Tales of Maj'Eyal 1.7.0 "Necrotic Translations" is released!
My minions, I am happy and proud to give you Tales of Maj'Eyal 1.7.0 ! 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.
Now I promised a Necromancer rewrite some time ago, and it is now finally here! Rejoice for they are now more complete, fun and deadly than ever! (disclaimer: yes this means you'll also get murdered by necromancer NPCs ;) )
But that is not all obviously, this new update brings many new things, including 3 new class evolutions! Ok one of them is Lich being turned into one, but it's still much reworked!
An other huge thing is the translation framework. To be honest I never thought it'd ever exist, but in the end I found a way and with the help of Otowakotori and his team it is now up and running!
Simplified and traditional chinese translations are now in the game, with others currently in the work. Addons can also provide translations for new languages easily. Well .. easily as in easy to code, you still need to translate the tons of text ;)
Add to those the usual slew of changes, new stuff and fixes, obviously!
Also included are updates to the three expansions: Forbidden Cults, Embers of Rage and Ashes of Urh'rok.
Ashes ones being of note as it quite improves the Demonologist class with quality of life stuff, new seeds, reworked talents... Go check it out in the changelog below!
Don't forget to help ToME by with donations ( http://te4.org/donate ) or on Patreon !
As with any major updates savefiles are not compatible. If you want to finish a character, do not upgrade until you have done so, and make sure you disable addons auto-updating. If you need to re-download the 1.6 versions of the DLCs I have made them available on their respective pages under: https://te4.org/tome/dlc
And if you use addons, make sure they have a version for 1.7 or disable them; you don't want problems do you? :)
New stuff, cool & shiny:
- Full and total rewrite of the Necromancer class, no point in a list of "changes" as 95% of it is new or deeply altered :)
- Lich is now a race evolution for Necromancers, with its own (obviously awesome) racial talent tree
- New class evolution for Archmages: High Thaumaturgist, that focuses on using and enhancing beam spells
- New class evolution for Sun Paladin: Fallen! Thanks to Recaiden!
- Add language localization support, with simplified and traditional chinese as the first supported languages
- Add a fun mechanic to prevent farming of ruined dungeon orbs to get alchemy ingredients
- Add revamped bandit fortress vault
- Add uniques to rak'shor pride, similar to the ones already showing in all other prides. Uniques are randomly chosen between necromancers or corruptors with either a necromatic mass or sanguine horror pet.
- Add worms vault to dry lake of nur
- Added 2 more rows of hotkeys for the mad people :)
- Added Energy Alteration in the newly freed Meta tree that allows to change damage spells types dynamically, hopefully enabling some fun multi-elements builds
- After resting for a few turns, if a party member has a lower life regen than the main character, it will use the main character's regen instead to avoid super long pointless waiting
- Burb now has his own tile! All hail Burb the snow giant champion!
- Change how rares and randbosses are generated to be tree based instead of individual talent based thus making them focus on trees more and increasing chance to see tier 3 and 4 talents while also making rares easier to evaluate at a glance
- Changed Adept to instead grant a flat +1.5 to all talent levels
- Cleansing Flames is now an active that sets yourself on fire to activate the cleansing flames efefcts for yourself and all burning wake/inferno damage as before. This makes it work with Spellcraft
- Eldritch Infusion now also provides a spellpower and mindpower bonus based on shields tiers
- Enabled "WASD" movement (with an option to turn it off, and keybinds anyway). The big difference to normal movement is that it responds to key *release* and can combine directions. So you can do diagonal movement with just 4 keys by pressing two at the same time. Keeping them pressed also works
- Focused Wrath now also resets the cooldown of Mind Storm at talent level 5
- Give all melee classes that don't currently start with a point in weapon mastery at birth a point in weapon mastery at birth; this also serves to make sure randbosses have the weapon mastery they need
- Malevolent Dimensional Jelly finally got its own tile! Now MORE malevolence!
- Melinda has a new haircut (also available to players after unlocking redhair)
- Merged Quicken Spells and Spellcraft
- Moved the default binding for 'w'ield to 'e'quip and the old 'e' binding to 'E' (not that this matters as this was just and alias for 'i'nventory anyway). Those are the DEFAULT binds, if you want the old ones, you can rebind to whatever you prefer :)
- New minor demon, the onilug
- Pressing x on the levelup dialog can toggle between the current display and a new one were every value of talents over 5 levels is shown at once (just try it's harder to explain than it really is ;) )
- Prodigies screen splits out evolutions from prodigies to better see them
- Rework of the Phantasm tree, Illuminate is more useful, Phantasmal Shield remade, Invisibility is not a sustain anymore and has no damage penalty and a new Mirror Image spell
- Reworked Swift Hands to provide 4 "ready" slots
- Rewrote Aether Permeation to be a dispel protection and a spellpower boost
- Stone Fortress now applies half the effect when it is not activated by the racial ability
- Stone Vines now correctly check for mindpower instead of just willpower to apply debuff
- Stone Warden's Shard is not affected by counterstrike
- When there is possible negative life the player's healthbar will now account for it and add a visual marker at the "0" health point too
Misc stuff that other categories did not want:
- A few UI visual tweaks (buttons & frames)
- Actors are cleaned of temporary effects upon death even if they do not resurrect, to prevent some effects from lingering after their deaths
- Actors with inventory access disabled can not access stores either. Sorry!
- Add cost to crude iron battle axe of kroll, rungof's fang, mummified egg sac and razorblade
- Adjust formula for Dominate resistance penetration and change cap to 70%
- Aether Avatar correctly removes physical and magical effects
- Aether Avatar penalty only triggers for spells
- Allow cancelling Temporal Form's anomaly talents
- Altered Essence of Speed formula to be less punishing on high level NPCs and reduced its mana cost
- Altered the Sceptre of the Archlich and the Ring of the Archlich to be more in line with new necromancers
- Archmage's Wildfire, Storm, Ice and Stone trees are now available without an unlock (they still require a category point)
- At level 6 Metaflow now increases the talent level of all spells by 1 for a few turns when casting them
- Blacfire Aegis damage now checks the highest of mind or spell power
- Blast can no longer randomly multihit
- Blast damage now actually reduced by distance (up to 50% at max range)
- Block has no effect against self inflicted effects to prevent some problems for Demonologists
- Bone grab will correctly fail if not hitting target.
