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The Nameless One, a Cursed Ghoul of Zigur

I do not know who I am.
I do not know who I was in life.
All I know is the from the notes left behind.
And I know about Magic.

Magic...Magic has been nothing but a problem. By these notes I found laying in this dungeon, Magic what caused this "Spellblaze." Magic is what cursed me in life and twisted my soul and my body. Magic is also what killed me.

And Magic is what brought me back from my eternal rest.

My first memory is awakening in some ruins, surrounded by candles. Strange Runes were carved all over my skin, they appear to have some sort of magical property to them, though I do not fully understand them yet. A necromancer stood outside the candles. Apparently he assumed I was just another mindless servant of his. He was wrong. Refusing to be a slave I quickly felled this necromancer, but not before getting a little bit of information from him, apparently this cloak he possessed will conceal the nature of what I truly am. I could not allow him to live though, he has caused too much suffering to other tortured souls. It will not continue.

"...You are alone! You will be destroyed!"

His words echoed in my ears. Will I be destroyed? What am I to do? Not only does this curse still sit strongly upon my very essence, I am now an undead monster tainted by magic.

This will not do. Something must change.

I quickly headed for the surface, slaughtering all in my way. These undead are all empty husks, I can see there is no real life in their eyes. They will not be missed.

Upon emerging I headed east. I came across a city known as 'Last Hope'. Fitting. This place may be my last hope at Redemption. After speaking with several townsfolk who all seemed to be apprehensive towards magic as well, I received a clue. There is a small village nearby of Warriors of Zigur who dedicate their lives to the eradication of magic.

This may be the chance! Maybe they can remove this curse upon me!

Unfortunatly they felt I was not strong enough to join their order. I headed north and cleared the corruption I found in Norgos lair and the Heart of the gloom. To the west the foul undead in the Ruins of Kor'Pul and the troll Proxx who has been devouring travelers. To the south, crystals with remnant energy of the spellblaze, and a camp of rogue elven magic users.

I felt ready for anything. I went back to zigur and dedicated myself to their order. I passed their tests. Unfortunatly, I did not realize the Runes fused to my body would be destroyed in the process. The very Runes that have been sustaining my unlife.

...and my cloak...

The powers of this antimagic aura flowed through me and completely negated this Cloak of Deception. Before the members of Zigur had a chance to notice the magic fading away, I fled the village. I am no longer concealed. I am truly Cursed now. No more hiding what I am. No more runes to help my survival. The patrols in the area quickly attempted to hunt me down. I was far swifter than they.

I am alone in my search to save myself. I went the only other place I heard of that may have some kind of magic to aid me. Citizens of Last Hope mumbled about the possibility of an abandoned fortress hidden somewhere under lake nur. I quickly made my way through the old forest, only to be stopped dead in my tracks.

An Ancient treant known as WrathRoot would not allow me to pass. With no magic to aid me, even when fully embracing the unholy powers this undead form and this curse gave me, I was no match for him. Struck down by the very Nature I vowed to serve.

Is this how it was supposed to happen? To be destroyed?..I feared death again just as much as I assume anyone that has never died before, because for me with no memories, this was my first death. I did not want to die...I simply wanted this curse removed.

"...You will be destroyed!"...

Maybe I should have listened a bit more to my re-animator

Tales of Maj'Eyal beta33 available for OSX

The OSX build is now available at http://te4.org/download !

Have fun fellow OSX people

Tales of Maj'Eyal beta33 aka "Metalblood"

As promised here comes T-Engine4 and ToME4 beta33 ! See http://te4.org/

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

 

This is a quick bugfix release, please upgrade it as some vital fixes.

