Blogs

Test Blog because Sean is a bundle of sticks

Please continue.

Steam game for donators: enabled!

Donators and people that have bought the game through other sources, you can now very easily grab your version on Steam.

Simply log into your profile on te4.org, go to your user profile ( http://te4.org/user ) and click on the Steam tab.
You will find a link to own it!

People that bought it on other stores, if you didnt make an account or register your key yet, please do and then you can use the same feature. (Reminder, the key that was granted to you by Desura/Gamersgate/... goes there: http://te4.org/key-redeem )

Tales of Maj'Eyal is now officialy available on Steam!

"The board is set, the pieces are moving."

About 3 years and a half ago, uttering those same words I released the first beta of ToME to the unsuspecting world.
Today, after untold amounts of work, both by myself and some great people of the community, we celebrate the release of my little baby on Steam!

The game has been greenlit about one month and a half ago and the days since then have been quite frantic, providing me with few sleeping hours but much excitement.
I have worked hard and now I shall rest while I watch new players stumble upon the deadly world of Eyal! More tears for the DarkGod!
The Steam integration features achievements, cloud saves, authentication and Workshop integration.

Without further delay, I give you: Tales of Maj'Eyal on Steam!
http://store.steampowered.com/app/259680/

Tales of Maj'Eyal 1.1.0 aka "Full Steam Ahead" is released!

My minions, I am happy and pround to give you Tales of Maj'Eyal 1.1.0 ! See http://te4.org/

Your launcher should automatically update your game so no need to redownload it all.

The patch is huge this time because I've re-organized the way the game is packaged so the later updates be smaller and easier even if the game grows.

Enjoy and have fun in Eyal!

 

Don't forget to help ToME by with donations ( http://te4.org/donate ) !

 

Release highlights:

  • New necromancer tree: Animus
  • All achievements now feature beautiful 128x128 images
  • Improved Alchemist interaction with its golem
  • Tons of fixes and balance adjustements
  • Many improvements for addon creators, including a way to enable debug mode and a tool (inthe debug menu) to register and upload addons to te4.org directly from the game.
  • Includes a Fez. Fezzes are cool!

 

Expanded changelist:

  • Shadowstep now will work if the target is seen and either: is not in vault or is in LOS
  • Fixed Indiscernible Anatomy
  • Achievements are not gained in debug mode
  • Murgol lair has the underwater effect
  • Fixed Unstoppable
  • New "callbackOnArcheryAttack"
  • Put in a failsave in the lost wife dream
  • When slasul make his portal, he will move if he stands on it
  • New colors.hex1 function, use like: colors.hex1"ff45d5"
  • The various callbackOn* of talents now also work on temp effects
  • New callbackOnMeleeAttack when the actor attacks
  • Ambush should be safer
  • melinda always erupts
  • Much improved Melinda quest line, she looks less a dummy too
  • Spacetime Tunning is now given upon learning a paradox using talent
  • Fixed tooltip offset in charsheet
  • Fixed Revisionist History on autocast
  • Cauterize now protects you until the next time you can act
  • Switched over the Yeek Wayist dialog so that the hostile action is not the default one
  • Removed the "secret" room of Reknor 4
  • Changed mindlash gfx
  • Fixed Probability Travel debuff name
  • Changed Wrath of the Wood icon to remove confusion with Heorism
  • Improved the look of out of time zones
  • Actors can implement canWearObjectCustom for additional wear checks
  • Alchemist's Refit Golem split into two talents: Refit and Interact
  • Alchemist's Interact talent lets the player change talents, name, tactics and inventory without switching to the golem. Inventory in this mode is special, the equipment side is the golem's and the inventory side is the player's
  • Stores display gold remainig in their title
  • Disabled the advanced tutorial until it can be updated
  • Eclipse will only increase the positive/negative regen when below the threshold
  • Fixed Alchemist Golem Blighted Summoning
  • Solipsist's Projections can not create Thought-forms
  • Fixed Lay Web
  • Character sheet records the number of creatures/elites/rares/bosses killed
  • *Perhaps* fixed the rare double-death bug
  • Fixed Living Mucus limit
  • Fixed Umbraphage cooldown
  • Adventurer items start in the transmo chest
  • Default Inventory tab is "all"
  • Fixed inventory tab traversal after re-opening
  • Protector Myssil has learnt Tricky Defenses and Unbreakable Will prodigies
  • Big particle error should no longer bring down the game
  • Online events forbidden in tutorials
  • Tutorial character is correctly having infinite lives
  • New achievement frames, looks much nicer
  • starting to add rexo achievements picture
  • Reduced the cooldowns on the talents of the mice in the dream of vulnerability
  • Stone Alchemy cant destroy tagged items
  • Fixed Defiling Touch 6+
  • Tree of Life will not spam the log
  • Split tome team file into 3 files for easier packaging & update
  • Mystical Cunning only gives traps/poisons depending how what you know
  • Made the alternate ruined dungeon orbs more obvious
  • Ruined dungeon guardians will not be wall-walkers
  • Fix Psiblades with "clone" effects
  • Reduced the power of ego diggers
  • Fixed self targetting with spells
  • Bone Grab range now scales with talent level
  • Buffed Gorbat a little bit
  • Made Summoners more awesome looking
  • Fixed speeds on the character sheet
  • Fixed merchant artifact offering for antimagic characters when browsing the misc category
  • Make alchemists look somewhat more awesome
  • Fixed setting armour hardiness on training dummies
  • Shadow of the player is now trigger when bone shield is either drained or removed
  • Fixed cancelling Fearscape
  • Can not Reload when at full ammo
  • Tweaked some artifacts
  • Better ingame registration handling
  • Never Stop Running does not cost a turn to enable
  • Never Stop Running cost fixed
  • Ambuscade shadow now will dissipate if out of sight for too long
  • Fixed Shadowstep to make it respect LOS
  • Fixed "all achievements tab"
  • New fbo:png() method
  • New Necromancer's tree: Animus
  • Sher'tul Fortress Control Orb now displays the current energy count
  • Cheat mode (called Developer Mode) can be enabled/disabled from the options in the main menu
  • Shader uniforms are now available directly as autogenerated methods of the shader, i.e: fooshader.shad:uniMyuniformname(5)
  • Shaders uniforms are set much more efficiently
  • Short staves are now dual wieldable by characters that have talents to do so (like Reavers)