- Buff Dawn's Blade
- Buff maulotaurs
- Buff Psychometry
- Buff the celestial/radiance tree
- Buffed Stone Vines damage
- Cap Scoundrel's Strategies to 100% crit penalty
- Change Mindrot damage to happen on base turn but be increased global speed to compensate
- Crippling Blight shows the fail% in the icon
- Detonating Charge is greyed out if pinned
- Equipping a belt of undeath or similar immediately stops suffocation
- Fearscape from tannen questline and from the coruption spell both count has "orbit" for the sake of Aether Permeation check
- Fire Storm cant crit and deals a bit more damage
- Fungal Growth should work with effects that can merge (like Bloodbath)
- Give grushnak pride orcs -30% damage when randbosses
- Give Spell Shield, Blinding Speed, Corrupted Negation, Unstoppable, Disperse Magic and Shadow Simulacrum a lower change to appear on ranbosses
- Gorbat bamboo walls support displaying single tile walls
- Grapple will check if target can be silence/slowed
- Greater checkerboard vaults should again have correct vault door entrances and revamped it to be smaller and have a boss in the middle
- Healing infusion can be used even at 0 healing factor (for the cure side of it)
- Health warning effect now accounts for negative life
- If a creatures that clone on hit that was worth 0 exp is cloned, it'll correctly still be worth 0 exp
- Improve Pace Yourself
- Increase minimum level for merchant tunnels event to 18, saving new players left and right!
- Intimidated no longer prevents entering the worldmap
- Levelup screen now accounts for bonus talent levels in the talent descriptions
- Limit antimagic on early game rares
- Limit fearscape on rares
- Lost life warning input disabler now counts both max life and max negative life
- Lumberjacks have grown in size
- Make forest ruined building 2 vault more interesting
- Make using item that can use talents respect the talent's usage conditions
- Make Vor Pride's special vault have a slightly friendlier layout
- Make worms vault a bit more reasonable
- Marked for Death, Chromatic Fury, Haymaker and Bombardment can't be used by NPCs
- Modify collapsed tower vault to make it more interesting
- Move Blood Spray damage to after applying disease to avoids Virulent Disease being triggered and then immediately overriden by a weaker disease
- Nerf Grand Arrival resistance reduction andd buff poison AOE damage
- Nerf nature slow proc on egos
- Nerf Rampage speeds
- Ogres in elvala are now big
- Prevent Bone Grab to be cast on oneself
- Prevent getting prodigies you do not qualify for
- Prevent learning traps from the library in Yiilkgur
- Prevent Weapon of Wrath from showing on randbosses
- Pride stair guardians are now rank rare instead of elite, which they already were in all but name
- Random knockback VFX direction now matches effect
- Reduce cooldown and mana cost of Inferno
- Reduce damage taken requirements for prodigies that require those
- Reduce freeze iceblock life
- Reduce spawn rate of living weapons vault in halfling ruins
- Reduce the size of eruan floors (but maintain total number of NPCs). Reduce eruan from 4 floors to 3.
- Reduce the size of Reknor
- Remove blighted summoning from gorbat, replace with grand arrival and rage
- Remove digging from all vaults that currently require digging
- Remove Heighten Fear antisynergy with Darkness and Predator
- Remove negative resists from of madness ego
- Remove negative resists from werebeast's ego
- Remove negative stats from battlemaster's ego
- Remove selffire from Corrupted Negation
- Remove the burglar's ego
- Shadow Grab now uses spell speed
- Shadowstep is greyed out when pinned
- Shield wand and Healing totem now work with Through The Crowd
- Slightly buff glyphs by making them no longer prioritize yourself before enemies for placement
- Slightly increase damage mod for knives
- Slightly nerf caustic terror
- Sludgenest walls-to-slime do not drop items
- Somewhat reduce number of vaults in prides and add new unique vaults for them
- Stalked will not prevent entering worldmap
- Summoned creatures are always worth 0 exp
- Switch chat channel is now unbound by default, as it's not used much and people ended up on different channels by mistake
- The novice mage will not appear for any character whose birth faction is Zigur (so, for Krogs of Forbidden Cults)
- Throw Bones does not hit allies
- Toxic Death always spread Vulnerability Poison first and won't spread Stoning Poison to an enemy already stoned
- Tumble targeting can now be freely moved around
- Tune down Grand Arrival a little
- Turn diggable walls into doors in some vaults
- Tweak difficulty settings for nightmare (rare spawn rate increased from 6.77%->12.5%, zone level multiplier decreased from 50%->25%)
- Update Dream Hammer mastery to the new scaling enjoyed by other weapon masteries
- Update shattering shout to modern scaling formula and cap radius
- Update the Arena death dialog to use the same code as the normal one (should fix a few bugs and inconsistencies)
- Voidstalker cloaks correctly work only on foes
- Yeek npcs are now small
Evil bugs being squashed:
- Correctly sort savefiles in the load menu
- Curse of Shrouds movement bonus now triggers when swapping places with an ally
- Derth arena quest is now resilient to clones! BEGONE CLONES! YOU SHALL NOT PASS!
- Disruption Shield correctly respects the radius increase from Aether Avatar
- Effects that should be removed on level change will be removed even if they can't be removed. This requires no further explanation :)
- Eyal's Wrath have correct duration
- Fix (more) Possessors memory leaks
- Fix a bug with Beyond the Flesh
- Fix a bug with force using a talent at a specified level
- Fix a couple of memory leaks.
- Fix a possible recursion in damage type changing code
- Fix a savefile bloating bug
- Fix a small memory leak when visual hotkey feedback is enabled
- Fix absolute resistance display in tooltips
- Fix accuracy bonuses matching their effects
- Fix Advanced Shadowmancy crits
- Fix Advanced Shadowmancy tooltip damage
- Fix an infinite loop between Flexible Combat and weapons with multi-attacks
- Fix anomalies from not having cooldowns/not using a turn
- Fix Arcane Dynamo proposing to attach to bad items
- Fix Arcane Vortex and others from not doing their effects upon death
- Fix Attune Mindstar exploding when used with a shield
- Fix Blood Vengeance
- Fix callBackOnHit damage going through Unstoppable
- Fix Conveyance spells targeting
- Fix Curse of Nightmare harrowing
- Fix Cursed item curses from disappearing on level change
- Fix Demon Seed spell of Ashes of'Urhrok from taking two turns when it auto-attaches a seed to your inventory
- Fix Disruption Shield bug
- Fix Dreamscape/Fearscape fizzling on summoners instead of summons
- Fix Endless Woes disease and slow
- Fix Endless Woes tooltip
- Fix floor effects (among other things) staying beyond their welcome
- Fix Form and Function
- Fix Frantic Summoning not actually giving the full speed reduction
- Fix Hold the Ground description
- Fix Hold The Ground tooltip
- Fix Kinetic Surge to let you self-target even with only one foe around
- Fix Marauder, Archer, and Skirmisher not being taught poisons when siding with assassin lord for the first time to unlock the category on an account
- Fix mastery and perfection egos overwriting each other
- Fix Misdirection and Curse of Nightmares
- Fix Mortal Terror description (crit chance)
- Fix negative fortress energy
- Fix npcs mistakenly thinking alternate Daikara lava is damaging
- Fix over-generous calculation in Self-Judgement
- Fix party display to not show the levelup icon for uncontrollable members
- Fix Poltergeist duplicate uniques in the living weapon vault
- Fix possessing various NPCs
- Fix radius and target attributes for Vargh Redemption
- Fix Range Amplification Device from Embers of Rage to work correctly on hymns and some other
- Fix Rune: Blink description and line of sight bug
- Fix save/reload bug in Hammer Toss
- Fix Scattershot-type talents multi-hitting the player/breaking targeting
- Fix Sentinel not putting initial talent on cooldown
- Fix Shadow Feed mana regen at very high talent level
- Fix Shatter Affliction rune description
- Fix Shattering Shout bug
- Fix shield's power being wrong in their name but right in their description
- Fix skip learning a trap break player.restCheck
- Fix Slow effect merging with itself but not actually updating the speed
- Fix some timetravel abuses
- Fix swashbuckler ego
- Fix Telmur Ruins being too full of light
- Fix temporary terrain destroying the portal to return to Maj'Eyal in the Fearscape
- Fix Unseen Force to actually use getTalentRange so it works with RAD, fixed tooltip inconsistency
- Fix using Multiply while assuming the form of a multiplying NPC (now it works!)