 

Release highlights:

  • Fixes a bug which prevented Dreadfell from loading
  • New "metal" UI
  • Multiple smaller fixes

Expanded changelist:

  • New default UI: "Metal"
  • Fix Vampiric Gift mana cost
  • Load Savefile dialgo is easier to use to delete
  • Celia's mausoleum cracks more
  • Shift/Control do not switch icon toolbar anymore (still do with the text one as it makes more sense)
  • Stores in ASCII mode are more clearly visible
  • Running tries to avoid water
  • Paradox fail, anomaly, and backfire calculations now take into the account the cost of the talent being used
  • Fatigue penalties for paradox spells doubled
  • See the Threads is now instant cast and costs less paradox
  • Precognition duration extended
  • Mutually exclusive paradox talents now say they can't be used at the same time
  • Targeted chronomancy teleportation effects can now backfire (leaving the caster standing one tile away)
  • Fixed the stealth equip bug
  • Fixed the border on Temporal Clone and made it a 'hit' talent
  • Ambuscade can not be used to duplicate items
  • Fixed quick entering/leaving a town for the first time borking the stores
  • Fixed a profile bug that prevented some people from joining in
  • Typos
  • Emote graphics updated to not suck
  • Fix Worm that walks bug
  • Fix Ambuscade bug
  • Updated tooltip graphics
  • Boss of the shadow crypt now can drop a related new artifact: Life Drinker
  • Fix Golem Pound
  • Update physfs to 2.0.2, fixing the "missing" dreadfell bug
  • Lost merchant quest works more like normal zones (code changes)
  • Fix a bug with View Highscore
  • Picking up when no objects are on the floor does not loose a turn

Have fun!

Tales of Maj'Eyal beta32 aka "Marauding Undeads"

As promised here comes T-Engine4 and ToME4 beta32 ! See http://te4.org/

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

 

This release is *huge*, it features many balances & new things but also change some low level things.

Display code switched to SDL1.3, keybinds had to be reset for it, so make sure you check your bindings.

 

Release highlights:

  • New classes: Necromancer and Marauder
  • Improved classes: Shadowblade, Summoner, Cursed/Doomed, Chronomancers, Alchemist, Mindslayer, Rogue
  • Talent icons: all talents now have an icon and the hotkeys bar uses them
  • Introduction of real (and easy to make) item sets
  • Local scores
  • Loading/progress bars along with a nice painted background
  • Many new painted lore
  • All stores and all artifacts now have a tile
  • New zones: Slazish Fens, Last Hope Graveyard, special non-random exploratory farportal zone
  • Sunpaladins and Anorithil have their own starting quest; starting in the far east and explaining why they get to Maj'Eyal
  • Trollmire now has a road going through it, making navigation easier
  • Game loading speed should be much improved (only when using the official releases which package the code in a special way)
  • "Exploration" mode for Donators: infinite lives
  • Multiple new or improved artifacts, some of which are sets
  • New tilesets: Cave, Rift
  •  

Expanded changelist:

