My minions, I am happy and pround to give you Tales of Maj'Eyal 1.0.5 ! See http://te4.org/
Your launcher should automatically update your game so no need to redownload it all.
This release is *huge* and I hope you'll have as much fun exploring it as I did creating it!
Enjoy and have fun in Eyal!
Don't forget to help ToME by with donations ( http://te4.org/donate ) !
Release highlights:
- Huge improvements to many visual effects, spells and tiles
- Combat log reworked to be far more readable, log heals, shiedsl, absorbs
- New special effects for each point accuracy over defence
- New difficulty mode: Madness, for those that mastered Insane ;)
- Training room in the Sher'tul Fortress
- Faster saves
- New Archers tree: Excellence (new tree), Poisons and Traps
- Many new hooks and tools for addons/modules makers
- Infinite scaling: talents should scale much better past 5/5
- Tons of rebalancing and improvements to many talents, objects, artifacts and zones
- IMPORTANT: saves are not compatible from 1.0.4
Expanded changelist:
- Added a graphical effect for healing and regen effects to most of those effects
- Using Aegis on shields will visualy change them
- Damage shields, absorbs, ... are now noted in the log
- Heals are now noted in the log
- Venom drakes can now appear in the noxious caldera and in gorbat pride
- Flat damage cap% is now applied after shields
- Disruption Shield now partially absorbs the hit that makes it explode
- New "punches" sounds for barehand combat
- NPCs can use Shoot Down
- Adventurers start with both gloves and gauntlets
- Unarmed 0.6 attack speed is bound to Empty Hands, not to being a Brawler
- New Actor:checkPool method to facilitate learning pools/... on talents learnt
- Adventurers now learn Empty Hands when learning barehand talents
- Swords, axes, maces, staves, daggers, whips, tridents, bows and slings now have special "unique" effects when hitting a foe for each attack you have over their defence
- Player can now tag objects with a name; tagged objects can not be dropped, destroyed or transmogrified until the tag is removed
- Fixed actor execution loop to crrectly resume at the next actor after the pause: aka this should fix Through the Crowd
- Automatic talents will be used in order: instant ones first, then higher CD ones first. Only one non-instant talent will be used each turn
- Orcs will search your buddies for the staff too
- Stone Walking and Gem Portal do not fail due to melee autotarget
- Corpses (from the curse) coming out in the middle of an attack will not be destroyed by said attack
- Improved combat logs
- New achievements for Normal (Roguelike), Nightmare/Insane/Madness (Adventure)
- Achievements list onyl shows the ones for the current difficulty to reduce clutter
- Add range to the map tooltip
- Temporal Augmentation Robes talent level reduced
- Nerf Colaryem a little
- Most summoned actors do not drop loot anymore
- Buffed starting gold to 15
- Marauder's Thuggery tree is now Generic
- Marauder's gained Bloodthirst tree (1.1, locked)
- Staff Mastery & Mindstar Mastery trainings now respect previous knowledge and do not screw you over
- When leaving a level with a dominated npc it will be freed from the control instead of waiting for your return
- Torment ammo doesnt have wielder bonuses and instead gets combat bonuses
- archery_projectile is now available to addons
- Alchemists can now unlock a golem replacement: the Drolem !
- Drolem is buffed a little
- Tannen's Tower level 4 has a different LOS system, making the Drolem obscure more of the field again
- Nourishing Moss tactical infos fixed
- Female Dwarves can unlock some cosmetic facial pilosity (because the lore says so!)
- Keybinds are displays more succinctly, so [A]+[S]+Keypad 6 will now appear as ASk6
- Actor's on_takehit and hook "Actor:takeHit" now get a parameter that telsl them the damage type, if available
- New Fortress feature to unlock for 50 energy: training room!