- Fix Vargh Redemption AI
- Fix weaver queen's portal being destroyed by temporary terrain
- Fix Wild Summon duration
- Fix wooden baricades to correctly show even when they are one tile long (fix for Embers of Rage)
- Fix Wordly Knowledge description
- Fix Worm Rot
- Golem will correctly levelup when resurrected
- Harkor'Zun is correctly classified as a demon
- Lightning+daze damage type does not undaze if target is already dazed and it didn't re-proc
- Make hasLOS properly respect Dark Vision
- Make the death code resilient to entities without name
- Perilous Cliffs should not be overridden by meteors
- Phase Summon correctly moves the camera
- Prevent randbosses with a fixed class from rolling that class a second time
- Prevent removing talent levels learnt from items
- Solipsism threshold fixes
- Update harmony/one-with-nature to do what it says it does
Code, stuff for addons makers:
- IMPORTANT: removeEffectsSustainsTable, removeEffectsSustainsTable, removeEffectsSustainsTable and removeEffectsSustainsTable now take a first src parameter. Addons need updating or will explode!.
- Added a framework to know how a talent got activated (by action, forceuse, callback, ...) along with passing this into to the damage projectors
- Chat files can now use <<
>> to make said text into italic green and **some text** to make it bold. Because I'm lazy. - New "callbackOnResurrect", "callbackOnDispelled", "callbackOnDispel", "callbackOnSummonHit"
- New Actor:udpateSustains() to force sustains to turn off and on again
- New dispel framework, from now on do dispel effects as target:dispel(eff_or_t_id, source)
- New hooks "Game:changeLevel" and "PartyIngredients:collectIngredient", "Zone:InfiniteDungeon:loadNPCs", "Combat:attackTargetWith:beforeArmor", "PartyOrder:define", "PartyOrder:execute"
- New Map:removeEffect() method
- New resolvers.register_callbacks to place callback directly onto actors
- The damDesc talents function can now take a list of damage types and aggregate damage types can themselves define this list too
- Updated the way escorts are coded to make them easier to mod. To avoid stuff exploding too much in addons, the old hooks are disabled and now two new ones took their place "EscortRewards:givers" and "EscortRewards:rewards"
- Applying Zero Point Energy on Temporal Vortexes will udpate their visual effect range
- Atrophy will fade if source is dead
- Digest effect from Slow Death does not losoe duration outside of combat, but does not provide insanity regen either
- Fatebreaker can no longer self-target
- Fix a case where the Godfeaster exit won't spawn/will be deleted and players will be trapped
- Fix Font of Sacrifice tooltip and cost
- Fix Shoes of Moving Slowly buff fade when you Bump Attack
- Fix tentacled wings being able to hit more than once
- Fix unsolvable illusory castle map generation
- Fixed a rare-case infinite recursion with Fatebreaker
- Font of Sacrifice will have a minimum height, to avoid not being able to show the equipment list
- Mark of Treason will get more clear damage log
- Prevent problematic interractions between spells like Temporal Reprieve and Forbidden Tomes
- Prevent the books of binding to spawn on the entrance/exit in the forbidden tome
- Raised Writhing One survival mastery to 1.3
- Rifts and such empowered by Zero Point Energy will change their names accordingly
- Safety check to make sure egress codes on the ground always go by 4
- Updated icons for the Controled Horrors tree
- Worm Nest now has a bonus when used by a Writhing One
- Add a limit of 65% projectile deflection to automated cloak tessellation
- Add appropriate power sources to tinker classes, notably technique_ranged so that psyshot and gunslinger will be restricted from appearing as rares on base types archer and skirm are
- Adjust radius scaling for Sawfield
- Adjust scaling for Blacksmith to modern scaling conventions
- Arcane Amplification Drone disappears upon level change and deals slightly less damage
- Autoloader gives Shoot talent
- Changing Chassis will unwear tail weapon if there is no available candidate
- Correctly show non-tiered ingredient amount in Create Tinker UI
- Create Tinker correctly takes a turn, if a tinker was made
- Damage Shield will use the new `getShieldDuration` and `getShieldAmount` interface.
- Fix Death From Above wrong movement speed
- Fix Exoskeleton bug
- Fix Innovation bug
- Fixed Automated Defenses for Boltgun to deal the correct damage
- Fixed boltgun from consuming two charges
- Fixed Lock On and Upgrade to have a range
- Fixed Rocket Pod shots to not use steam as the cost is already in the sustain
- Fixed salves from being affected by Device Mastery
- Fixed Sawwheels when leveling up
- Fixed steamgun talents will get correct check usage conditions
- Fixed yeti mural paintings to correctly act like walls
- Flame Jet can't be used while disarmed
- Flamethrower will correctly use a flamethrower sound
- Galen's Flowing Robe correctly only resets spells
- Gardanion, the Light of God extra prodigy is not used up by the boss wearing it anymore
- Give Net Projector a sane scaling function
- Heartrend won't eat your damage increases
- Leveling up Innovation correctly update all existing worn equipment
- Lock On get correct skill req
- Magnetism tree will now use correct shield's combat data
- Make technomancy work with Mirror Image (somewhat)
- Mecharachnid does not reset custom talent usage upon death
- Nerf saw horrors when randboss'd
- New Blood of Undeath artifact
- New Master of Disasters replaces Rak'Shor's Cunning as the cunning prodigy
- New unique: the Gunsnake; in loving memory of all those gun snake rares that are no more in 1.7!