  • Invisibility screen effect made a bit less annoying
  • New achievement: Bad Driver
  • Character Sheet will display the current active party member
  • Alchemists talents that pop an inventory screen now wait until the inventory is closed (and action is done) to consume turn/ressource/cooldowns
  • Added tile for Zemekkys and Meranas
  • Display talent icons in use/gain talent screens
  • Fixed a bug which made activate egos recharge too fast
  • Fool of a Took achievement correctly triggers
  • Fix red crystal resistance
  • Fix Poison Gas Trap when saving/reloading
  • Object that can be activated for a talent have a better description
  • Cursed Touch starts with about 30% chance to curse an item.
  • Extra points in Cursed Touch increase the chance up to 90%. Invest in this to make cursed items easier to find if you want to invest in curses.
  • Cursed can wield both axes or cursed items with their talents.
  • Replaced Grim Craft with an activated talent: Cursed Sentry. Animate a cursed weapon and toss it to a spot. It will fight for you for a while before turning to dust. This has no hate cost but does consume the weapon.
  • Cursed items get 1 bad curse effect and either 1 beneficial Dark Gift effect or 1 Vengeful Blessing effect
  • Curses are either minor or major; The chance of major curses improves with points invested.
  • Like egos: curses, gifts and blessings have names. They are displayed in the item description. For example: "curse of clumbsiness, blessing of whispers"
  • Paradox Mages now start with Dimensional Step and Time Skip
  • Chronomancy tree reordered
  • Energy tree reordered and revised
  • Gravity tree reordered and revised
  • Matter tree revised
  • Speed Control tree revised
  • Timetravel tree reordered
  • Reduced cooldowns and sustain costs on many chronomancy talents
  • Most Gravity spells now deal bonus damage to pinned actors
  • Body Reversion no longer removes 'other' timed effects
  • Probability Weaving and Paradox Mastery are now passive
  • Probability Weaving now improves luck and spellpower
  • Static History moved to Chronomancy tree
  • Deja Vu, Entropy, and Temporal Reprieve removed
  • New Talent Energy Absorption
  • Energy Decomposition is now a 'magical armor' sustain
  • Redux is now an effect that allows you to 'double cast' your next activated spell
  • Repulsion Shield renamed Repulsion Field and works as a knock back aura
  • Calcify replaced with a new talent Destabilize
  • Quantum Spike damage improved; also does bonus damage to Destabilized actors
  • Two new Spacetime Weaving Talents; Banish and Spacetime Mastery
  • Stop now deals temporal damage in addition to the stun effect
  • Haste now gives a slight casting speed bonues as well as its old global speed boost
  • Time Skip now Time Prisons the target rather then removing the actor
  • Temporal Wake damage improved and a small stun effect added
  • Fixed chronomancy cone particles
  • Fixed Slime tileset farportals
  • *IMPORTANT* Updated SDL to 1.3, you need to get it for your platform if you build from source
  • Mouse pointer is now hardware rendered, removing cursor lag even at low FPS
  • Keybinds are updated to use scancodes which are layout independant, existing key bind settings will be wiped; please redo them as needed
  • Hotkeys are now displayed as icons on the bottom of the screen
  • Drag'n'Drop support in the mouse engine code
  • Hotkey icons can now be dragged along the bar for easy reassignment
  • Talents can be dragged from the use talents window into the hotkeys
  • Items can be dragged from the inventory window into the hotkeys
  • New awesome shadow simulacrum gfx effect
  • Gamma correction is handled by a fullscreen shader if the GFX card can do shaders
  • Updated boot menu with new tiles
  • Replaced Warper summon with the Rimebark, an immovable treant-like summon that is permanently surrounded by a furious ice storm
  • Replaced Suppress Summoning by Frantic Summoning allowing much faster summoning at a cost
  • Fixed crystal focus
  • Talents that do a main and off hand attack correctly handle offhand penalty
  • Low levels of the Infinite Dungeon do not all have random bosses
  • Fix mold vault
  • Equilibrium regenerates correctly from hats of absorption when hit by archery
  • New backup guardian in the Deep Bellow, also concluding rolf & weisman story arc
  • New framework for item sets, check out set_list, on_set_complete and on_set_broken properties on Moon & Star
  • New backup guardian in the scintillating caves
  • Fix ice to cold resistance on some arena boss
  • Fixed skeleton rat and arena gates tiles
  • Restricted Daikara escorts to prevent problems with temporal wardens quest
  • Shadow Combat now scales with spellpower
  • Fixed tooltips sometimes refusing to appear
  • Added an option to set scroll distance. Set it high enough and you get always centered scrolling
  • Autotargetting will try to not default to a friendly target for attack talents
  • Fixed unlock dialog popup, it will appear again (it was only a display bug, unlocks were saved)
  • Fixed donations popup
  • Savefiles now include a screenshot of the current situation that is displyed in savefiles list
  • Savefiles are now ordered by last play time
  • PrintScreen key now takes a screenshot (for modules: game:saveScreenshot() and keybind SCREENSHOT)
  • Swallow now works on bosses that have 5% or less life left, making the Huge Appettite achievement possible (but hard)
