Blogs

Tales of Maj'Eyal 1.6 BETA7 is up for grabs!

My minions,

One more beta for you minions! Go grab beta7:
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.

The current DLCs will still work in 1.6 so you can test with those but they will each get a small update at the same time as the final 1.6 release to update how they process melee talents to be inline with the new 1.6 way.
NOTE: DO NOT ENTER the Caves of Hatred in Embers of Rage. It needs updating of embers to work with 1.6.

Please only use official addons/DLCs when testing.

Changelog from beta6:

  • Show known lore menu now has a search bar (search by lore id, name and category)
  • Clicking on a lore entry in the "Show known lore" menu will display the lore in the usual parchment-like UI, for easier reading
  • Fix Shadowgrasp
  • Nerf instant damage wands/torques
  • Fixed Aether Beam being disarmed
  • Updated Pure Aether
  • Fix Stormshield tooltip
  • Update starting Manasurge inscriptions
  • Fix Glowing Chests having disappointing loot
  • Nerf Assassin Lord
  • Shadow Grasp no longer movies enemies if they're adjacent
  • Increase stamina/equilibrium gain on Resolve
  • Fix difficulty double dipping talents that grant other talents and causing undefined behavior
  • Soothing Darkness also multiplies the stamina regen by 5x on exit
  • Removed the level 10 limit on stores; but players start with 0 money
  • Coming back from the Eidolon plane does not free you from zone-wide effects
  • Improved Aether Avatar description
  • Void Star power is now a bolt
  • Fixed low level manathrust to actually be a bolt
  • Fix first prodigy level in the Infinite Dungeon
  • Fixed bug with weapons masteries providing physical power bonus when not learnt
  • Counterstrike has a visual effect
  • Essence of the Dead now works on Freeze, turning it into a ball that also makes targets wet
  • Reduced cooldown and increased projectile speed of Congeal Time
  • Visual effect to Congeal Time debuff
  • Some more memory cleanups (for Possessors mainly)
  • More misc fixes

Now go test it out my minions!

Tales of Maj'Eyal 1.6 BETA6 is up for grabs!

My minions,

One more beta for you minions! Go grab beta5:
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.

The current DLCs will still work in 1.6 so you can test with those but they will each get a small update at the same time as the final 1.6 release to update how they process melee talents to be inline with the new 1.6 way.
NOTE: DO NOT ENTER the Caves of Hatred in Embers of Rage. It needs updating of embers to work with 1.6.

Please only use official addons/DLCs when testing.

Changelog from beta4:

  • Fixed the possessors bug (for real I hope)
  • Fixed a bug with some negative & positive spells cost erroring out

Now go test it out my minions!

Tales of Maj'Eyal 1.6 BETA5 is up for grabs!

My minions,

One more beta for you minions! Go grab beta5:
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.

The current DLCs will still work in 1.6 so you can test with those but they will each get a small update at the same time as the final 1.6 release to update how they process melee talents to be inline with the new 1.6 way.
NOTE: DO NOT ENTER the Caves of Hatred in Embers of Rage. It needs updating of embers to work with 1.6.

Please only use official addons/DLCs when testing.

Changelog from beta4:

  • Fixed (hopefully) the savefile bloating happening for (mostly) Possessors
  • Reduced Fire Breath damage to more sane levels
  • Shimmer mirror now has a search box
  • Fixed keywords on charms
  • Buffed Pulverizing Auger
  • Reorganized Water & Ice trees and buffed the early spells
  • Fixed the black line appearing at the bottom of the screen on some resolutions
  • Fixed Sunburst
  • Fixed a death bug
  • Fixed some weird recursions
  • Fixed a bug in AI displace code
  • New keybind for automatic target accept option, no default binding
  • Misc fixes

Now go test it out my minions!

Tales of Maj'Eyal 1.6 BETA4 is up for grabs!

My minions,

One more beta for you minions! Go grab beta4:
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.

The current DLCs will still work in 1.6 so you can test with those but they will each get a small update at the same time as the final 1.6 release to update how they process melee talents to be inline with the new 1.6 way.
NOTE: DO NOT ENTER the Caves of Hatred in Embers of Rage. It needs updating of embers to work with 1.6.

Please only use official addons/DLCs when testing.