- New visuals for lightning web
- Prevent psyshot rares from picking a useless talent for them
- Rak'Shor's Cunning is buffed and becomes a race evolution
- Ramming Bot will correctly set iceblock HP
- Remove spine of the world from High Priest
- Rocket Boots correctly deactivates at 0 steam
- Shockstaff correctly uses Autoloader damage bonus
- Steamsaws are now visible on mecharachnids
- Subcutaneous Metallisation will show correct cooldown in talent info.
- Undead Drake spells are classified as necromantic powers
- Added Onilug statue
- Adjusted Demonologists and Doombringers masteries to be more in line with the base game
- Bind Demon can now summon from seed in either the equipment or inventory
- Bind Demon list is now sorted by demon tier and level
- Blackice no longer requires being in melee and reduces both fire and physical resistance
- Blighted Path damage now works at range and offers a third option to create a reflective shield
- Buffed Acidic Bath a little
- Buffed Champion of Urh'Rok body effect
- Buffed Doom Tendrils damage
- Changed Forge Giant mainhand seed from Inferno to Doomfire, an AOE like before but that uses vim, deals more damage and is demonfire so demons inside are healed by it
- Corrupt Light now counts all unlit grids, even if they were unlit before the spell
- Corrupted Daelach now has a special demon seed
- Dark Reign now has a chance to trigger from any darkness damage (caused by talents)
- Dead demon seeds can still be worn for their passive effects
- Demon Seed now always applies the seed debuff to the target (the chance to actually get a seed is determined at death)
- Demon Seed spell now upgrades the level of existing seeds instead of creating duplicates. When it does it also heals and resurrect the contained demon
- Demon Seeds are now sorted by inventory slot and then demon name
- Demonic Madness auto block can not fail
- Disabled friendly fire on demon minions
- Dolleg main body seed is now Pain Affinity, upon taking blight damage you gain a short burst of all damage affinity
- Dolleg mainhand proc chance increased
- Doomed Nature now also works on psionics
- Draebor now has a special demon seed
- Dread End now triggers on any damage, including darkness
- Fiery Grasp will check if target can be silenced
- Fiery Portal now only works for the caster, and if a creature is on the other side it'll be swapped
- Fire Imp, Wretchling, Quasit and Water Imp ring seed buffed a little
- Flame Leash pulls creatures in order
- Grim Future now eats stacks of Bleak Outcome to increase your spellpower and deal darkness damage
- Harkor'Zun now has a special demon seed
- Improved Forge-Giant and Champion of Urh'Rok ring seeds with more regen and bloodcasting
- Increased damage of Doom Tendrils and gave it proper icon
- Khulmanar, General of Urh'Rok now has a special demon seed
- Kryl-Feijan now has a special demon seed
- Lithfengel now has a special demon seed
- Nerfed Fiery Cleansing a little
- New set of seeds for Onilug demon
- Ominous Shadow now eats stacks of Bleak Outcome to turn you invisible and change your damage/penetraion to darkness
- Plague-Fire Scepter is now one handed (with a little lower magic scaling)
- Planar Controller now has a special demon seed
- Reduced the life penalty of downscaled demon levels
- Replaced Quasit's body seed with Juggernaut
- Reworked shield seeds for fire imp and wretchling to be defensive aggregates of multiple types
- Reworked shield seeds for water imp and quasit to be offensive aggregates of multiple types
- Rogroth now has a special demon seed
- Shadowmeld now also provides a chance to ignore physical and magical debuffs
- Shasshhiy'Kaish now has a special demon seed
- Shattered Mind and Tale of Destruction now work like other vim sustains and do not disable at 0 vim
- Slightly reduced Uruivellas body bonus
- Sligthly increased cooldown and cost of Farstrike
- Stripped Life swapped to Weakened Soul which reduces damage from any target affected by Bleak Outcome
- Suffuse Life becomes Doom Concordat, granting a random demon summon upon entering combat, healing demon seeds on kill and healing yourself when a demon is summoned or killed
- Thaurhereg weapon seed now offers a castable silence effect
- Walrog now has a special demon seed
- Added hook "DemonicPact:updateSeedsList"
As a passing remark, it is this time of the year again where Eyal is invaded by evil plumpkins!
So just log in and if you smell plumpkins .. well, be ready for anything!
And to celebrate that, rexo made four new UI skins (spectre and plumpkin themes, each with two variants)! They are now available in the cosmetic list of the MTX inferface, with a huge discount to boot!
Also .. it kind of makes sense to release them alongside with the Necromancer update, doesn't it ? ;)
A huge thanks to all those that contributed to help make this release!
And a special mention to Otowakotori for his (and his fellow teammates) amazing work on the translation framework.
Have fun in Eyal!
Celia
...tore me another one.
Totally forgot how brutal she is with her friends.
Tales of Maj'Eyal 1.7.0 BETA7 is upon you!
My minions,
The 7th beta of 1.7.0 is now available!
You'll find all the downloads on https://te4.org/beta-test
Please, try to keep all bug reportings on ToME's official forums at http://forums.te4.org/ as it is hardly feasible for me to survey 10 different location for bugs.
Do not use addons or DLCs to test it, as addons can always mess up the testing and the DLCs require an update to work for 1.7.
One last thing for those new to betas; characters will NEVER validate in beta; that's normal and as usual importing characters across major releases is bound to not work all too well.
Changelog in no particular order:
- Reduced Runeskin crit bonus
- Impending Doom gives a soul every 3 turns
- Fixed Slipstream cost
- Throw Bones does not hit allies
- Disruption Shield correctly respects the radius increase from Aether Avatar
- Fixed talents given by items from being greyed out in the hotkeys
- Fixed Cleansing Flames
- Fixed the use menu. Whoopsie!
- Fixed Adept bonus levels display in the levelup dialog
- Fixed a few rare errors
Now go test and have fun!
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Tales of Maj'Eyal 1.7.0 BETA6 is upon you!
My minions,
The 6th beta of 1.7.0 is now available!
You'll find all the downloads on https://te4.org/beta-test
Please, try to keep all bug reportings on ToME's official forums at http://forums.te4.org/ as it is hardly feasible for me to survey 10 different location for bugs.
Do not use addons or DLCs to test it, as addons can always mess up the testing and the DLCs require an update to work for 1.7.
One last thing for those new to betas; characters will NEVER validate in beta; that's normal and as usual importing characters across major releases is bound to not work all too well.