  • The thieves in the lost merchant quest will not attack the merchant anymore
  • Savefiles are marked as dead as soon as death happens
  • Linking creatures links them with the correct name color
  • Adjusted the balance on the Energy Absorption
  • Crooked Club does not require Cunning anymore
  • New world boss: Kra'Tor the Gluttonous and his trusty axe: The Gaping Maw
  • New world artifact: Threads of Fate
  • New world artifact: Pick of the Dwarven Emperors
  • Added local scoring, with a list of all your chars and their scores/cause of death/... Arena is merged into that system.
  • New uber dangerous greater vault
  • Static maps can use specialList("terrain", {...filelist..}) to use terrains they want
  • All talents now have a tile
  • Improved Dwarves Stoneskin talent
  • The Pheonix unique has its rarity reduced
  • New world artifact: Ureslak's Femur
  • New world artifacts: Sword of the Potential Futures & Dagger of the Past
  • Fixed Zigur huge rocks
  • Two new antimagic world artifacts: Witch-bane and Guidance
  • Buffed Garkul's Teeth
  • Atamathon is much more dangerous
  • Alchemist golems start with a shielding rune
  • Channel Staff correctly works with physical damage staves
  • Staves of ruination give nature damage instead of poison damage boost
  • Some bits of lore will always popup even when already known
  • Added two new Paradox talents; Fade From Time and Cease To Exist
  • Removed Damage Shunt and Flawed Design
  • Precognition and revision will now correctly clear their chronoworlds
  • Reduced effeciency of Energy Decomposition
  • Redux is now instant cast with the repeated spell now consuming the action
  • Revision will now put Door to the Past on cooldown when cast
  • Chronolith's in the Temporal Rift buffed slightly
  • Fix grappling hold
  • Replaced the main menu background (when not using the animated background) with a much nicer one
  • Fix light damage death verb
  • Storming the City quest can not be continued when it is already finished by going from angolwen to zigur
  • Dragons are now less immune to stuns but gained some immunity to blindness
  • Firstrun dialog now asks for registration/login/cancel
  • Golem Power and Golem Resilience effects more than doubled
  • Adventurers parties should not get sometimes stuck on the worldmap anymore
  • Golem's Reflective Skin is now a sustain
  • Increased Golem's Eye Beam damage
  • Golem Resilience now also improves healing factor by 50% at level 5
  • Arcane Eye now has a tile when active
  • Sunwall faction will not all turn hostile if one member is hurt
  • If High Sun-Paladin Aeryn becomes hostile, killing her will trigger the orc pride quest, allowing the game to continue
  • If Aeryn is killed before the endgame she will not be there to help
  • Two new high level talent trees: Psi-archery and Grip.
  • The Psi resource now regenerates naturally like mana and stamina
  • Mindslayers start knowing the Shoot talent
  • Conduit applies to shots fired from telekinetically-wielded bows
  • Conduit applies to Mindlash when telekinetically wielding a gem
  • Matter is Energy benefits more from increased talent levels
  • Buffed Focused Channeling
  • Loading screens with a waitbar!
  • Screen FPS will not go bonkers for a second after a long load/compute time
  • Fixed random black screen bug
  • Achievement added for killing the blood master
  • Dying while recalling will cancel the recall
  • All stores now have a tile
  • Suppression talent actually does something now
  • Quest log correctly defaults to the selected quest when it appears
  • Creatures killed by traps correctly drop alchemist ingredients
  • Fixed floor on Temple of Creation(2)
  • Brawlers will now have field control at birth
  • Made it much more obvious that brawlers can not use weapons, shields or massive armour with many of their talents
  • Made it more obvious that stealth can not be used in mail or plate armor
  • Fixed a random white texture bug
  • Loading bar while loading the game/savefile will indicate progress
  • Permadeath setting is remembered
  • Undead faction now opposes Fearscape faction
  • Added missing trap tiles
  • New lore: "Dust to Dust, an undead hunter's guide"
  • Troll stew!
  • Healing now produces a flying text
  • Secret of the Eternals takes no time to use
  • Random bosses can now use the unlockable trees (poisons, wildfire, ...)
  • Arcane Blades can access Stone spells when unlocked. Earthen Missiles can be cast by Arcane Combat
  • New class: Necromancers
  • New zone: Last Hope graveyard
  • New quest: From Death, Life (for necromancers only)
  • New lore available in Last Hope Library
  • New option to use either the new icons hotkey toolbar or the old textual one
  • Tombstone lore UI
  • Glass walls tiles
  • New vault
  • Constitution does not grant damage reduction anymore
  • Health talent replaced with Thick Skin talent, granting damage reduction
  • Glove egos are more interresting for brawlers
  • Fix a rare bug when corona could permanently reduce max positive/negative
  • Trollmire now has a road, for easier navigation
  • New zone: the Slazish fens, starting zone for human and elven Sun Paladins and Anorithils (it is located in the far east and explains how the player ends up in maj'eyal)
  • New achievement: Lost in translation
  • Limited the power of Doomed knockback spells
  • Roads, water and molten lava show up on the minimap
  • Reduced ranges on teleportation anomalies
  • Reduced the speed bonus of Elemental Harmony