Changelog from beta3:

  • Revision of the Predator tree
  • Revision of Blighted Summoning
  • Positive and Negative energies are subject to fatigue again but only for costs, not gains
  • Updates to Anorithil
  • 2H penalty debuff does not go away when dying
  • Made Eldritch Shield and Earthen Power trees interract with the Block talent
  • List of talents affected by Body of Stone is now moddable by addons
  • First Prodigy point is now at level 25
  • Talent Category point of level 36 moved to 34
  • Fix Aether Beam not respecting Spellcraft
  • Many misc fixes

Now go test it out my minions!

Pumpkin Cat Points

I was thinking about cat points.
Cat points. Cat. Cats. What are the cats in the game?
And then I had an idea. Yes.
Killing Pumpkin should give 1 cat point, as well as an immortal revengeful cat ghost that sometimes appears at most inconvenient moments in the heat of a combat to exact revenge at you. And disappears once the combat ends.

*haunting, chilling meows of a wronged cat from beyond the grave*

Tales of Maj'Eyal 1.6 BETA3 is up for grabs!

My minions,

One more beta for you minions! Go grab beta3:
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.

The current DLCs will still work in 1.6 so you can test with those but they will each get a small update at the same time as the final 1.6 release to update how they process melee talents to be inline with the new 1.6 way.

Please only use official addons/DLCs when testing.

Changelog from beta2:

  • Nerfed a bit the Weirdling Beast (it learns new classes at a bit higher level)
  • Randelites/boss now won't try to escape/kite forever and ever
  • Reduced the wants to escape & kite a bit in targets marked as ranged
  • Increase the Willpower contribution to Vim gain
  • Add life display to Blood Grasp
  • Rush correctly autotargets if the option is on
  • Passives that are spells, nature powers, ... will show as such in their descriptions
  • Reduce sustain cost of Blood Fury
  • Reenable Skirmisher on NPCs
  • Fix Drake's Bane strength requirement
  • Fix Bone Spike not proccing
  • Fix Prothotipe's Prismatic Eye
  • Redesign Windwall ego
  • Improved shop jewelry crafting
  • Improve some base gem stats
  • Fixed Overkill bad interaction with some talents
  • Temporal Hounds never flee
  • Fixed Fearscape targetting
  • Fixed the Assassin Lord not being visible at first, and added a little bonus surprise
  • Fixed Telekinetic Leap
  • Fixed Psiblades putting charms on cooldown and adding back stuff to the hotkeys
  • Fixed Freeze duration reduction gainst friendly targets (it now works) and reduced it a little to not be completly insane
  • Fixed Ice Shards to actually do bonus damage against wet foes
  • Shivgoroth Form shows Ice Storm infos in its description
  • Fixed Frost Treads and buffed the movement speed a bit
  • Restore Dirty Fighting to unarmed damage
  • Fixed dropping cursed sentry items
  • Fixed Sook's shop
  • Fixed Venomous Strike taking two turns
  • Fixed Summoner's Turtle taunting, and now also auto-taunts when summoned
  • Crused Sentry will try to find a free spot nearby to apepar if targeted directly at a creature
  • Yeeks in the shadow crypt will have .. a surprise
  • Secrets of Telos prodigy cant be taken by NPCs
  • Aether Beam is not disarmable
  • Fixed icon for Arcane Strike
  • Amulets of healing got a new more in-theme icon
  • Shadows of low level doomed rares do less damage
  • Fixed some magic checks to enter Zigur
  • Essence of Speed cost reduced a bit
  • Circle of Sanctity range reduced a bit
  • Moar fixes

Now go test it out my minions!

Overworld Tile Bug?

I haven't played in a really long time, so maybe it's my version or something that's the problem, but on the world map, normal grassland tiles just look like solid blue squares. Definitely doesn't look very natural to me.

Tales of Maj'Eyal 1.6 BETA2 is up for grabs!

My minions,

Version 1.6beta1 went rather well for a first beta with surprisingly few explody-parts but still, beta2 is here to fix them (and more)!
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.

The current DLCs will still work in 1.6 so you can test with those but they will each get a small update at the same time as the final 1.6 release to update how they process melee talents to be inline with the new 1.6 way.

Please only use official addons/DLCs when testing.