- Fixed mind talent procs happening more than once per turn
- Runic Golem can not be unlearnt
- New GameOptions:tabs hook
- New melee "whirlwind" effect
- New effect for Tempest
- When leaving a level all player originated projectiles are removed
- Ward talent lists available wards
- Wraithform now teleports if you end up in a wall
- Applied infinite scalingto prodigies
- Gem Golem can not be unlearnt
- Temporal Clone can not be used out of range
- Aether Beam and Gravitic Trap can not be placed in walls
- Nature's Pride goes on cooldown even if there was room for only one treant
- NPC are less confused by being LOS'ed
- Rares should be more interresting/powerfull
- Allow Gestures to respect Gloom status effects
- If the Weird Pedestals event can not generate an artifact it will make a randart
- Lost merchant will not generate antiamgic items for arcane characters
- Clarification to Heightened Senses/Infravision tooltips
- Scaling Bug fix in Darkness talent radius
- Scaling fix to hate generation
- Fixed typos in NPC definitions to prevent unintended agro
- Fixed bug in BattleTrance
- Fixed Grim Resolve not curing poison/disease
- Fixed Vimsense power when used with items
- Fixed tactical ai info for Mindlash talent
- Fixed character sheet to correctly show archery damage based on ammo
- Added addons url to the addons menu
- UIs can now have special mouse cursors
- Added two new hooks to the boot module "Boot:load" and "Boot:run"
- Fix maestrom
- Fix necrotic aura
- Infinite scaling applied to npc talents
- New gfx effect for Frostdusk
- New hook "GameOptions:UIs" to add new uis to the ui selector
- UIs definitions are now loaded from files in /data/gfx/ui/definitions/ so that addons can add new ones
- Attachement spots for particles can be read from a file per tileset
- Fixed Projectile class subclassing
- Tooltip for projectiles now shows who cast them and their self/friendly fire status
- Wards are now correctly colored by damage type
- Projectiles can be fired over chasms in the alt-maze
- Meteoric Crash can now crit (using the highest of spell or mind crit chance)
- New Uttercold visuals
- New Wings of Flames graphics! Find them!
- Argoniel learnt how to use Irresistible Sun
- Applied infinite scaling to afflicted
- New Flames of Urh'Rok gfx effect
- Juggernaut effect is now correctly classified as physical. For Zonk, with love
- Brawler's combo points last two more turns
- Fixed Pulverizing Auger in some zones
- Shields now "wooble" when hit
- Fixed crystal set proc
- Fixed slight particles display position error
- Added a slight outline to currently moused over item on the map
- New starfield shader is hungry, so a new video option to enable volumetric shaders is added. It is *off by default*, turn it on if you trust your GPU :)
- Fixed strange graphical artifacts around some texts
- Text outlines are much better now with shaders enabled
- Improved shields shader
- When disarmed the weapon will disappear from the character doll
- Buffs with charges (like Combo points) now display their charges
- Buff/debuff remaining time is correctly centered
- Added the Excellence tree to Archers, granting them more utility and survivability
- Venomous Strike works with ranged weapons too
- Implode has a distortion effect
- Archers now get access to both Poisons and Traps trees
- Poisons now work on both arrows and shots
- Distortion tree got .. distortion shader effects
- Irresistible Sun got distotion effects
- Added distortion effect to meteor crashes
- Added options to disabled "advanced" and distorting shader effects
- Improved water display (with a shader)
- Applied infinite scaling to chronomancy
- Particle systems can have a subparticle attached
- New fireflash and flame effects
- New Gravity Well effect
- Fast Curse Dispel is considered an important achievement
- Applied infinite scaling to corruptions
- Particle systems can now define a global use_shader={type="foo"} to attach a shader
- Particle systems can check availability of shaders
- Particle systems can now also the background that is under them, allowing things like distortion effects
- New distortion effect for the Repulsion Blast and Gravity Spike
- The final artifact from the final fight now requires less to wear so you can bask in its glory
- Applied infinite scaling to celestial
- Weapons can have multiple masteries talents, the best is used
- Added "Chat:load" and "Chat:add" hooks
- Through the Crowd now also makes you like being in the crowd, +10 all saves for each friendlies in sight
- Infinite scaling applied to psionics; solipsism mechanics have been adjusted
- Temporal Form only converts 50%
- Reduced Guardian of the Wood all resistance bonus
- Buffed artifact ammos
- Highscore core is less ToME-centric
- New difficulty mode: Madness (locked). More high level foes, stronger, with much more rares, more randbosses and a unique "Hunted!" debuff!
- Block is only used in melee by tactical AI
- Fixed bloated ooze damage absorb when using only one ooze
- Added an option to disallow online event pushes (but why would anyone do that is beyond me!)