Have fun!

Reminder: vote for the awesome games of the module contest

Voting happens here: http://te4.org/contest/vote/2013

Take a look at those games, each one deserves a chance to be played, they are fun :)

Reply to Tower's Veins of the Earth review

For some reason, I can't post comments, so I will reply to Tower's excellent mini-review of Veins here.

Thank you for the kind works and for pointing out the existing problems.

Have you reported your bugs? The reports get sent automatically to my mail, so that I can pore over them in peace - that is, when I am not studying - and try to fix them. Try being the operative word here, obviously.
Alas, I am not very proficient at coding, I am just a fan with some small Lua knowledge and a lot of free time compared to many. Therefore, Veins could use some contributors and helpers!

I am not good at bugfixing. I have no idea why menus wouldn't work (by the way, which ones are problematic?). I've made some headway regarding inventory problems, but can't fix it for good either.
Regardless, thanks for the review!

EDIT: As of 05/12/2013, the inventory problems should be fixed. I still have some error reports left in my mailbox to be fixed.

Modules Contest Review 4 - Veins of the Earth

An enjoyable tribute to classic tabletop role playing, VotE brings some very familiar races and rules to the T-Engine 4. Within this loving recreation and homage, players will find skills, spells, equipment, combat and monsters that closely match the source material. Everyone loves an old-school dungeon crawl with a half-orc Barbarian, especially in a dungeon that can be punishingly difficult at times. The highly random level generation has little pity for weak young adventurers.

Unfortunately, this module is plagued with glitches. Players will face a constant wave of foes in the form of lockups and auto bug report forms. It is often difficult to access menus, many times requiring a program restart. More than one of the characters tested were permanently blocked out of their inventory screens, with no readily apparent trigger for the bug. Another minor frustration is found in the permanence of level up selections; a single click on a skill or feat, and there is no going back.

These issues will hopefully be addressed in a future version. A nostalgic, extended trip into the Underdark would be most welcome.

Modules Contest Review 3 - Startide

This one still needs plenty of work.

Conceptually, Startide is fairly solid. The background information for the campaign is interesting, and the option to play as a chimp is amusing. However, there are a massive number of glitches to overcome. Players of the current version can expect frequent errors and lockups.

The simple skill progression is nice, but inventory and equipment management is mostly guesswork and leaves a lot to be desired.

Startide seems to have strong potential. I look forward to a more stable version in the future.

Modules Contest Review 2 - Mosaic

A clever and unexpected use of the T-Engine 4, Mosaic has a lot going for it. This exploration of pastel tile flipping is uncomplicated but provides a quickly escalating challenge level.

The master stroke here is the procedural music. Notes will frequently pulse across the playing field, creating a melody that becomes richer and more complex with every new tile that has been touched. This has no effect on game play, but it is far more delightful than simple repetitive background music. The first levels are worth spending extra time on just to explore the way the notes develop before enemies begin to interrupt.

The biggest improvement needed in the current version is an upgrade to the enemy graphics. The basic capital letter mobs look somewhat out of place within the musical whimsy of the overall design. Another potential improvement might be the addition of a score. Currently, progress is tracked solely through the number of levels completed. This has a certain appeal, but a running score based on enemies eliminated or combination moves performed may add to the interest level.

Overall, an interesting change of pace within its category. Those who enjoy pure puzzle gaming should be pleased.

Modules Contest Review 1 - Hulk: Outer Rim Exploitation

A simple module that is tremendous fun, but the whole time I found myself asking... when will I start fighting the aliens??

The skills and equipment are as simple as they come, but manage to be quite charming and effective. The only thing desperately needed here is more plot.

Why the heck are there uniformed crew members still working on a ship that is being salvaged? Is the player character actually an alien invader who is 'salvaging' an active human ship? This could be revealed as a surprise twist! Was the ship destroyed by cosmic weirdness? Is there a sinister motive to the hulk's existence? Is the 'salvage' material being recovered actually part of a nanobot invasion plot? What is the status?? At very least, Hulk: ORE's unexplained mysteries certainly evoke some imaginative thinking.

The core recipe for an intriguing sci-fi RPG experience is there. However, this one needs surprises, hints, crumpled notes, blood smears, malfunctioning robots, alien shenanigans... generally more spice.

Syndicate content