Changelog from beta1:

  • Fixed running on Linux's new Steam client
  • Swift Shot and Bull Shot only lower cooldown when actually moving
  • Repulsion only works on foes
  • Dreadfell bosses & Shade of Telos cant roll wilders
  • Fixed message upon gaining a prodigy at lvl 42
  • Characters that know Antimagic can enter Zigur, no matter the rest of the conditions
  • Reverted saves changes
  • Fix The Fragmented Essence of Harkor'Zun
  • Fixed Gates of Morning heavy armor shop
  • Fixed imbued staff ego
  • Fixed Daunting Presence gfx
  • Greatly simplified Creeping Darkness code, it now simply blocks sight for all unless they have Dark Vision
  • Running ignores glyphs
  • Simplified (and likely fixed) Whirlwind code
  • Fix confusing dialog when you don't give the mage apprentice an item.
  • Some more safeties/sanity checks against old addons
  • Fix a bug with Blach Mesh
  • Fix some infinite recursions
  • Fixed a bug with pathing
  • Fixed ego ammo bugs
  • Fixed temporal hounds on level change
  • Fixed Obliterator
  • Fixed error on some item on_melee_hit effects
  • Better auto-error reporting
  • Fix Fearscape error
  • Add core.display.breakTextAllCharacter method to force text lines splitting to happen on any characters (useful for asian languages)
  • Fix confusing dialog when you don't give the mage apprentice an item.
  • Fixed Sharpen Display option
  • Many other misc fixes
  • Fixed Steam microtransactions code. If you attempted to test it and it failed, please retry now (note as long as you do not get a success message you've not been billed anyway)

Now go test it out my minions!

Tales of Maj'Eyal 1.6 BETA1 is upon you!

My minions,

Finally the day of 1.6 has come, well, it's only beta but still, beta has come! ;)
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.

The current DLCs will still work in 1.6 so you can test with those but they will each get a small update at the same time as the final 1.6 release to update how they process melee talents to be inline with the new 1.6 way.

Please do note this is *not* by any stretch of the imagination a full changelog. The 1.6 release contains so many changes and updates that it'd turn me mad organizing them into a semblance of changelog and it'd turn you mad reading it all.
The original unabridged log is about 3500 lines long.

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.