- Online events can now happen in the Infinite Dungeon too!
- Thieves NPCs are now correctly competent with a dagger
- Dominant Will works on elites
- Burnt to the ground achievement is now achievable
- Prothotipe's Prismatic Eye correctly imbues its spell proc whem imbued on an item
- Grappling correctly checks no_breath
- Mitosis & Call of the Ooze correctly respect maxes
- Bear NPCs stats changed to str/con
- Bloodspring triggers at 15%
- Steamroller makes Rush cost only 2 stamina
- Revisionist History lasts 20 turns
- Corrupted Shell increases life by 250
- Fungal Blood also removes up to 10 magical effects
- Never Stop Running cost reduced to 12
- Vital Shot cooldown reduced to 10
- Windblade radius increased to 4
- Superpower grants 50% of strength as mindpower
- You Shall Be My Weapon and Massive Blow cooldown reduced to 10
- Windtouched Speed increased to 20%
- Mental Tyranny now only converts 33% of the damage
- Temporal Form prodigy temporal damage is now always *current* highest +30%
- Swift Hands prodigy allows wear/takoff for free only once per turn
- I Can Carry The World! prodigy also granst 20 strength
- Talents can now have properties: callbackOnAct, callbackOnActBase, callbackOnMove, callbackOnRest, callbackOnMeleeHit, callbackOnMeleeMiss, callbackOnArcheryHit, callbackOnArcheryMiss
- Altered/tweaked/improved many artifacts, keep your eyes open for new fun stuff!
- Special effects on artifacts can now be described with wielder.special_desc
- Achievement for killing all 4 slime tunnel bosses
- In cheat mode one can shift+left/right click on buffs/debuffs to adjust duration
- Ruined Dungeon can have a different set of clues
- Added infinite scaling to techniques
- Ruined Dungeon will not generate without the 6 guardians
- Orc babies do not drop loot
- Traps disarm & detection power scale with level
- Ruined Dungeon orb summons do not drop items
- Sludgenest wall poping slimes power now gradualy increases. Staying inside is not advisable.
- Added 5 achievements for staying in the sludgenest for many turns (one every 100 wall slime pops)
- Improved look of the huge sandworm burrower
- Yaechs and Nagas in Murgol lair have dropped damage by 35%
- The Ritch Hive Mother dropped damage by 30%
- Chant of Light now also increases fire damage
- Golem Power now also adds mastery with staves, daggers and exotic weapons (but not mindstars)
- Fixed Star Shot
- Prodigies dialog allows to unselect
- Huge tweaks to many ego items to make them more interresting
- Changed Evasion talents to not let characters become melee immune
- Applied infinite scaling to the cunning tree
- Saving happens in a separate OS thread, making saves much less painful
- Zones can have a temporary memory cache. ToME uses it to keep the last 3 visited zones (and associated levels) in memory, making switching between them much faster
- Bathe in the Light now provides a damage shield to all affected creatures and fire damage to all damage creatures
- Precognition dissipates when switching level
- NPC will not use automatic talents with hostile targets
- Eldritch eyes do not affect a yeek when they are destroyed when dominated
- Really, do not annoy Linaniil ... but if you do you get an achievement
- Yeeks can not dominate themselves
- Diggers now provide a dig talent and can be used while carrier instead of wielded
- Bone Shield looses a charge only if the damage is > 0
- Meteoric Crash stun chance uses spell or mind power, as the damage does
- Fixed anmalice proc
- Protective Aura correctly grants physical saves
- Combat Training talents split into two lines
- Object tooltip now shows which talent mastery affects them
- Last level of Reknor can not have obelisks and such
- Added "alter_level_data(zone, lev)" possible callback for level creation
- Alternate Daikara has pyroclasts falling whe nthe players getin range 6 instead of 3 and the last level has more trees
- Alternate Sandworm lair has more giant tunnelers
- Alternate Norgos lost Frozen Feet and the shivgoroths got a little damage penalty
- Alternate Maze "normal" horrors have been replaced by temporal ones
- Nerfed Shardskin damage and changed his talents a bit
- Air bubbles have a more explicit description
- Killing an aquatic horror will fill the surroundings with air bubbles
- Reduced Maleable Body effect
- Converted all wild gifts to infinite scaling