Changelog in no particular order:
- Reworked Swift Hands to provide 4 "ready" slots
- Update harmony/one-with-nature to do what it says it does
- Blacfire Aegis damage now checks the highest of mind or spell power
- Reduced Adept slightly to 1.5
- Reduced Metaflow duration
- Increased Torture Souls cost
- Increased Rigor Mortis cost
- Slightly reduced Invoke Darkness damage
- Eternal Night healing only happens under 1 life
- After resting for a few turns, if a party member has a lower life regen than the main character, it will use the main character's regen instead to avoid super long pointless waiting
- Fixed Assemble to try and not use archers/mages if it can avoid it
- Ogres in elvala are now big
- Yeek npcs are now correctly classified as small
- New visuals for Fallen
- Fixed a bug with force using a talent at a specified level
- If a creatures that clone on hit that was worth 0 exp is cloned, it'll correctly still be worth 0 exp
- Summoned creatures are always worth 0 exp
- Sludgenest walls-to-slime do not drop items
- Add uniques to rak'shor pride, similar to the ones already showing in all other prides. Uniques are randomly chosen between necromancers or corruptors with either a necromatic mass or sanguine horror pet.
- Reduce the size of eruan floors (but maintain total number of NPCs). Reduce eruan from 4 floors to 3.
- Buff various talents nerfed incidentally in prior 1.7 changes. This is not buffing them in comparison to their power in 1.6, but rather returning them to 1.6 levels of strength.
- Fixed Chant Adept and Chant Radiant values at level 1
- Fixed a possible recursion in damage type changing code
- Fixed Lichform quest description
- Multicaster can correctly only proc once (twice with orb) per turn
- Aether Avatar correctly removes physical and magical effects
- Spikes of Decrepitude only works on foes you can see
- Playing in the Ring of Blood is a heinous act
- Splatter Sigils respects blind immunity
- No save for pure-damage bleed effects
- Darkside abilities a specify their damage type
- Cursed abilities are correctly marked as mind powers
- Self-Destruction appears in the damage log
- Category points spent to improve mastery are transferred or refunded.
- New resolvers.register_callbacks to place callback directly onto actors
- Fixed the arena quest. Woops!
Now go test and have fun!
Tales of Maj'Eyal 1.7.0 BETA5 is upon you!
My minions,
The 5th beta of 1.7.0 is now available!
You'll find all the downloads on https://te4.org/beta-test
Ok I promise this is the last time I slip a new evolution in a beta!
But this one was ready, cool and already made so ... welcome Fallens! Class evolution of Sun Paladins, thanks a lot to Recaiden!
Please, try to keep all bug reportings on ToME's official forums at http://forums.te4.org/ as it is hardly feasible for me to survey 10 different location for bugs.
Do not use addons or DLCs to test it, as addons can always mess up the testing and the DLCs require an update to work for 1.7.
One last thing for those new to betas; characters will NEVER validate in beta; that's normal and as usual importing characters across major releases is bound to not work all too well.
Changelog in no particular order:
- Tweak difficulty settings for nightmare (rare spawn rate increased from 6.77%->12.5%, zone level multiplier decreased from 50%->25%)
- Buff the celestial/radiance tree
- Give all melee classes that don't currently start with a point in weapon mastery at birth a point in weapon mastery at birth; this also serves to make sure randbosses have the weapon mastery they need
- Improve Pace Yourself
- Slightly increase dammod for knives (45% str/45% dex -> 50% str/50% dex)
- Slightly buff glyphs by making them no longer prioritize yourself before enemies for placement
- Buff Dawn's Blade
- Make Vor Pride's special vault have a slightly friendlier layout
- Remove digging from all vaults that currently require digging
- Add a fun mechanic to prevent farming of ruined dungeon orbs to get alchemy ingredients
- Lightning+daze damage type does not undaze if target is already dazed and it didn't re-proc
- Fixed display issue with some languages in dialog boxes
- Fixed Form and Function
- Prevent learning traps from the library in Yiilkgur
- Prodigies screen splits out evolutions from prodigies to better see them
- Fixed npcs mistakenly thinking alternate Daikara lava is damaging
- New class evolution for Sun Paladin: Fallen! Thanks to Recaiden!
- Prevent getting prodigies you do not qualify for
- Fixed some timetravel abuses
- Changed Mindrot damage to happen on base turn but be increased global speed to compensate
- Golem will correctly levelup when resurrected
- Altered the Sceptre of the Archlich and the Ring of the Archlich to be more in line with new necromancers
- Stone Fortress now applies half the effect when it is not activated by the racial ability
- Eldritch Infusion now also provides a spellpower and mindpower bonus based on shields tiers
- Stone Vines now correctly check for mindpower instead of just willpower to apply debuff
- Stone Warden's Shard is not affected by counterstrike
- Buffed Stone Vines damage
- When in combat, Call of the Mausoleum tooltip will show when the next free ghoul will come
- Surge of Undeath now speeds up the next free ghoul of Call of the Mausoleum and increases the duration of Corpse Explosion and Putrescent Liquefaction
- Putrescent Liquefaction only ever sacrifices at most 3 ghouls and gives one free turn in addition to the 3 per ghoul
- Fixed swashbuckler ego keyword
- Call of the Crypt ensures you never overcap skeletons, if you would due to the free mage/archer, a warrior is deleted and its soul refunded
- Skeletons, Bone Giants, Ghouls and Dreads will unsummon if removing points in their talents so taht they are not supported anymore
- Swapped Putrescent Liquefaction and Corpse Explosion
- Fixed party display to not show the levelup icon for uncontrollable members
- Fixed over-generous calculation in Self-Judgement
- Chat files can now use <<
>> to make said text into italic green. Because I'm lazy. - Fixed Range Amplification Device from Embers of Rage to work correctly on hymns and some other
- Aether Avatar penalty only triggers for spells
- Equipping a belt of undeath or similar immediately stops suffocation
- Dearth arena quest is now resilient to clones! BEGONE CLONES! YOU SHALL NOT PASS!
- Crippling Blight shows the fail% in the icon
- Frigid Plunge damage fully ignores damage shield (because the wraith is inside)
- Fungal Growth should work with effects that can merge (like Bloodbath)
- Dread now learns its talents based on the spell level
- Gorbat bamboo walls support displaying single tile walls
- Fixed Cursed item curses from disappearing on level change
- Toxic Death always spread Vulnerability Poison first and won't spread Stoning Poison to an enemy already stoned
- Clarify Torture Souls description
- Eternal Night now also costs 2 souls to sustain
- Swapped max souls increase from Reaping to Soul Leech and made Soul Leech nonrefundable
- Chill of the Tomb radius scales more like other spells
- Night Sphere description shows radius, and radius slightly increases at high level
- Discarded Refuse now scales the number of effects affected by turns but no longer unsustains itself
- Fixed Curse of Nightmare harrowing
- Fixed Conveyance spells targeting
- Disabled Korean and Japanese languages in the selector, they are not at all ready for support and were never meant to be selectable. Woops!
