect
- New actor:talentDialog method to spawn a blocking dialog in a talent
- Disabled the animated background on the main menu, it was always lagging behind in terms of prettiness
- New FontPackages engine class, lets easily define and switch "themes" of fonts
- Switched to a new default font, the previous one is still available in the GameOptions as the "web" one
- Custom made tiles can now be used (by donators), simply follow the howto in the birth dialog
- Fixed Frenzy killing the user
- Lore can now have a template=true field that shows it must be processed first
- Status effects in tooltips will show charges, if any
- New hooks "Zone:loadEvents" and "Boot:loadBackground"
- GameState:findEventGridRadius also returns the center of the grids
- Wraithform is now instant, takes less vim and provides better bonuses to armour and defence
- Fixed escort quests to correctly gran mental saves
- Combat:attackTargetWith also returns damage
- Addons can add a new splashscreen by having a special boot-screen folder
- Losgoroth are enemies to all
- Particle effects attached to an entity can be translated
- Building map generator can have margins now
- Addons can now be bundled into packages containing multiple ones
- Block effect can have custom handlers
Have fun!
- darkgod's blog
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A small bug
Not sure, whether this was already mentioned. However this can make the game unbeatable.
1 Pick cornac corruptor
2 Unlock Shadowflame
3 Invest into Wraithform
4 Find some dungeon near rocks.
5 Enter dungeon, cast wraithform , leave dungeon.
6 Step into rock on globalmap.
7 Wait till wraithform runs out.
Not sure about current version, but earlier repeating steps 5 to 7 would eventually bring you to the zone right under the main continent without any ambushes/dungeons/towns generated so you never get back.
UPD: Tested it in current version. Still works as described.
EDIT: I've erroneously typed "shadowflame" instead of "wraithform" in steps 5 and 7. Fixed.
Undead races
Finally beat the Master, wanted to get Skeleton but got the other.
Spend entire day trying to get the Skeleton, but die while trying to lvl up for Master.
This game, srsly.
"Overwhelmingly Positive"
I had not noticed before, so maybe the wording is new but on Steam page for ToME (http://store.steampowered.com/app/259680 ) it says:
"User reviews: Overwhelmingly Positive (530 reviews)"
Yup! Overwhelmingly!
So big thanks to you all, and go add more great reviews :)
The voice of your dark god !
Hi my minions,
A new roguelike radio has appeared, with me inside!
http://www.roguelikeradio.com/2014/09/episode-91-our-first-roguelikes.html
If you want to hear me rabble about how I it all started, this is the place to be!
WIki updating, looking for community and staff comments.
As a player of tome, and one with many questions regarding my actions in the world of Eyal (often before wanting to commit to them) I find myself ever referring to the wiki on things that I simply do not have knowledge of. However regarding some artifacts, zones, and a few other things that are most likely out of date I have considered contributing information to revamp it. If that's something the community has an interest in seeing happen, or if the developers of addons and the main game are interested in seeing restored I'd love to hear thoughts and tips on how to go about it. I hope to ever be of service, and hope to hear some comments regarding this venture.
Yeek ArchMage
My Yeek Archmage has made it to Maj'Eyal, only dying three times, yeesh. This is way different from a zerker - I need to pay even more careful attention to my statuses and hit points, as the simplest poison can kill me if I move once too much.
It's a much different play style - the zerker's strength is to wade in and kill them fast, but the archmage is very weak, having to run a lot until he builds up some power. I'm over level 10, but still extremely fragile unless we're at range, and in the dungeons range is a rare thing.
I've got some sustains now, but they're pretty weak compared to the monsters I'm going up against, and Halfling Ruins is full of archers and skeleton mages ...
Win!
I've come back to TOME (after taking a year off for Masterwork Dwarf Fortress :-) ). I've won the game again with a Cornac Berzerker, and my previous experience has served me well. Most of the game is the same from last time, and I highly enjoyed it.
A few things I've noticed:
The zerker's Fearless Cleave is indispensable. Not sure I had that last time, but it really helps clean up those crowds. It's particularly handy for those bosses that try to run ...
The Prodigies are very nice. Picking up "I Carry The World!" is simply awesome for a Zerker (I ended with 145 STR), and then Steamroller makes him the Pinball Of Death.
The randarts are too overpowered- I've noticed that I now mostly ignore the yellow unique artifacts, as they cannot compete. You usually find them way too late to be useful, too, relative to when you found that really cool randart that's better and has a bunch of extra features to boot. (See my guy Ug for examples)
I'd like to see more item sets, and somehow a higher chance of getting another set item if you already have one.
I thought there was a bug with treasure chest items going into inventory instead of the Transmog Chest, but that was my mistake - hitting "g" while standing on it puts it into your inventory, duh. There are some other edge cases where items go directly to inventory, though - alas I cannot recall them now. (I think the Pearl did, after killing the sorcerors ...)
I like the changes in the Pride's layouts, and the bone walls in Rak'shor. Creepy.
Money needs to be more useful. I found myself collecting it anyway, but it just makes the counter on the screen go up. The stores are very expensive for what you get - it's usually just easier to hit the dungeons (except for those 'cure magical' and 'cure physical/mental' runes). Perhaps nerfing the randarts, buffing the stores, and rotating store stock, say, every five or ten character levels ...
Well, that's it for this time. Good luck, adventurers!
- urmane's blog
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Announcing: Ashes of Urh'Rok
My minions, I am back from my little vacation and have some exciting news for you!
Eyal orbits a star called Shandral, but it is not the only world to do so. A world known as Mal'Rok to its inhabitants also orbits it, a world famous for many creatures that hail from it: creatures that people on Eyal call "demons".
The demons have one goal: the invasion of Eyal, by any means necessary.
Ashes of Urh'Rok will be the first expansion for Tales of Maj'Eyal. The idea for it is old, as is some of the code, but was on hold until I got the few remaining ideas needed, and I have them now!
So rather than delay it until after the Orcs campaign (which is bigger), I have decided to quickly finish it and release it to my minions as soon as possible (which is soon, even if I'll never give a date for a release ;) ).
It is a "small" expansion, comparatively to the orc campaign, yet brings some fun features:
- Play as a Doombringer class, a master of destruction and pain that binds demonic forces to channel power through her massive two handed weapon.
- Unlock the Demonologist class, a sword & board fighter that enhances her battle prowess by summoning demons and grafting them onto her weapons and armour. Powerful demonologists can even call upon the echoes of the Spellblaze itself.
- Play through a new starting zone, the Searing Halls, to escape your demonic masters.
- Survive the abduction attempts from the demons and discover new zones.
- Discover the real reason for the demons' wrath toward Eyal with the various lore pieces to be found.
- Experience the "tinker" system, originally developed for the orcs campaign, that lets you attach items to your equipment.
- Unlock multiple demonic "cosmetic" features for many races.
- Earn new achievements.
- Find new demonic artifacts.
- New custom made music and graphics.
Now my minions, you simply need to wait patiently in line while your local God of Darkness prepares to unleash the Ashes of Urh'Rok upon you!
One last thing my minions, to whet yet another appetite: work has also begun on the class that will eventually replace the Stone Wardens as the donator bonus: Possessors. No I will not say one more word ;)
Dealing with crits.
This is the second time I lost one overpowered Berserker build to crit attackers in mass, in Maze (level 11). I guess I need a better thinking on this.