  • When a yeek exits the tunnels to the halfling complex and sees subject Z; a warning comes up from the wayist, urging you to flee
  • When a shader is missing, it'll use a default fallback (prevents loading game with missing DLCs/addons)
  • Classic UI can now cancel buffs by right-click
  • Load quickhotkeys prior to loading the game to fix hotkey ordering for "restart the same character".
  • Greatly revised celestial positive spells and a few negative ones
  • Disable fatigue for positive and negative energy
  • Updated/rebalanced some NPCs
  • Revised Defilers
  • Added an UI option to sharpen the map display, as requested by some
  • Removed max level on all fixed artifacts. Material level already restrains them. This prevents some artifacts being near un-obtainable on higher difficulties
  • Fixed an issue preventing users with a too long password from login in. Woops sorry :/
  • Cunning techniques revisions
  • Greatly revised Summoners
  • Buff Giant Leap
  • Improve Elemental Surge
  • Significantly revise 2H Assault
  • Fix NPCs shoving the player
  • Teleports now immediately maximize the AI's guess spread on your current location
  • Ethereal Form uses highest of Dex or Mag for its defense bonus
  • Rebalance Elemental Harmony
  • Revise many artifacts, egos, randarts and items
  • Revise Arcane Blade's Enhancement tree
  • Reduce Arcane Destruction damage and fix type to Arcane
  • Fix Glove display
  • Fix Adept causing infinite talent levels
  • Sustains will not disable at 0 Stamina or Mana anymore, as it is cumbersome and is easily prevented with a little regen anyway
  • Fix Slings not having a base speed
  • Add stairs up to Dark Crypt
  • Fix Elemental Harmony allowing self damage
  • Allow respeccing out of combat
  • Add a talent autouse for being out of combat
  • Multiple updates to combat damage log
  • Fix light radius letting Players (but not NPCs) see beyond their max vision radius
  • Resize and reposition how charges are displayed on effects
  • Several talents that move the player would not function at all or would behave unusually if auto-accept target was enabled.
  • Greatly revised inscriptions (runes & infusions)
  • Greatly revised the early game combat to make melee start less painful
  • Revise accuracy bonuses to have more impact and nicer breakpoints
  • Revise shield/glove combat table tooltips
  • Born into magic now actually gives 20% inc dam as advertised(up from 15%)
  • Change Stone Vines' and Rockswallow's damage to Nature and removed speed malus from Stone Vines
  • Revise some racial talents
  • Round most talent masteries to 0.0 or 0.3
  • Add many, many base character visual customisation options (beards, hairs, skin color, tatoo and so on)
  • Implement support for cosmetic & "useless fun" microtransactions
  • Revise Scoundrel and add it to the Rogue escort
  • Redesign the Vim resource (no more ability refund; Vim regeneration on any kill scales faster with Willpower and now also scales with target rank; Bloodcasting is now baselined in the resource allowing you to pay Vim costs with 200% of the cost as life)
  • Added an UI option to sharpen the map display
  • Fixed a bug preventing steamsaw/guns from generating as egos for randbosses (amongst other things) (yes fear the gunsnakes!)
  • Small revisions to Archmage
  • Update Worldly Knowledge to only include most of the currently available escort/quest trees
  • Remove defense penalty from block
  • Miscelanous revisions to many talents
  • Revise Antimagic
  • Major AI update, smarter, better, maybe faster
  • Fixed several screenshot issues
  • Randomly generated humanoid npcs now use the same cosmetic features available to players, randomly
  • Simplify SDL gamma calculation and restore default gamma on exit.
  • Levelup dialog shows variable parts of talent descriptions (like numbers that go up as you levelup) in green even at talent levels 0 and 5, to better see which values will evolve
  • Revision of Fears
  • Add a bonus to stealth rating for Armor of Shadows
  • Revise shops
  • Revise fixed bosses, now they can better levelup and learn new tricks too
  • Revise Wyrmics
  • Revise Afflicted
  • New scriptable map generator along with a variety of combinable algorithms for it
  • Revise Stealth
  • Revise Shadowblade
  • Ban Dreamscape entirely from NPC use
  • Modules Markers, IMPORTANT: Removed unpausing the game when using energy in engine.Actor:useEnergy as this was badly misplaced, instead superload useEnergy inside your own player class to do it, look at example's module Player class for how to
  • Tilemaps can be scaled, fliped, rotated; new Maze tilemap; Heightmap & Noise tilemaps can be normalized
  • Revise Prodigies
  • To celebrate nearly 10 years of ToME, a new awesomely drawn custom player tile that comes from the very early days of the game
  • Stun: Cooldown lock changed to half, damage reduction changed to 50%
  • Confusion: Interaction with confusion immunity removed
  • Increase the spawn level of the Melinda event to 30
  • Increase resting rate dramatically
  • Add 1 regen to Alchemist golem to reduce resting tedium
  • Remove Munitions from Archer and re-add Poisons
  • Remove useless trees from some classes
  • Remove melee retaliation from many NPCs
  • Zigur is now always present on the map but forbids entry to any magic user.
  • Various visual improvements
  • Updated the way NPCs (randbosses) are assigned character classes
  • Object requirements can now be any random flag of the wearer
  • High Peak levels become smaller towards the end (but keep the same number of foes inside)
  • Increased foes density in the Prides
  • Escort quests will now spawn in the Infinite Dungeon (between levels 5 and 40)
  • Fixed some Infinite Dungeon challenges
  • Nerfed patrols a bit
  • Revise Ghouls
  • Nerf life leech stacking
  • Can send talent links in the chat from the talent's right click menu or in the levelup dialog by pressing ctrl+l
  • Revise shops system
  • More Mummies! Rejoice!
  • Revise saves (saves against effects, not savefile!)
  • Revise archers
  • *NUMEROUS* fixes and updates to a ton of things (can I be more vague? probably but it'll be hard ;) )

A huge thanks to all those contributed to help make this release the biggest release ever!

Possessors Amuse Me

Completed a run with a possessor the other day. Really interesting class - great for getting to learn the stats of most of the monsters in the game, as you have to pay close attention to damn near everything to play the class properly.

Not a class for players who want to just sort of run through the game. Standard Possessor builds tend to play SLOWLY due to their need to neurotically minimize damage in all encounters.

While I'd say the class feels a little OP when played well, I *DID* still have to run like a crying child away from Atamathon - though now that I've won the game I should probably go back with my named Forge-Giant Demon form with over 10k hp and throw down with him again and see if I can wrap him up properly.

Needless to say, running around wearing a lvl 96 Overpowered Greater Multi-hued Worm and summoning major named bosses as pets during the big fights is hilarious.

Hitting the wrong button during a fight and swapping out of form into your itty-bitty squishy little human form and being instantly one-shotted - not so hilarious. Put that button somewhere far away from everything else on the keyboard. Trust me.

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