Now go test and have fun!
Tales of Maj'Eyal 1.7.0 BETA4 is upon you!
My minions,
The fourth beta of 1.7.0 is now available!
You'll find all the downloads on https://te4.org/beta-test
Please, try to keep all bug reportings on ToME's official forums at http://forums.te4.org/ as it is hardly feasible for me to survey 10 different location for bugs.
Do not use addons or DLCs to test it, as addons can always mess up the testing and the DLCs require an update to work for 1.7.
One last thing for those new to betas; characters will NEVER validate in beta; that's normal and as usual importing characters across major releases is bound to not work all too well.
Changelog in no particular order:
- Replaced Bone Wall with Shattered Remains in the Master of Bones tree
- Fixed Wordly Knowledge description
- Rewrote Aether Permeation to be a dispel protection and a spellpower boost
- Fearscape from tanen questline and from the coruption spell both count has "orbit" for the sake of Aether Permeation check
- Fixed wooden baricades to correctly show even when they are one tile long (fix for Embers of Rage)
- Changed Neverending Unlife to have a visual effect when it is preventing your death
- Fixed necrotic minions killing things to correctly give souls to the summoner
- Correctly sort savefiles in the load menu
- Added 2 more rows of hotkeys for the mad people :)
- The novice mage will not appear for any character whose birth faction is Zigur (so, for Krogs of Forbidden Cults)
- Fixed an issue between Energy Alteration and Metoric Crash (and others)
- Fixed Worm Rot
- Fixed Wild Summon duration
- Fixed Extract Gem display in the advanced view mode
- Fixed Lord of Skulls life description
- Lord of Skulls cost changed to a fix 2 souls
- Spectral Sight correctly reveals creatures around your minions
- Mirror Image despawns a few turns after leaving combat
- Fixed a bug with Beyond the Flesh
- Fixed a savefile bloating bug
- Fixed Cleansing Flames to correctly have a cooldown/mana cost
- Fix Arcane Vortex and others from not doing their effects upon death
- Fixed To The Grave
- Fix Putrescent Liquefaction
- Effects that should be removed on level change will be removed even if they can't be removed. This requires no further explanation :)
- Fixed forceUseTalent
Now go test and have fun!
DLCs on Sale on Steam
I've had ToME for a long time on Steam, but only recently did I really start playing it.
I'd love to buy the DLCs, but a little discount would go a long way in helping me afford them. Problem is, when I checked on steamdb, it's been a long time since they last went on sale (Embers of Rage last sale was on 2015).
Any chances they might go on sale again anytime soon? Maybe with the release of 1.7.0?
Tales of Maj'Eyal 1.7.0 BETA3 is upon you!
My minions,
The third beta of 1.7.0 is now available!
You'll find all the downloads on https://te4.org/beta-test
Please, try to keep all bug reportings on ToME's official forums at http://forums.te4.org/ as it is hardly feasible for me to survey 10 different location for bugs.
Do not use addons or DLCs to test it, as addons can always mess up the testing and the DLCs require an update to work for 1.7.
One last thing for those new to betas; characters will NEVER validate in beta; that's normal and as usual importing characters across major releases is bound to not work all too well.
Changelog in no particular order:
- Lichform does not wait your next death in the Arena, as resurrection is forbidden there
- Updated the Arena death dialog to use the same code as the normal one
- New Actor:udpateSustains() to force sustains to turn off and on again
- Changed Adept and other such talent changes to bit a bit more clear in how they operate (add raw levels affected by mastery to effective level, they do NOT trigger on_learn and such and do NOT alter raw level)
- Mirror Images inherit widebeams, Spellcraft and iceblock penetration
- Actors are cleaned of temporary effects upon death even if they do not resurrect, to prevent some effects from lingering after their deaths
- Prevent Born Into Magic to work with Elemental Array Burst as it would be rather useless
- Slightly decrease the total amount of talent trees on rare+ enemies and restrict the level at which some problematic talents (notably antimagic) begin to show.
- Phantasmal Shield does not retaliate to self inflicted damage
- Expand randomization range for amount of talent trees
- Slightly nerf caustic terror
- Slightly reduce talents taken by rares
- Limit antimagic on early game rares
- Limit fearscape on rares
- Levelup screen now accounts for bonus talent levels in the talent descriptions
- Actors with inventory access disabled can not access stores either. Sorry!
- Multicaster will respect Aether Avatar
- Unless in developer mode, during betas the game will refuse to load most addons; as they only mess up with the testing
- Fix anomalies from not having cooldowns/not using a turn
- Fixed some talents description in the levelup screen when using advanced view mode
- Fixed Call of the Mausoleum duration in the tooltip
- Fixed a bug that prevented necrotic minions from leveling up their stats
- Fixed Assemble to not error out when there are 2 skeletons and one lord of skulls
- Silk Current also works on ice themed Necromancer trees
- Fix floor effects (among other things) staying beyond their welcome
- Prevent Putrescent Liquefaction from hitting your own minions
- Fixed error when non actors deal damage
Now go test and have fun!
- darkgod's blog
- Login or register to post comments
Tales of Maj'Eyal 1.7.0 BETA2 is upon you!
My minions,
The second beta of 1.7.0 is now available!
You'll find all the downloads on https://te4.org/beta-test
Please, try to keep all bug reportings on ToME's official forums at http://forums.te4.org/ as it is hardly feasible for me to survey 10 different location for bugs.
Do not use addons or DLCs to test it, as addons can always mess up the testing and the DLCs require an update to work for 1.7.
This release brings a lot of little changes, fixes, balancing for the Necromancer, but some other goodies too! Of particular note is a new class evolution for Archmages (sorry I can't stop myself!), the High Thaumaturgist!
One last thing for those new to betas; characters will NEVER validate in beta; that's normal and as usual importing characters across major releases is bound to not work all too well.
Changelog in no particular order:
- Fixed some more Possessors memory leaks
- Fixed possessing various NPCs
- Fixed using Multiply while assuming the form of a multiplying NPC (now it works!)