- Diggers should be instantly usale even at high speed
- Upgraded LuaJIT to 2.0.2
- getCharmPower now takes a first parameter "who"
- Objects from worldmap ambushes and farportal zones grant less money
- Birther can apply data to the party
- Easy mode now also halves all detrimental status effects
- Fixed traps in immediate melee mode
- Cavern generator can place doors
- Doors can have a "door_sound" field to tell which file to play when opened
- New hook "UISet:Classic:Resources"
- Fixed Prox halfling Feet when used on a halfling
- Allow quests to be in addons data folder, referncing them like zones with an "addonname+" prefix
- Chagned the particle effect for aerther vortex (thanks umbrall)
- In zones with walls on grass you can see small leaves of grass extending over the walls
- New dirt road gfx in the trollmire
- Roomer generator can now understand the = symbol to define tunnels, if not present it defaults as it did before to the floor
- Upgraded the grass to look like nice foresty grass
- Fixed stealth/invisibility: npcs could go straight to the target (it still hindered them though)
- Updated grass to look more like grass and less like golf terrain :)
- Ctrl+P (by default) now allows disabling/enabling all automatic talents
- Tentacles can not be summoned out of range
- Ambuscade shadow can not teleport
- When a summon dies/disappears, any NPCs targetting it will start looking for the summoner
- Added "infinite scaling" methods
- Applied infinite scaling methods to all spells
- Eggsack & crystal shard summons do not grant exp when killed
- Retch now also has a chance to remove a detrimental or beneficial (depending on undead status) physical effect
- Ghoulish Leap cooldown reduces with level
- Ghoul talent now provides a maximum damage cap. No blows can deal more than X% of their total life
- Animate Blade / Crystal Shard summons do not drop items
- Leveling up/down Mimic removes the effect
- Buffed Quick Recovery, Fast metabolism and Spell Shield, they now have bigger bonuses and scale with mastery
- Buffed the Eternal Night set
- Timed effect duration reduction from Time Shield and other such effectsonly affects detrimental ones
- Fixed Doomed unlock
- Removed Rain of Death vault
- Pulverizing Auger max range limited to 10
- Thalore Blight resistance reduced
- Fixed Receptive Mind debuff
- Rockwalk does not break Body of Stone
- Eldritch Stone now grants mana regen on rest
- Fix Deeprock Form preventing unlearning last talents
- Eldritch Stone now is affected by Aegis
- Eldritch Stone graphics updated
- Stone Wardens automatically unlocks Wilders
- Elemental Split only takes a turn if at least one half got summoned
- Mountainhewn Deeprock correctly grants immunities
- Eldritch Stone durations scale with talent
- Eldritch Stone effects have 100% chance to trigger
- Eldritch Stone effects apply power is based on the highest of spell or physical power
- Stone Wardens Stone Half now correctly knows Stoneshield
- Angolwen shops are finally free from their gfx glitch
- Mindlash psi cost now increases the more it is spammed
- Boosted Stealth initial value
- Lost Merchant artifact creation list is split into subcategories
- Birth screen will not spin the CPU madly
- Target tactical info now looks better!
- Addons in chardump will be stoerd differently to make the Vault able to search them correctly
- Wraithform has a graphical effect
- Increased font size on main menu
- Heat Beam Rune, Frozen Spear Rune and Insidious Poison Infusion will not affect crosstier effects anymore
- Resting will not spam the log with messages about party members healing
- Long chat dialogs will scroll
- Archery launchers can now have a damage multiplier and an on fire callback
- When in underwater levels the screen will very slightly .. hum .. wooble
- Buffed Mind Parasite
- Reduced Mucus equilibrium regen
- Natural Acid and Corrosive Nature now have a cooldown
- Mindslayer spiked shields have a new gfx effect
- Added a hook "GameOptions:generateList"
- Add new hook "ToME:runDone"
- New awesome graphical lore for Nur, made by "Impy"
- New achievement for winning the game without ever going west.
- When using a hotkey to trigger a talent/item that requires a target, pressing the hotkey again will validate the target just like enter and space
- Shatter won't stop at the first non-frozen foe it finds
Have fun!
- darkgod's blog
- Login or register to post comments