  • Added experimental support for MoonScript (a CoffeeScript like language for lua)
  • Fixed the prides levers to not reset when save/reloading
  • Shadow Combat cost fixed
  • Shadowstep cost reduced, added a darkness damage component
  • Shatur now have awesome tree-stores
  • Added many new "@" custom player tiles
  • Using the exploratory farportal can now sometimes lead to special zones
  • Increased game loading speed tenfolds (for people with slow loading) by packaging the engine, boot module and tome module into a single file format
  • Maze zones now have the boss usualy looking for the player
  • New advanced Shadowblade tree: Ambush
  • Fixed birth screen to indicate race/class combo that do not make much sense
  • When encountering the new special farportal zone, you will learn a new painted lore, it is awesome!
  • Sher'Tul fortress command orb got a correct tile now
  • Sher'Tul control orb text correctly translates when you speak Sher'Tul
  • Escort portal does not disappear when digging nearby
  • Temple of Creation quest now uses the new underwater portal tiles
  • Removed the Archer metaclass.
  • Archers and Slingers merged into Archer, under the Warrior metaclass
  • Archers now get both a bow and a sling at birth, along with both one point in bow and sling mastery
  • Permadeath mode: Exploration Mode with infinite lives. Donators feature
  • New painted lore for using the Farportal in Reknor
  • Painted lore for master death
  • New painted lore for game win
  • Yeek Wayist talent summons have tiles
  • Waters of Life becomes instant cast
  • Void and Nightmare Horrors now have some unique new talents
  • Displace Damage will now credit reflected damage to the actor with the sustain active
  • Bindings of the Eternal Night buffed and made into a set with a new artifact (found in the same zone): Crown of the Eternal Night
  • Fixed tactical AI infos on some AOE talents
  • Tannen level has correct tiles
  • Permanent particle effects like farportal vortexes correctly scroll
  • Many typos
  • Corrupted Negation is subject to spell resists
  • Razorblade, the Cursed Waraxe can not correctly be generated
  • Fix Shadow Mages description
  • Time Prisoning yourself can not fail
  • More traps are avoided by Feather Wind (and the new Light of Foot talent)
  • New class: Marauder, a more thug-like rogue focusing on damage and movement
  • Lethality now also increases critical damage modifier
  • Deadly Strikes increases APR somewhat more
  • Deadly Strikes and Willful combat are now instant talents
  • Improved the thieves/bandits/... NPCs with the neweset roguish talents
  • Added a Shadowblade NPC
  • The assassin lord just got quite beefier
  • The Master just got nastier
  • Orc necromancers improved with the new necromancer talents
  • Vampires made beefier
  • Resting regens faster
  • Buffed Cripple
  • Garkul's Helm has a special bonus to Skullcracker talent
  • New random name generator(engine.NameGenerator2) based on http://code.google.com/p/name-gen/ (it uses the same language files)
  • Temporal Devourers renamed Devourer and subtype changed to eldritch
  • Temporal Dredge renmed Dredge (subtype still temporal)
  • Worm that Walks and Devourers now have unique talents
  • Devourer hit points and damage improved (beware the land sharks!!)
  • Carrion Worms multiply less but have better resists
  • Epidemic now checks for disease immunity when spreading diseases
  • Dredge Frenzy improved a bit
  • Disabled loading C module in Lua, for safety
  • Random name generation on birth will use a special generator per race/sex (right click on the name box to make up a new random one)
  • Skeletons NPCs are now poison immune
  • Base accuracy raised to 4 (from 0)
  • Buffed Yeek's Wayist talent
  • Dread, Dreadmaster, Banshee, Ruin Banshee now have permanent *stealth*. This means you can see them without see invisible but it's not perfect you can loose them sometimes
  • The Eidolon Plane is now a zero gravity zone, so encumberance is near meaningless (x20)
  • The Temporal Rift is a zero gravity zone
  • After coming back from the east, the lost merchant in Last Hope can make you a unique item of your choice, for a .. unique price
  • Doulbed the effects of willpower for Paradox failure, backfire, and anomaly checks
  • Changed how global speed stacks
  • When a level 5 Lure is killed it will trigger all explosion, poison gaz and future AOE traps
  • Cleaner game exit (codewise)
  • Newly picked up items are shown in bold (and marked as such in the tooltip) in the inventory window
  • When dead (on the death screen) it is now possible to review message log, see current chat and talk to people
  • Drop dialog (and others such) will remember sorting order when dropping multiple items
  • "Lament for Lands now Lost" poem now correctly available in Shatur
  • New "cave" tileset
  • Fixed Melinda moving in
  • Limited max projectile speed reduction on talents providing it
  • Derth post-attack chat now accounts for being an antimagic char
  • All artifacts now have their unique tiles!
  • Added more particle effects for chronomancy spells
  • Rewrote grappling so it's easier to understand (code-wise)
  • Sustains can now be disabled while disarmed
  • Switching equipment will now disable sustains you no longer meet the requirements for
  • Updated the Temporal Rift bosses talents to better reflect current chronomancy spells
  • New rift tileset
  • Buffed Chromatic Harness