- Fix Kinetic Surge to let you self-target even with only one foe around
- Fixed Endless Woes disease and slow
- Harkor'Zun is correctly classified as a demon
- Metaflow now only boosts spell levels for some turns after activation
- Fixed Slow effect merging with itself but not actually updating the speed
- Swapped Necromancer talents that used callbackOnActBase for life threshold checks to callbackOnAct so that they account for faster players
- Discarded Refuse can only be used in combat, unsustains when out of combat and sustain cost is changed to a casting cost. It is not meant to be left on but to be used as a cooldown
- Swapped Black Ice and Chill of the Tomb
- Increased Night Sphere damage and reduced Erupting Darkness damage
- Lichform quest correctly consumes the fortress energy
- Increased the life rating of bone giant summons
- Golden Age of Necromancy is now 1 turn invulnerability (it was intended this way but I was dumb and didn't find a way to do it until now)
- Fixed a small memory leak when visual hotkey feedback is enabled
- Buff maulotaurs
- Add revamped bandit fortress vault
- Changed Adept to instead grant a flat +2 to all talent levels
- Fixed Telmur Ruins being too full of light
- Fix absolute resistance display in tooltips
- Detonating Charge is greyed out if pinned
- Shadowstep is greyed out when pinned
- Prevent removing talent levels learnt from items
- Fixed Attune Mindstar exploding when used with a shield
- Prevent Bone Grab to be cast on oneself
- Voidstalker cloaks correctly work only on foes
- Fix shield's power being wrong in their name but right in their description
- Greater checkerboard vaults should again have correct vault door entrances and revamped it to be smaller and have a boss in the middle
- Fixed Misdirection and Curse of Nightmares
- Corpse Explosion only works on Ghouls
- Fix Gelid Host from damaging yourself
- New class evolution for Archmages: High Thaumaturgist, that focuses on using and enhancing beam spells
- Healing infusion can be used even at 0 healing factor (for the cure side of it)
- Capped Scoundrel's Strategies to 100% crit penalty
- Curse of Shrouds movement bonus now triggers when swapping places with an ally
- Perilous Cliffs should not be overridden by meteors
- Shadow Grab now uses spell speed
- Tumble targeting can now be freely moved around
- Fixed a couple of memory leaks.
- Reduced damage on River of Souls somewhat
- Master of Bones' Armoured Skeleton Warriors now always have a blink rune instead of a random one
- Discarded Refuse is now instant-cast
- Slightly reduced damage and increased radius on Across the Veil
- Casting Dire Plague on foes already affected will not reduce the duration
- Corselight disappears when the caster dies
- Fixed a few skills that work on living things from working on Lich
- When there is possible negative life the player's healthbar will now account for it and add a visual marker at the "0" health point too
- Fixed To The Grave
- Health warning effect now accounts for negative life
- Rime Wraith cooldown can not be altered
- Corpselight can not be placed into walls
- Fixed Frantic Summoning not actually giving the full speed reduction
- Phase Summon correctly moves the camera
- Fixed Call of the Mausoleum range description
- Fixed Lich self-resurrect to work with minions too
- Soul Leech can not apply to the summoner or self
- Runed Bone Giants have gotten a little makeup
- Lord of Skulls now has images for all possible bone giants
- Assemble now makes eternal before heavy (so in order of size)
- Gave a bonus for Dreads affected by Blighted Summoning
- Hiemal Shield only affects 66.6% of the incoming damage when above 1 life, 100% when under
- Fixed Neverending Unlife
- Corpselight correctly checks for caster's position
- Fixed Lich description saying they gain resistance cap
- Lost life warning input disabler now counts both max life and max negative life
- Putrescent Liquefaction does not damage allies anymore
- Fixed Spectre talents to actually work (fun mistake, half their code was in the Lost Land code ;) )
- Fix necrotic minions being able to receive items but not using them
- Assemble correctly respects Lord of Skulls' right of uniqueness and will not merge it with the rest of the rabble!
- Fix Cold Flames traps
- Dreadmaster correctly learn disperse magic
- Necromancers can now use the party orders to dismiss any minion
- Added new hooks "PartyOrder:define" and "PartyOrder:execute"
- Pressing x on the levelup dialog can toggle between the current display and a new one were every value of talents over 5 levels is shown at once (just try it's harder to explain than it really is ;) )
- Call of the Mausoleum summons a free ghoul a little more often
- Surge of Undeath now also heals minions
- Necrotic minions can only be healed by themselves, other necrotic minions or talents that are not powered by nature
- Soul Leech does not affect your own minions
- When Putrescent Liquefaction absorbs a dying ghoul/ghast, every two of them you'll get one soul back
- Necromancer's Eternal Bone Giants now know Throw Bone
- Lord of Skulls now grants effects more gradually and at the high end can now even affect a bone giant
- Fixed Shatter Affliction rune description
- Fixed Lich evolution not showing up anymore in the prodigies screen once learnt
- Moved the default binding for 'w'ield to 'e'quip and the old 'e' binding to 'E' (not that this matters as this was just and alias for 'i'nventory anyway). Those are the DEFAULT binds, if you want the old ones, you can rebind to whatever you prefer :)
- WASD keys no longer affect negatively arrow keys
- WASD keys now have a repeat function if if keep them pressed, just like normal keys do (the timing may bit a bit different from other keys as it can't be handled by the OS itself)
- Fixed Zigur patrols crash
- Fixed arena mode
- Made the death code resilient to entities without name
- Fixed a crash on reload when Draebor (and likely some others) is present on the level
- New dispel framework, from now on do dispel effects as target:dispel(eff_or_t_id, source)
- IMPORTANT: removeEffectsSustainsTable, removeEffectsSustainsTable, removeEffectsSustainsTable and removeEffectsSustainsTable now take a first src parameter. Addons need updating or will explode!
- New "callbackOnResurrect", "callbackOnDispelled", "callbackOnDispel"
Now go test and have fun!
- darkgod's blog
- Login or register to post comments
Tales of Maj'Eyal 1.7.0 BETA1 is upon you!
My minions,
The day of the Necromancer is drawing near! While 1.7 is not yet released .. its first beta is!
You'll find all the downloads on https://te4.org/beta-test
Please, try to keep all bug reportings on ToME's official forums at http://forums.te4.org/ as it is hardly feasible for me to survey 10 different location for bugs.
Of particular interrest is, obviously, the full rewrite of the Necromancer (you can find some more details on them there: https://te4.org/blogs/darkgod/2020/05/necromancer/patch-17-big-feature-preview-new-necromancers) but also the localization support.
The current beta ships with a partial Simplified Chinese translation that should be complete once 1.7 is fully released.
Also thanks to this framework it is now possible for addons to provide new translations for new languages easily without having to override 95% of the game's code!
One last thing for those new to betas; characters will NEVER validate in beta; that's normal and as usual importing characters across major releases is bound to not work all too well.