Have fun!

MoRE 0.0.3 Released

This release fixes several bugs. Main changes.

  • Descriptions of many Charlatan skills improved
  • Charlatan starting trees/skills altered
  • Call of the Lich bug triggering after enemies killed fixed
  • Errors being triggers after Throwing Dagger skills are used on empty tiles or untargetable enemies fixed.

http://freedomforceforever.com/more0-0-3.zip

Install instructions as normal. If you already have a previous verson of MoRE installed, use the updatemore batch file if you system can do patch files. Use the moreinstall batch file if you have not downloaded an earlier version. If your computer can't use batch files, copy and rename the tome module folder to more of you don't have a more folder, then dump the contents of the moreinstaller folder into the more one.

OldRPG Beta4 pre-release (tileset)

Hello ladies and gentlemen! Here's a tileset:

http://www.mediafire.com/?og3b4nasvv9dy55

it's 8.7 MB

i'll post more details later, but for now you can download it and install to your base t-engine folder. then go to graphic mode and pick OldRPG as the tileset. Tell me what you think!

MoRE 0.0.2 released

MoRE 0.0.2 is now out. This removes some test code accidentally left in the Charlatan, as well as fixing a few spelling errors, and changes the Goblin start text slightly.

If you already have 0.0.1 installed, use the updatemore batch file if you system can do patch files. Use the moreinstall batch file if you have not downloaded 0.0.1. If your computer can't use batch files, copy and rename the tome module folder to more of you don't have a more folder, then dump the contents of the moreinstaller folder into the more one.

Enjoy!

http://freedomforceforever.com/more0-0-2.zip

MoRE 0.0.1 is out!

I am very please to announce that MoRE 0.0.1 has been released for Beta 31. This is very much a beta and probably has a ton of balancing and other issues, but should be playable. You will have to start over again with unlocks, I am afraid, but categories containing new things have now been unlocked by default. The new content is unlocked for now, but will probably have it's own unlock in a later release.

To install, unzip in the main beta 31 T-engine directory, then use the installer batch file included. When it asks you for permission to over-ride files, hit the 'A' key.

And with no further ado, here's the link.

http://freedomforceforever.com/more0-0-1.zip

Now for the official "stufflog" as Nagyhal called on the irc channel.

New Races by Goblinz
  • Goblin
  • Lich
New Classes
  • Charlatan by catwhowalksbyhimself
  • Ranger by Goblinz
New Talent Trees
  • Transmutation for Alchemists by Goblinz
  • Arcane Power by Archmages by Goblinz
  • Throwing Daggers for Rogues, by catwhowalksbyhimself

Please inform me of any bugs or issues you might here.

MoRE--Starting over

Sorry for the delay. At one point MoRE was as close as a couple hours work from being released. Now I've come to the point where I was force to rebuild the thing all over again. The downside is I'm going to have to redo a lot of the work already done. The positive side is I'm setting everything up to be a lot easier in the future and have the chance to add a few more things.

Tales of Maj'Eyal beta31 aka "Slime of Death"

As promised here comes T-Engine4 and ToME4 beta31 ! See http://te4.org/

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

 

Release highlights:

  • Many many bugfixes
  • Improved sand tileset, new slime tileset

Expanded changelist:

  • Runic/Infusion saturation do not prevent entering the worldmap anymore
  • Fix arena start crash
  • Stair up in Yillkgur has a tile
  • Typos
  • All party members now benefit from resting improved regens
  • Fix huge lag when something is blinded
  • Fixed clicking near the top of the chat log
  • Lore on Z'quikzshl
  • Fix unkillable npcs
  • Fix a bug with Vimsense when saving/reloading
  • Drain vim regain is now affected by the target's rank
  • Sacrifice is now 40% of current life
  • Blood Sacrifice darins 50% life
  • Summons can not be permastuck in the Fearscape
  • Fix saving while controlling a summon/golem
  • Fix a rare bug in the running code
  • Fixed Map:checkAllEntitiesCount
  • Fix the damage achievements
  • Greatly increase the rarity of water breathing egos
  • Summoner's summons now inherit resistance penetration
  • New weapon egos correctly project on strike
  • Orc mothers are correctly flagged as female
  • Force autosave on zone change on, to ensure savefile consistency
  • Damage shields show up as a bar on the left pane
  • Each level of the Infinite Dungeon now has a random boss guard
  • Fix the sometimes missing random worldmap locations
  • Sandworm Lair finally got its own unique music
  • Added some missing tiles
  • New slime tileset
  • Target projection path will display the best possible outcome, showing unknown grids in yellow
  • Increased life timed effect will only stun when it is removed with not enough life left
  • The Room of Death is a no teleport zone, to prevent .. untimely death of the content
  • Sun Infusions are considered attacks/disable for the AI
  • Critical strike messages are in bold
  • Fixed Zigur cultivation fields
  • New possible random zone tileset: slime
  • Improves sandwall tileset
  • Molten lava tileset
  • Most talents that scale of a stat do so more linearily
  • Reduced the power cost of staves of illumination
  • Fix tutorial player tile
  • Fixed Strangle Hold
  • All demons are now part of the Fearscape faction
  • All creatures in the Crypt of Kryl-Feijan are now part of the Fearscape faction
  • Fix Paladin vs. Undead vault when appearing in the Dreadfell
  • Track description fixed
  • Fixed ice to cold resists on crystals
  • Willpower now increases Stamina by 2.5 per point instead of 2
  • Fix show all achievements
  • Dead creatures cannot get healed
  • Alchemist's golem now has a random color tile
  • Tentative fix for the NaN gold
  • Walrog lore
  • Hate is now correctly unaffected by fatigue
  • Melinda can now move in with you in the Fortress
  • Fixed Archmages starting in Angolwen who used custom tiles, they now correctly get the orb of scrying
  • Sun Flare lights up the area in a radius double of the blinding radius

Have fun!

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