Changelog in no particular order:
- Block has no effect against self inflicted effects to prevent some problems for Demonologists
- Focused Wrath now also resets the cooldown of Mind Storm at talent level 5
- Fixed Demon Seed spell of Ashes of'Urhrok from taking two turns when it auto-attaches a seed to your inventory
- New minor demon, the onilug
- Switch chat channel is now unbound by default, as it's not used much and people ended up on different channels by mistake
- Reduce the size of Reknor
- Fix Marauder, Archer, and Skirmisher not being taught poisons when siding with assassin lord for the first time to unlock the category on an account
- Fix weaver queen's portal being destroyed by temporary terrain
- Fix temporary terrain destroying the portal to return to Maj'Eyal in the Fearscape
- Fix mastery and perfection egos overwriting each other
- Fix save/reload bug in Hammer Toss
- Burb now has his own tile! All hail Burb the snow giant champion!
- Change how rares and randbosses are generated to be tree based instead of individual talent based thus making them focus on trees more and increasing chance to see tier 3 and 4 talents while also making rares easier to evaluate at a glance
- Fix Shadow Feed mana regen at very high talent level
- Tune down Grand Arrival a little
- Altered Essence of Speed formula to be less punishing on high level NPCs and reduced its mana cost
- Give Spell Shield, Blinding Speed, Corrupted Negation, Unstoppable, Disperse Magic and Shadow Simulacrum a lower change to appear on ranbosses
- Marked for Death, Chromatic Fury, Haymaker and Bombardment can't be used by NPCs
- Prevent Weapon of Wrath from showing on randbosses
- Melinda has a new haircut (also available to players after unlocking redhair)
- Malevolent Dimensional Jelly finally got its own tile! It is now MORE malevolent!
- Full and total rewrite of the Necromancer class, I can't really give a list of change as 95% of it is new or altered a lot :)
- Lich is now a race evolution for Necromancers, with it's own racial talent tree
- Archmage's Wildfire, Storm, Ice and Stone trees are now available without an unlock (they still require a category point)
- Cleansing Flames is now an active that sets yourself on fire to activate the cleansing flames efefcts for yourself and all burning wake/inferno damage as before. This makes it work with Spellcraft
- Reduced cooldown and mana cost of Inferno
- Merged Quicken Spells and Spellcraft
- Added Energy Alteration in the newly freed Meta tree that allows to change damage spells types dynamically, hopefully enabling some fun multi-elements builds
- At level 6 Metaflow now increases the talent level of all spells by 1 when casting them
- Rework of the Phantasm tree, Illuminate is more useful, Phantasmal Shield remade, Invisibility is not a sustain anymore and has no damage penalty and a new Mirror Image spell
- Enabled "WASD" movement (with an option to turn it off, and keybinds anyway). The big difference to normal movement is that it responds to key *release* and can combine directions. So you can do diagonal movement with just 4 keys by pressing two at the same time
- Bone grab will correctly fail if not hitting target.
- Fix Shattering Shout bug
- Fix Sentinel not putting initial talent on cooldown
- Fix Poltergeist duplicate uniques in the living weapon vault
- Fixed an infinite loop between Flexible Combat and weapons with multi-attacks
- Grapple will check if target can be silence/slowed
- Stalked will not prevent entering worldmap
- Eyal's Wrath have correct duration
- Make using item that can use talents respect the talent's usage conditions
- Fixed negative fortress energy
- Fix Rune: Blink description and line of sight bug
- Solipsism threshold fixes
- Fix Disruption Shield bug
- Shield wand and Healing totem now work with Through The Crowd
- Fix skip learning a trap break player.restCheck
- The damDesc talents function can now take a list of damage types and aggregate damage types can themselves define this list too
- Nerf Grand Arrival resistance reduction andd buff poison AOE damage
- Fix Hold the Ground description
- Intimidated no longer prevents entering the worldmap
- Remove negative resists from of madness ego
- Remove negative resists from werebeast's ego
- Remove negative stats from battlemaster's ego
- Reduce freeze iceblock life
- Nerf nature slow proc on egos
- Fix accuracy bonuses matching their effects
- Remove selffire from Corrupted Negation
- Fix callBackOnHit damage going through Unstoppable
- Blast can no longer randomly multihit
- Blast damage now actually reduced by distance (up to 50% at max range)
- Random knockback VFX direction now matches effect
- Fix Unseen Force to actually use getTalentRange so it works with RAD, fixed tooltip inconsistency
- Allow cancelling Temporal Form's anomaly talents
- Fix Advanced Shadowmancy crits
- Fix Vargh Redemption AI
- Update shattering shout to modern scaling formula and cap radius
- Move Blood Spray damage to after applying disease to avoids Virulent Disease being triggered and then immediately overriden by a weaker disease
- Fix Advanced Shadowmancy tooltip damage
- Remove Heighten Fear antisynergy with Darkness and Predator
- Make hasLOS properly respect Dark Vision
- Increase minimum level for merchant tunnels event to 18, saving new players left and right!
- Fox Hold The Ground tooltip
- Pride stair guardians are now rank rare instead of elite, which they already were in all but name
- Fix Dreamscape/Fearscape fizzling on summoners instead of summons
- Update Dream Hammer mastery to 1.6 scaling
- Turned diggable walls into doors in some vaults
- Fix Scattershot-type talents multi-hitting the player/breaking targeting
- Fix Blood Vengeance
- Fix Endless Woes tooltip
- Fixed radius and target attributes for Vargh Redemption
- Reduce damage taken requirements for prodigies that require those
- Remove blighted summoning from gorbat, replace with grand arrival and rage
- Add cost to crude iron battle axe of kroll, rungof's fang, mummified egg sac and razorblade
- Adjust formula for Dominate resistance penetration and change cap to 70%
- Nerf Rampage speeds
- Reduce spawn rate of living weapons vault in halfling ruins
- Prevent randbosses with a fixed class from rolling that class a second time
- Remove the burglar's ego
- Modify collapsed tower vault to make it more interesting
- Give grushnak pride orcs -30% damage when randbosses
- Add worms vault to dry lake of nur
- Somewhat reduce number of vaults in prides and add new unique vaults for them
- Make forest ruined building 2 vault more interesting
- Make worms vault a bit more reasonable
- Add language localization support.
- New hooks "Game:changeLevel" and "PartyIngredients:collectIngredient", "Zone:InfiniteDungeon:loadNPCs", "Combat:attackTargetWith:beforeArmor"
- Updated the way escorts are coded to make them easier to mod. To avoid stuff exploding too much in addons, the old hooks are disabled and now two new ones took their place "EscortRewards:givers" and "EscortRewards:rewards"
- Added a framework to know how a talent got activated (by action, forceuse, callback, ...) along with passing this into to the damage projectors
- New callback "callbackOnSummonHit"
- New Map:removeEffect() method
A huge thanks to all those that contributed to help make this release!
And a special mention to Otowakotori for his (and his fellow teammates) amazing work on the translation framework.
Now go test and have fun!